goober
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@@ -1,11 +1,17 @@
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class_name Bullet extends Area2D
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@onready var bullet_graphic: Sprite2D = $bullet_graphic
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var speed: float = 700
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signal bulletDamageSignal(target: Node2D, bullet: Node2D)
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func setSpeed(val: float):
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speed = val
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func setSpeed(value: float):
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speed = value
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if value<0:
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bullet_graphic.flip_h = true
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if value>0:
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bullet_graphic.flip_h= false
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func _physics_process(delta: float) -> void:
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position+=transform.x*speed*delta
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@@ -0,0 +1,7 @@
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class_name coin extends Area2D
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signal coincollectedsignal(body, coin)
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func _on_body_entered(body: Node2D) -> void:
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print("coin collision")
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coincollectedsignal.emit(body,self)
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@@ -0,0 +1 @@
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uid://bxb3b804re3sr
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@@ -27,3 +27,8 @@ func bulletDamage(target: Node2D, bullet: Node2D):
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print("GC sees a hit")
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target.queue_free()
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bullet.visible = false
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func coincollected(body, coin):
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print("coincollected")
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coin.queue_free()
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@@ -3,12 +3,18 @@ class_name SCENEMANAGER extends Node2D
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const bulletscn = preload("res://Scenes/bullet.tscn")
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@onready var game: Node2D = $".."
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@onready var triggers: Node2D = $"../Triggers"
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@onready var coins: Node2D = $"../Coins"
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func _ready() -> void:
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if triggers:
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for obj in triggers.get_children():
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if obj is Trigger:
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obj.areaTriggerSignal.connect(game._on_trigger)
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if coins:
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for obj in coins.get_children():
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if obj is coin:
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obj.coincollectedsignal.connect(game.coincollected)
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var bullets: Array[Bullet] = []
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const MAX_BULLETS = 10
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