Fixed enemy movement
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84d09120b2
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assets/graphics/effects/02.png
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assets/graphics/effects/02.png
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assets/graphics/effects/02.png.import
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assets/graphics/effects/02.png.import
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@ -0,0 +1,40 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://bwubigf4fgyo8"
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path="res://.godot/imported/02.png-89cf67da19c7359965ab5dceddda9fc3.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://assets/graphics/effects/02.png"
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dest_files=["res://.godot/imported/02.png-89cf67da19c7359965ab5dceddda9fc3.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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@ -1,10 +1,10 @@
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[gd_scene load_steps=4 format=3 uid="uid://cyy6jr7mxu0jl"]
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[ext_resource type="Script" uid="uid://cb874g2gkrukb" path="res://scripts/bullet.gd" id="1_mkf8s"]
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[ext_resource type="Texture2D" uid="uid://rejfd2gqjk7w" path="res://assets/graphics/effects/14.png" id="2_y25gk"]
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[ext_resource type="Texture2D" uid="uid://bwubigf4fgyo8" path="res://assets/graphics/effects/02.png" id="2_y25gk"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_h1aey"]
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size = Vector2(16, 20)
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size = Vector2(4, 2)
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[node name="Bullet" type="Area2D"]
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z_index = 100
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@ -13,9 +13,7 @@ collision_mask = 22
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script = ExtResource("1_mkf8s")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2(-1, 0)
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shape = SubResource("RectangleShape2D_h1aey")
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debug_color = Color(1, 0, 0, 1)
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[node name="Sprite2D" type="Sprite2D" parent="."]
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scale = Vector2(0.1, 0.1)
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@ -46,6 +46,7 @@ size = Vector2(14, 15)
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collision_layer = 16
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collision_mask = 15
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script = ExtResource("1_4oill")
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speed = 100
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[node name="SlimeSprite" type="AnimatedSprite2D" parent="."]
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sprite_frames = SubResource("SpriteFrames_negjt")
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@ -58,23 +59,21 @@ position = Vector2(0, 4.5)
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shape = SubResource("RectangleShape2D_02r3y")
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[node name="RightCast" type="RayCast2D" parent="."]
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position = Vector2(1, 0)
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target_position = Vector2(20, 0)
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collision_mask = 3
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target_position = Vector2(7, 0)
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collision_mask = 2
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[node name="LeftCast" type="RayCast2D" parent="."]
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position = Vector2(1, 0)
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target_position = Vector2(-20, 0)
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collision_mask = 3
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target_position = Vector2(-7, 0)
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collision_mask = 2
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[node name="RightDownCast" type="RayCast2D" parent="."]
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position = Vector2(8, 0)
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position = Vector2(7, 0)
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target_position = Vector2(0, 20)
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collision_mask = 3
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collision_mask = 2
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[node name="LeftDownCast" type="RayCast2D" parent="."]
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position = Vector2(-6, 0)
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position = Vector2(-7, 0)
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target_position = Vector2(0, 20)
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collision_mask = 3
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collision_mask = 2
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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@ -25,7 +25,7 @@ var current_level = 0
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# Save/load
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var stash_data : Dictionary = {}
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# Timers
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var timers = [10, 15, 20]
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var timers = [30, 30, 30]
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var time_available : int = 0
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var timer = Timer.new()
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# Characters
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@ -1,25 +1,26 @@
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class_name Slimer
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extends Area2D
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signal player_slimed(body, slime)
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@export var speed : int = 50
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var direction : int = 1
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@onready var right_cast: RayCast2D = $RightCast
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@onready var left_cast: RayCast2D = $LeftCast
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@onready var right_down_cast: RayCast2D = $RightDownCast
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@onready var left_down_cast: RayCast2D = $LeftDownCast
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@onready var slime_sprite: AnimatedSprite2D = $SlimeSprite
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var speed : int = 25
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var direction : int = 1
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signal player_slimed(body, slime)
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func _process(delta: float) -> void:
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if not right_down_cast.is_colliding():
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if not right_down_cast.is_colliding() or right_cast.is_colliding():
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direction = -1
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slime_sprite.flip_h = true
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#if not left_down_cast.is_colliding():
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#direction = 1
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#slime_sprite.flip_h = false
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#if not right_cast.is_colliding():
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elif not left_down_cast.is_colliding() or left_cast.is_colliding():
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direction = 1
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slime_sprite.flip_h = false
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#direction = -1
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#slime_sprite.flip_h = true
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#if not left_cast.is_colliding():
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