ft: player attacking logic
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@@ -10,8 +10,9 @@ var mirrorSprite3: Node2D
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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$AnimatedSprite2D.animation = "Healthy"
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$AnimatedSprite2D.play()
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health = maxHealth
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sprite.animation = "Healthy"
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sprite.play()
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mirrorSprite1 = sprite.duplicate()
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mirrorSprite2 = sprite.duplicate()
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@@ -28,7 +29,8 @@ func _process(delta: float) -> void:
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_handle_wrapping()
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func _physics_process(delta: float) -> void:
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self.move(Vector3(randfn(0, 1), randfn(0, 1), 0))
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#self.move(Vector3(randfn(0, 1), randfn(0, 1), 0))
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pass
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func move(motion: Vector3) -> void:
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move_and_collide(Vector2(motion.x, motion.y)) # Moves along the given vector
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@@ -36,26 +38,20 @@ func move(motion: Vector3) -> void:
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# Apply boundary to new position
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position = GameManager.get_boundaried_position(position)
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func handle_damage(dmg: int) -> void:
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health = max(0, health-dmg)
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if health == 0:
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die()
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if health < maxHealth:
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become_injured()
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func die() -> void:
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sprite.play("Dying")
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super.die()
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func _on_area_2d_body_entered(body: Node2D) -> void:
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# TODO: collision with other entities
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# check if colision with player
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if body.is_in_group("player"):
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handle_collision_player(body)
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# Function to handle collision logic
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func handle_collision_player(player):
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self.health -= player.damage
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if sprite:
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if self.health <= 0:
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self.die()
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else:
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sprite.play("Injured")
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func become_injured() -> void:
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sprite.animation = "Injured"
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sprite.play()
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# FIXME: Doesn't work with injured sprite
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# Mirroring table:
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