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Moved comet.gd to proper folder
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@ -1,60 +0,0 @@
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extends Area2D
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# TODO: Have speeds be determined on a rage based on its "size"
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# TODO: Provide a specific score based on the "size"
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# TODO: Have the comet spawn 2 of the next "size" when hit
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# TODO: Have the comet disapear if shot at is smallest "size"
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enum SIZE {SMALL, MEDIUM, LARGE}
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@export var current_size : SIZE = SIZE.LARGE
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var size_data = {
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SIZE.SMALL : {"Scale": 0.5, "Speed-Multi": 1.5},
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SIZE.MEDIUM : {"Scale": 1.0, "Speed-Multi": 1.0},
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SIZE.LARGE : {"Scale": 2.5, "Speed-Multi": 0.5}
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}
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var movement_speed : int
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var movement_speed_min : int = 100
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var movement_speed_max : int = 500
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var movement_direciton := Vector2.UP
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var rotation_speed : int
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var rotaion_direction : int
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func _ready() -> void:
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movement_speed = randi_range(movement_speed_min, movement_speed_max)
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movement_speed *= size_data[current_size]["Speed-Multi"]
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rotaion_direction = randi_range(0, 1)
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if rotaion_direction < 1:
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rotaion_direction = -1
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rotation_speed = randi_range(50, 150)
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rotate(randi_range(0, 360))
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self.scale *= size_data[current_size]["Scale"]
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func _physics_process(delta: float) -> void:
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$CollisionPolygon2D.rotate(deg_to_rad(rotaion_direction * rotation_speed * delta))
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$Sprite2D.rotate(deg_to_rad(rotaion_direction * rotation_speed * delta))
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position += movement_direciton.rotated(rotation) * movement_speed * delta
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# Screen Wrap
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var viewport_size := get_viewport_rect().size
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position.x = wrap(position.x, 0, viewport_size.x)
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position.y = wrap(position.y, 0,viewport_size.y)
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func _on_body_entered(body: Node2D) -> void:
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print(body)
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if body.is_in_group("bullet"):
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explode()
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if body.is_in_group("ship"):
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body.crash()
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func explode() -> void:
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queue_free()
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