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Moved comet.gd to proper folder
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@ -1,10 +1,8 @@
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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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# TODO: Have like 1 in 4 different sprites (and maybe shapes) the comet can be
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signal exploded (new_size: SIZE, current_position: Vector2)
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enum SIZE {SMALL, MEDIUM, LARGE}
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@ -16,7 +14,6 @@ var size_data = {
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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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@ -25,7 +22,6 @@ 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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@ -50,11 +46,15 @@ func _physics_process(delta: float) -> void:
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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 _on_area_entered(area: Area2D) -> void:
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if area.is_in_group("bullet"):
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area.queue_free()
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# TODO: Have some kind of (maybe) particle explosion happen when hit with bullet
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$AnimationPlayer.play("explode")
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func explode() -> void:
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exploded.emit(current_size - 1, global_position)
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queue_free()
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