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Added Comet sizes
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@ -6,8 +6,9 @@
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_5nukh"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_5nukh"]
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size = Vector2(4, 16)
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size = Vector2(4, 16)
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[node name="Bullet" type="Area2D" groups=["projectile"]]
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[node name="Bullet" type="Area2D" groups=["bullet"]]
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position = Vector2(0, -8)
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position = Vector2(0, -8)
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collision_layer = 2
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collision_mask = 2
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collision_mask = 2
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script = ExtResource("1_jyq7a")
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script = ExtResource("1_jyq7a")
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@ -1,24 +1,48 @@
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extends Area2D
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extends Area2D
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# TODO: Have a list of "sizes" a comet can be
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# TODO: Have speeds be determined on a rage based on its "size"
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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: 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 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 the comet disapear if shot at is smallest "size"
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@export var movement_speed := 600
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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 rotation_speed : int
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var rotaion_direction : int
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var rotaion_direction : int
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func _ready() -> void:
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func _ready() -> void:
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rotaion_direction = randi_range(-1, 1)
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movement_speed = randi_range(movement_speed_min, movement_speed_max)
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rotation_speed = randi_range(50, 250)
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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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func _physics_process(delta: float) -> void:
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rotate(deg_to_rad(rotaion_direction * rotation_speed * delta))
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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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# TODO: Add "floating in space" movement
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position += movement_direciton.rotated(rotation) * movement_speed * delta
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# Screen Wrap
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# Screen Wrap
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var viewport_size := get_viewport_rect().size
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var viewport_size := get_viewport_rect().size
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@ -27,6 +51,10 @@ func _physics_process(delta: float) -> void:
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func _on_body_entered(body: Node2D) -> void:
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func _on_body_entered(body: Node2D) -> void:
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print(body)
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print(body)
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# TODO: Add "explosion" logic if bullet hits me
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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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if body.is_in_group("ship"):
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body.crash()
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body.crash()
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func explode() -> void:
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queue_free()
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@ -4,6 +4,7 @@
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[ext_resource type="Script" path="res://scenes/comet.gd" id="1_33qxe"]
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[ext_resource type="Script" path="res://scenes/comet.gd" id="1_33qxe"]
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[node name="Comet" type="Area2D"]
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[node name="Comet" type="Area2D"]
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collision_layer = 3
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script = ExtResource("1_33qxe")
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script = ExtResource("1_33qxe")
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[node name="Sprite2D" type="Sprite2D" parent="."]
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[node name="Sprite2D" type="Sprite2D" parent="."]
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@ -25,3 +25,14 @@ position = Vector2(622, 309)
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[node name="Comet" parent="." instance=ExtResource("2_b37uv")]
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[node name="Comet" parent="." instance=ExtResource("2_b37uv")]
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position = Vector2(276, 249)
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position = Vector2(276, 249)
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current_size = 1
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[node name="Comet2" parent="." instance=ExtResource("2_b37uv")]
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position = Vector2(439, 459)
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[node name="Comet3" parent="." instance=ExtResource("2_b37uv")]
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position = Vector2(834, 136)
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current_size = 0
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[node name="Comet4" parent="." instance=ExtResource("2_b37uv")]
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position = Vector2(938, 402)
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@ -1,6 +1,6 @@
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extends Area2D
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extends Area2D
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# TODO: Tweak speed and LifeTimer values
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# FIXME: Tweak speed and LifeTimer values
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@export var speed := 1400.00
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@export var speed := 1400.00
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var direction := Vector2.UP
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var direction := Vector2.UP
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@ -1,7 +1,8 @@
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extends CharacterBody2D
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extends CharacterBody2D
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# TODO: Add the ability to "warp"
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# TODO: Add the ability to "warp"
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# TODO: Tweak speed and shoot time values
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# FIXME: Tweak speed and shoot time values
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# FIXME: Tweak Ship's scale
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const BULLET = preload("res://scenes/bullet.tscn")
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const BULLET = preload("res://scenes/bullet.tscn")
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@ -41,7 +42,7 @@ func fire_gun(pos : Vector2, rot : float) -> void:
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bullet.position = pos
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bullet.position = pos
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bullet.rotation = rot
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bullet.rotation = rot
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$Projectiles.add_child(bullet)
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$Projectiles.add_child(bullet)
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$ShootSounds.play()
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$ShootSound.play()
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can_shoot = false
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can_shoot = false
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$ShotCooldown.start()
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$ShotCooldown.start()
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