Wizard Tower and special effects
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@ -1,4 +0,0 @@
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extends Node2D
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func _ready() -> void:
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print("ready")
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@ -1 +0,0 @@
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uid://b3dcdgqfb5nf3
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@ -3,6 +3,7 @@ extends Node2D
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var target
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var speed
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var hitpoint
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var distancetaken = 0
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func set_targe(_target : Node2D) -> void:
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target = _target
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@ -19,17 +20,32 @@ func _process(delta: float) -> void:
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var direction = (target.get_parent().get_parent().get_position() - position).normalized()
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# Rotate the bullet to face the target
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rotation = direction.angle() + deg_to_rad(90)
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if name.contains("Arrow"):
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rotation = direction.angle() + deg_to_rad(90)
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# Move the bullet towards the target
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position += direction * speed * delta
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distancetaken += (direction * speed * delta).length()
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if position.distance_to(target.get_parent().get_parent().position) <= 5:
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target_reached()
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if distancetaken > 250:
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queue_free()
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else:
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queue_free()
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func target_reached() -> void:
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var chance = 0
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if name.contains("Arrow"): #special effects here!
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if randf() < 0.1:
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target.get_parent().set_speed(target.get_parent().get_speed() / 2)
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pass
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if name.contains("Magic"):
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if randf() < 0.5:
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target.get_parent().set_progress(max(target.get_parent().get_progress() - 60, 0))
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target.get_parent().enemy_hurt(hitpoint)
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queue_free()
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68
Game/Bullets/magic.tscn
Normal file
68
Game/Bullets/magic.tscn
Normal file
@ -0,0 +1,68 @@
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[gd_scene load_steps=7 format=3 uid="uid://caynrq7jnjlnx"]
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[ext_resource type="Texture2D" uid="uid://mmrsjrjxv168" path="res://Assets/Bullets/magic.png" id="1_jjep1"]
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[ext_resource type="Script" uid="uid://dqvdgdobuo2rf" path="res://Game/Bullets/bullet.gd" id="1_lj5pp"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_lj5pp"]
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size = Vector2(18, 16)
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[sub_resource type="Animation" id="Animation_lj5pp"]
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resource_name = "rotation"
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length = 0.5
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markers = [{
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"color": Color(1, 1, 1, 1),
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"name": &"new_marker",
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"time": 0.5
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}]
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Sprite2D:rotation")
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tracks/0/interp = 2
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0, 0.5),
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"transitions": PackedFloat32Array(1, 1),
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"update": 0,
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"values": [0.0, 6.28319]
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}
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[sub_resource type="Animation" id="Animation_0itbo"]
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length = 0.001
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Sprite2D:rotation")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [0.0]
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_55qby"]
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_data = {
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&"RESET": SubResource("Animation_0itbo"),
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&"rotation": SubResource("Animation_lj5pp")
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}
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[node name="Magic" type="Node2D"]
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script = ExtResource("1_lj5pp")
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[node name="CharacterBody2D" type="CharacterBody2D" parent="."]
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collision_mask = 2
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[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D"]
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shape = SubResource("RectangleShape2D_lj5pp")
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[node name="AnimationPlayer" type="AnimationPlayer" parent="CharacterBody2D"]
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libraries = {
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&"": SubResource("AnimationLibrary_55qby")
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}
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autoplay = "rotation"
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[node name="Sprite2D" type="Sprite2D" parent="CharacterBody2D"]
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scale = Vector2(3, 3)
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texture = ExtResource("1_jjep1")
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