Wizard Tower and special effects
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@ -8,7 +8,7 @@ var follower = false
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var target = null
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const ARROW = preload("res://Game/Bullets/arrow.tscn")
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const MAGIC = preload("res://Game/Bullets/magic.tscn")
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func _ready() -> void:
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follower = true
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@ -26,10 +26,13 @@ func _process(delta: float) -> void:
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func set_properties() -> void:
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if self.name.contains("ArcherTower"):
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get_node("Timer").wait_time = 0.8
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bulletSpeed = 400
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hitpoint = 50
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get_node("Timer").wait_time = 0.5
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bulletSpeed = 600
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hitpoint = 25
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if self.name.contains("WizardTower"):
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get_node("Timer").wait_time = 2.0
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bulletSpeed = 450
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hitpoint = 10
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func get_if_moving_state():
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return follower
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@ -43,9 +46,14 @@ func choose_target(body : Node2D) -> void:
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if not follower:
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var surroinding_enemies = get_node("CharacterBody2D/Area2D").get_overlapping_bodies()
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target = surroinding_enemies[0]
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for i in surroinding_enemies:
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if i.get_parent().get_progress() > target.get_parent().get_progress():
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target = i
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if self.name.contains("ArcherTower") or self.name.contains("BombTower"):
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for i in surroinding_enemies:
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if i.get_parent().get_progress() > target.get_parent().get_progress():
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target = i
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if self.name.contains("WizardTower"):
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for i in surroinding_enemies:
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if i.get_parent().get_progress() < target.get_parent().get_progress():
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target = i
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pass
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func shoot() -> void:
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@ -57,4 +65,12 @@ func shoot() -> void:
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arrow.set_targe(target)
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arrow.set_hitpoint(hitpoint)
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get_parent().add_child(arrow)
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if self.name.contains("WizardTower"):
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var magic = MAGIC.instantiate()
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magic.position = self.position
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magic.set_speed(bulletSpeed)
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magic.set_targe(target)
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magic.set_hitpoint(hitpoint)
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get_parent().add_child(magic)
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pass
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