Sidebar and lives
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@ -3,6 +3,7 @@ extends Node2D
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var speed = 0
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var health = 0
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var shield = 0
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var damage = 0
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var current_health = 0
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var current_shield = 0
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@ -11,6 +12,7 @@ var last_position: Vector2 = Vector2.ZERO # To store the previous position
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func _ready() -> void:
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last_position = get_parent().position
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set_character_data()
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adjust_health_bar()
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@ -38,6 +40,7 @@ func move_character(delta: float) -> void:
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#if reached the end of the path remove both the path, and the character
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if path_follow.get_progress_ratio() >= 0.999:
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get_parent().get_parent().get_parent().decrease_life(damage)
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get_parent().queue_free()
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@ -47,14 +50,17 @@ func set_character_data():
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speed = 120
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health = 100
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shield = 100
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damage = 2
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"Ork":
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speed = 80
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health = 150
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shield = 100
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damage = 5
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"Cobold":
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speed = 200
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health = 50
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shield = 0
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damage = 1
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get_node("CharacterBody2D/AnimatedSprite2D").speed_scale = float(speed) / 100 #adjust animation speed based on the character speed
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current_health = health
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