Mortar first act
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48
Game/Towers/mortar_tower.tscn
Normal file
48
Game/Towers/mortar_tower.tscn
Normal file
@ -0,0 +1,48 @@
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[gd_scene load_steps=7 format=3 uid="uid://uqxd2lii1xba"]
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[ext_resource type="Script" uid="uid://dil41a1ymo0ua" path="res://Game/Towers/towers.gd" id="1_bhlym"]
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[ext_resource type="Texture2D" uid="uid://dkgih7tl654v1" path="res://Assets/Towers/Mortar part (3).png" id="1_sq58r"]
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[ext_resource type="Texture2D" uid="uid://cm33n3xc81rpj" path="res://Assets/Towers/Mortar part (2).png" id="2_bhlym"]
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[ext_resource type="Texture2D" uid="uid://cxtluaplpd8hg" path="res://Assets/Towers/Mortar part (1).png" id="3_82ftk"]
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_cfdf4"]
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radius = 29.0
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height = 88.0
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_bhlym"]
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size = Vector2(367.125, 172.25)
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[node name="MortarTower" type="Node2D"]
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script = ExtResource("1_bhlym")
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[node name="CharacterBody2D" type="CharacterBody2D" parent="."]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D"]
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position = Vector2(0, 17)
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shape = SubResource("CapsuleShape2D_cfdf4")
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[node name="Area2D" type="Area2D" parent="CharacterBody2D"]
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position = Vector2(2, 20)
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collision_mask = 2
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[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D/Area2D"]
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position = Vector2(-1, -68)
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shape = SubResource("RectangleShape2D_bhlym")
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[node name="MortarPart(3)" type="Sprite2D" parent="CharacterBody2D"]
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position = Vector2(0.800001, 18.6)
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scale = Vector2(0.4, 0.4)
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texture = ExtResource("1_sq58r")
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[node name="MortarPart(2)" type="Sprite2D" parent="CharacterBody2D"]
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position = Vector2(4.40004, 18)
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scale = Vector2(0.4, 0.4)
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texture = ExtResource("2_bhlym")
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[node name="MortarPart(1)" type="Sprite2D" parent="CharacterBody2D"]
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position = Vector2(0.800001, 31.6)
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scale = Vector2(0.4, 0.4)
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texture = ExtResource("3_82ftk")
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[node name="Timer" type="Timer" parent="."]
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autostart = true
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@ -9,10 +9,11 @@ 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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const ROCK = preload("res://Game/Bullets/rock.tscn")
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func _ready() -> void:
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follower = true
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get_node("CharacterBody2D/Area2D").connect("body_entered", Callable(self, "choose_target"))
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get_node("CharacterBody2D/Area2D").body_entered.connect(choose_target)
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get_node("Timer").timeout.connect(shoot)
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set_process_input(true)
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set_properties()
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@ -33,6 +34,9 @@ func set_properties() -> void:
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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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if self.name.contains("MortarTower"): #??? not sure if necessary yet
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get_node("Timer").wait_time = 5
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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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@ -46,11 +50,11 @@ 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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if self.name.contains("ArcherTower") or self.name.contains("BombTower"):
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if self.name.contains("ArcherTower"):
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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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if self.name.contains("WizardTower") or self.name.contains("MortarTower"):
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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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@ -60,6 +64,7 @@ func shoot() -> void:
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if target != null:
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if self.name.contains("ArcherTower"):
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var arrow = ARROW.instantiate()
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arrow.name = "Arrow" + str(randi())
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arrow.position = self.position
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arrow.set_speed(bulletSpeed)
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arrow.set_targe(target)
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@ -68,9 +73,20 @@ func shoot() -> void:
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if self.name.contains("WizardTower"):
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var magic = MAGIC.instantiate()
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magic.name = "Magic" + str(randi())
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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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if self.name.contains("MortarTower"):
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var rock = ROCK.instantiate()
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rock.name = "Rock" + str(randi())
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rock.position = self.position
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rock.set_speed(bulletSpeed)
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rock.set_targe(target)
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rock.set_hitpoint(hitpoint)
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get_parent().add_child(rock)
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pass
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