Mortar first act
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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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