Game Won, Game Over and Tower fixes
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@ -20,6 +20,7 @@ var lifteramount = 0
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func _ready() -> void:
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follower = true
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get_node("CharacterBody2D/Area2D").body_entered.connect(choose_target)
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get_node("CharacterBody2D/Area2D").body_exited.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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@ -70,10 +71,12 @@ func set_properties() -> void:
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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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get_node("CharacterBody2D/Area2D/CollisionShape2D").shape.radius = 150
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if self.name.contains("WizardTower"):
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get_node("Timer").wait_time = 1.0
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bulletSpeed = 450
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hitpoint = 15
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get_node("CharacterBody2D/Area2D/CollisionShape2D").shape.radius = 150
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if self.name.contains("MortarTower"): #??? not sure if necessary yet
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get_node("Timer").wait_time = 2
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hitpoint = 80
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@ -90,16 +93,17 @@ func _input(event):
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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("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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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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target = null
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if surroinding_enemies.size() > 0:
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target = surroinding_enemies[0]
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if self.name.contains("ArcherTower") 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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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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func shoot() -> void:
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if target != null:
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