Coins system, and finished mortar
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@ -11,6 +11,9 @@ 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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var lifter = false
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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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@ -24,6 +27,18 @@ func _process(delta: float) -> void:
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if not target:
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if get_node("CharacterBody2D/Area2D").get_overlapping_bodies():
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choose_target(null)
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if lifter:
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lifteramount += 4
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if lifteramount <= 40:
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get_node("CharacterBody2D/lifter - 1").position.y -= 4
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get_node("CharacterBody2D/lifter - 2").position.y -= 4
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elif lifteramount >= 40 and lifteramount <= 80:
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get_node("CharacterBody2D/lifter - 1").position.y += 4
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get_node("CharacterBody2D/lifter - 2").position.y += 4
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elif lifteramount >= 80:
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lifteramount = 0
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lifter = false
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func set_properties() -> void:
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if self.name.contains("ArcherTower"):
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@ -36,7 +51,7 @@ func set_properties() -> void:
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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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hitpoint = 80
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func get_if_moving_state():
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return follower
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@ -50,11 +65,11 @@ 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"):
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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") or self.name.contains("MortarTower"):
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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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@ -88,5 +103,5 @@ func shoot() -> void:
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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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lifter = true
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pass
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