ArcherTower and Arrows
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19
Game/Bullets/arrow.tscn
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19
Game/Bullets/arrow.tscn
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[gd_scene load_steps=4 format=3 uid="uid://bjihbmnkq0n3b"]
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[ext_resource type="Texture2D" uid="uid://bqdblby54pv2s" path="res://Assets/Bullets/arrow.png" id="1_v0wue"]
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[ext_resource type="Script" uid="uid://dqvdgdobuo2rf" path="res://Game/Bullets/bullet.gd" id="1_wft0c"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_wft0c"]
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size = Vector2(3, 16)
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[node name="Arrow" type="Node2D"]
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script = ExtResource("1_wft0c")
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[node name="CharacterBody2D" type="CharacterBody2D" parent="."]
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collision_mask = 2
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[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D"]
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shape = SubResource("RectangleShape2D_wft0c")
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[node name="Sprite2D" type="Sprite2D" parent="CharacterBody2D"]
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texture = ExtResource("1_v0wue")
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35
Game/Bullets/bullet.gd
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35
Game/Bullets/bullet.gd
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extends Node2D
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var target
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var speed
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var hitpoint
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func set_targe(_target : Node2D) -> void:
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target = _target
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func set_speed(_speed: int) -> void:
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speed = _speed
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func set_hitpoint(_hitpoint: int) -> void:
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hitpoint = _hitpoint
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func _process(delta: float) -> void:
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if target and speed > 0:
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# Get the direction vector from the bullet to the target
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var direction = (target.get_parent().get_parent().get_position() - position).normalized()
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# Rotate the bullet to face the target
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rotation = direction.angle() + deg_to_rad(90)
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# Move the bullet towards the target
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position += direction * speed * delta
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if position.distance_to(target.get_parent().get_parent().position) <= 5:
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target_reached()
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else:
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queue_free()
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func target_reached() -> void:
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target.get_parent().enemy_hurt(hitpoint)
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queue_free()
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1
Game/Bullets/bullet.gd.uid
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1
Game/Bullets/bullet.gd.uid
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uid://dqvdgdobuo2rf
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