Sound effects
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@ -12,13 +12,26 @@ var midpoint = 0
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var t = 0.0
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var duration = 0.5
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var SFX_loudness = 1.0
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var master_volume = 1.0
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var reached_once = false
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static var NAMES = ["Forkman", "Cobold", "Ork"]
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func _ready() -> void:
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starterpos = global_position
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targetpos = target.global_position
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midpoint = (targetpos + starterpos) / 2
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midpoint.y -= 200 #height of the curve!
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midpoint.y -= 200 #height of the curve!
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var config = ConfigFile.new()
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var err = config.load("user://settings.cfg")
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if err == OK:
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var master_volume_raw = config.get_value("audio", "master_volume", 100.0)
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master_volume = clamp(master_volume_raw / 100.0, 0.0, 1.0)
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var sfx_volume_raw = config.get_value("audio", "sfx_volume", 100.0)
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SFX_loudness = clamp(sfx_volume_raw / 100.0, 0.0, 1.0)
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get_node("AudioStreamPlayer2D").finished.connect(finished_end_sound)
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func set_targe(_target : Node2D) -> void:
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target = _target
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@ -31,52 +44,63 @@ func set_hitpoint(_hitpoint: int) -> void:
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func _process(delta: float) -> void:
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if name.contains("Rock"):
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t += delta / duration
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position = bezier(t)
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if t >= 1.0:
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get_node("CharacterBody2D/AnimatedSprite2D").play("hit")
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var killalll = get_node("Area2D").get_overlapping_bodies()
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for i in killalll:
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for j in NAMES:
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if i.get_parent().name.contains(j):
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i.get_parent().enemy_hurt(hitpoint)
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set_process(false)
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elif 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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if not reached_once:
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if name.contains("Rock"):
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t += delta / duration
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position = bezier(t)
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if t >= 1.0:
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get_node("CharacterBody2D/AnimatedSprite2D").play("hit")
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var killalll = get_node("Area2D").get_overlapping_bodies()
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for i in killalll:
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for j in NAMES:
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if i.get_parent().name.contains(j):
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i.get_parent().enemy_hurt(hitpoint)
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target_reached()
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set_process(false)
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elif 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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if name.contains("Arrow"):
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rotation = direction.angle() + deg_to_rad(90)
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# Rotate the bullet to face the target
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if name.contains("Arrow"):
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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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distancetaken += (direction * speed * delta).length()
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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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if distancetaken > 250:
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# Move the bullet towards the target
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position += direction * speed * delta
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distancetaken += (direction * speed * delta).length()
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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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if distancetaken > 250:
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queue_free()
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else:
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queue_free()
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else:
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queue_free()
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func target_reached() -> void:
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if name.contains("Arrow"): #special effects here!
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if randf() < 0.1:
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target.get_parent().set_speed(target.get_parent().get_speed() / 2)
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target.get_parent().adjust_speed_of_animation()
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pass
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if name.contains("Magic"):
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if randf() < 0.1:
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target.get_parent().set_progress(max(target.get_parent().get_progress() - 60, 0))
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if not reached_once:
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reached_once = true
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if name.contains("Arrow"): #special effects here!
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self.get_node("CharacterBody2D").get_node("Sprite2D").hide()
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if randf() < 0.1:
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target.get_parent().set_speed(target.get_parent().get_speed() / 2)
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target.get_parent().adjust_speed_of_animation()
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pass
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if name.contains("Magic"):
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self.get_node("CharacterBody2D").get_node("Sprite2D").hide()
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if randf() < 0.1:
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target.get_parent().set_progress(max(target.get_parent().get_progress() - 60, 0))
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target.get_parent().enemy_hurt(hitpoint)
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queue_free()
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if target:
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target.get_parent().enemy_hurt(hitpoint)
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self.get_node("AudioStreamPlayer2D").volume_db = linear_to_db(master_volume * SFX_loudness)
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self.get_node("AudioStreamPlayer2D").playing = true
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func finished_end_sound() -> void:
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queue_free()
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func bezier(t: float):
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var q0 = starterpos.lerp(midpoint, t)
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var q1 = midpoint.lerp(targetpos, t)
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