On the advice of Sophie, I adjusted the shader settings on the resource
to be local to the scene so not all CRTs flashed when one got hit.
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5 changed files with 44 additions and 41 deletions
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@ -19,33 +19,32 @@ func _on_visible_on_screen_notifier_2d_screen_exited() -> void:
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func _on_area_entered(area: Area2D) -> void:
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var enemies = get_tree().get_nodes_in_group("enemies")
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if area.is_in_group("enemies"):
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#for enemy in enemies:
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match enemies.enemy_type:
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"crt":
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if area.is_in_group("enemies"):
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print("CRT hit!")
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area.hit_detection()
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queue_free()
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"shards":
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if area.is_in_group("shards"):
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print("Shards hit!")
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area.hit_detection()
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"mirror":
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if area.is_in_group("enemies"):
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print("Mirror hit!")
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area.hit_detection()
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queue_free()
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"chicken":
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if area.is_in_group("enemies"):
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print("Chicken hit!")
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match area.enemy_type:
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"crt":
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if area.is_in_group("enemies"):
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print("CRT hit!")
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area.hit_detection()
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queue_free()
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"shards":
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if area.is_in_group("shards"):
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print("Shards hit!")
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area.hit_detection()
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"mirror":
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if area.is_in_group("enemies"):
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print("Mirror hit!")
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area.hit_detection()
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queue_free()
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"chicken":
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if area.is_in_group("enemies"):
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print("Chicken hit!")
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area.hit_detection()
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queue_free()
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#func bullet_fx():
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#shader_active = true
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