Heads now stick to glass tables (and bleed).
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a13f274767
commit
ab0a4e24f7
5 changed files with 56 additions and 7 deletions
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@ -7,6 +7,8 @@ var shader_active = false
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var pause = false
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var target = null
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@onready var head_splat = preload("res://sprites/head_splat.png")
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func start(pos):
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position = pos
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@ -49,9 +51,16 @@ func _on_area_entered(area: Area2D) -> void:
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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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#stick_to_target(target)
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queue_free()
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area.hit_detection()
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# stick_to_target(target)
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reparent(area)
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$Sprite2D.texture = head_splat
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$Sprite2D.hframes = 1
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position = Vector2.ZERO
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pause = true
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$Sprite2D/GPUParticles2D.hide()
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monitoring = false
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"mirror":
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@ -6,7 +6,7 @@ var enemy_type: String = "shards"
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@onready var child_node = get_node("Player")
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func hit_detection():
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print("Shift!")
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#print("Shift!")
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#var tween = create_tween().set_parallel(true)
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#tween.tween_property($Sprite, "position:y", 4, 0.1)
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#tween.tween_property($Sprite, "position:y", 0, 0.05)
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@ -25,7 +25,7 @@ func _ready():
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func spawn_enemies():
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if wave_count == 2: #This is for CHICKENS
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if wave_count == 1: #This is for CHICKENS
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print("Enemy Wave: ", wave_count)
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enemy = CHICKEN
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for x in range(COLS):
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@ -53,7 +53,7 @@ func spawn_enemies():
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enemy_count = rows_mod * cols_mod
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await get_tree().process_frame
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if wave_count == 3 : #This if for Mirror
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if wave_count == 0 : #This if for Mirror
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print("Enemy Wave: ", wave_count)
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# Spawn Table
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@ -89,7 +89,7 @@ func spawn_enemies():
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s.start_all_animations()
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if wave_count == 0 : #This is for Boss
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if wave_count == 2 : #This is for Boss
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# Hide the player
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