add iron and forge
This commit is contained in:
+11
-1
@@ -3,6 +3,7 @@ extends CharacterBody3D
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const PICKUP_SCENE := preload("res://scenes/Pickup.tscn")
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const LEATHER_SCENE := preload("res://scenes/Leather.tscn")
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const IRON_SCENE := preload("res://scenes/Iron.tscn")
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signal died(points: int)
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signal merged(upgrade: bool)
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@@ -10,6 +11,7 @@ signal merged(upgrade: bool)
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enum State { CHASING, FLYING, STUNNED, DEAD, MERGING }
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static var first_leather_spawned: bool = false
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static var first_iron_spawned: bool = false
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var kickable_type: String = ""
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var tier: int = 1
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@@ -54,7 +56,6 @@ func setup(type: String, wave: int) -> void:
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enemy_type = type
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kickable_type = type
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wave_num = wave
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tier = enemy_level
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match type:
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"slime":
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move_speed = 2.8 + wave * 0.12
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@@ -82,6 +83,7 @@ func setup(type: String, wave: int) -> void:
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COLOR_CHASE = Color(0.3, 0.7, 0.3)
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mat.albedo_color = COLOR_CHASE
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enemy_level = 3
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tier = enemy_level
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func _physics_process(delta: float) -> void:
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match state:
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@@ -267,6 +269,14 @@ func _try_drop_pickup() -> void:
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get_parent().add_child(leather)
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leather.global_position = global_position
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if enemy_level == 2:
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var drop_iron := not first_iron_spawned or randf() < 0.20
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if drop_iron:
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first_iron_spawned = true
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var iron := IRON_SCENE.instantiate() as Node3D
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get_parent().add_child(iron)
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iron.global_position = global_position
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var roll := randf()
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var p_type := ""
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var p_heal := 0
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+134
@@ -0,0 +1,134 @@
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extends CharacterBody3D
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const METAL_ARMOR_SCENE := preload("res://scenes/MetalArmor.tscn")
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signal destroyed
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enum State { IDLE, FLYING }
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const AIR_FRICTION := 0.86
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const MIN_SPEED := 0.5
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const WALL_BOUNCE := 0.45
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const WALL_SELF_DMG := 0.5
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var kickable_type: String = "iron"
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var tier: int = 2
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var state: State = State.IDLE
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var fly_vel: Vector3 = Vector3.ZERO
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var health: float = 80.0
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var dead: bool = false
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var damage_modifier: float = 0.9
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@onready var mesh_node: MeshInstance3D = $IronMesh
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var iron_mat: StandardMaterial3D
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const COLOR_IDLE := Color(0.55, 0.58, 0.62)
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const COLOR_IMPACT := Color(1.0, 1.0, 1.0)
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func _ready() -> void:
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add_to_group("kickable")
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iron_mat = mesh_node.material_override.duplicate() as StandardMaterial3D
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mesh_node.material_override = iron_mat
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func apply_collision_damage(dmg: float) -> void:
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_take_damage(dmg)
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func receive_kick(direction: Vector3, force: float) -> void:
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fly_vel = direction * force
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fly_vel.y = 0.0
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state = State.FLYING
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func _physics_process(delta: float) -> void:
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if state == State.IDLE:
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return
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_fly(delta)
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func _fly(delta: float) -> void:
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var speed_now := Vector2(fly_vel.x, fly_vel.z).length()
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velocity = fly_vel
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velocity.y = 0.0
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move_and_slide()
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var handled := false
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for i in get_slide_collision_count():
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var col := get_slide_collision(i)
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var col3d := col.get_collider() as Node3D
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if col3d == null:
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continue
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if col3d.has_meta("is_forge"):
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_hit_forge(col3d)
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return
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if col3d.has_meta("is_wall"):
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var normal := col.get_normal()
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normal.y = 0.0
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if normal.length() > 0.01:
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fly_vel = fly_vel.bounce(normal.normalized()) * WALL_BOUNCE
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else:
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fly_vel = Vector3.ZERO
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_take_damage(speed_now * WALL_SELF_DMG)
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handled = true
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break
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elif col3d.is_in_group("enemies") or col3d.is_in_group("kickable"):
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if col3d == self:
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continue
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KickSystem.resolve(self, col3d, fly_vel)
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if not dead and is_instance_valid(col3d):
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var kick_dir := col3d.global_position - global_position
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kick_dir.y = 0.0
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if kick_dir.length() > 0.01:
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col3d.call("receive_kick", kick_dir.normalized(), speed_now * 0.65)
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fly_vel *= 0.45
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handled = true
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break
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if not handled:
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fly_vel = velocity
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fly_vel.y = 0.0
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fly_vel *= pow(AIR_FRICTION, delta * 60.0)
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if Vector2(fly_vel.x, fly_vel.z).length() < MIN_SPEED:
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fly_vel = Vector3.ZERO
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velocity = Vector3.ZERO
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state = State.IDLE
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mesh_node.rotation.y += delta * speed_now * 0.3
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func _hit_forge(forge: Node3D) -> void:
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if dead:
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return
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dead = true
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state = State.IDLE
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set_physics_process(false)
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var parent := get_parent()
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var spawn_pos := forge.global_position + Vector3(5, 0, 0)
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queue_free()
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if parent == null:
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return
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var armor := METAL_ARMOR_SCENE.instantiate() as Node3D
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parent.add_child(armor)
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armor.global_position = spawn_pos
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func _take_damage(dmg: float) -> void:
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if dead:
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return
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health -= dmg
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_flash()
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if health <= 0.0:
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_die()
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func _die() -> void:
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dead = true
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state = State.IDLE
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set_physics_process(false)
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emit_signal("destroyed")
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var tw := create_tween()
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tw.tween_property(self, "scale", Vector3(1.6, 0.1, 1.6), 0.12)
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tw.tween_property(self, "scale", Vector3(0.0, 0.0, 0.0), 0.1)
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tw.tween_callback(queue_free)
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func _flash() -> void:
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var tw := create_tween()
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tw.tween_property(iron_mat, "albedo_color", COLOR_IMPACT, 0.04)
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var target_color := COLOR_IDLE.lerp(Color.RED, clampf(1.0 - health / 80.0, 0.0, 0.6))
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tw.tween_property(iron_mat, "albedo_color", target_color, 0.18)
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@@ -0,0 +1 @@
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uid://0wdmbocpe2ir
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@@ -171,6 +171,7 @@ func _start_game() -> void:
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kills = 0
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kills_for_next = 10
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Enemy.first_leather_spawned = false
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Enemy.first_iron_spawned = false
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_update_labels()
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spawn_timer.wait_time = 1.4
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spawn_timer.connect("timeout", _on_spawn_timer)
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@@ -0,0 +1,23 @@
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extends Node3D
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@onready var tooltip: Label3D = $Tooltip
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func _ready() -> void:
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add_to_group("interactable")
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tooltip.visible = false
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var tw := create_tween().set_loops()
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tw.tween_property(self, "position:y", 0.5, 0.7)
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tw.tween_property(self, "position:y", 0.2, 0.7)
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func _process(delta: float) -> void:
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rotation.y += delta * 1.4
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var players := get_tree().get_nodes_in_group("player")
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if players.is_empty():
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tooltip.visible = false
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return
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var p := players[0] as Node3D
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tooltip.visible = p != null and global_position.distance_to(p.global_position) < 2.5
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func interact(player: Node) -> void:
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player.call("apply_upgrade_armor")
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queue_free()
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@@ -0,0 +1 @@
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uid://cqp1ucyvnno7i
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@@ -235,3 +235,9 @@ func apply_upgrade_boots(speed_bonus: float, _tier: int) -> void:
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var tw := create_tween()
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tw.tween_property(player_mat, "albedo_color", Color(1.0, 0.85, 0.2), 0.1)
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tw.tween_property(player_mat, "albedo_color", BASE_COLOR, 0.4)
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func apply_upgrade_armor() -> void:
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tier += 1
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var tw := create_tween()
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tw.tween_property(player_mat, "albedo_color", Color(0.7, 0.8, 1.0), 0.1)
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tw.tween_property(player_mat, "albedo_color", BASE_COLOR, 0.5)
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