add iron and forge
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+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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