add iron and forge
This commit is contained in:
@@ -0,0 +1,27 @@
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[gd_scene format=3 uid="uid://g7iron5etp8u"]
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[ext_resource type="Script" uid="uid://0wdmbocpe2ir" path="res://scripts/Iron.gd" id="1_iron"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1"]
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albedo_color = Color(0.55, 0.58, 0.62, 1)
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metallic = 0.7
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metallic_specular = 0.8
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roughness = 0.4
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[sub_resource type="BoxMesh" id="BoxMesh_1"]
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size = Vector3(0.38, 0.22, 0.5)
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[sub_resource type="BoxShape3D" id="BoxShape3D_1"]
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size = Vector3(0.38, 0.22, 0.5)
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[node name="Iron" type="CharacterBody3D" unique_id=611454609]
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script = ExtResource("1_iron")
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[node name="IronMesh" type="MeshInstance3D" parent="." unique_id=1832879739]
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transform = Transform3D(3.5611715, 0, 0, 0, 2.7614622, 0, 0, 0, 1, 0, 0.2, 0)
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material_override = SubResource("StandardMaterial3D_1")
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mesh = SubResource("BoxMesh_1")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=665808333]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.2, 0)
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shape = SubResource("BoxShape3D_1")
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@@ -62,6 +62,22 @@ radius = 1.0966797
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[sub_resource type="BoxShape3D" id="BoxShape3D_qifjx"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_qifjx"]
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size = Vector3(2.2670898, 1, 3.7305298)
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size = Vector3(2.2670898, 1, 3.7305298)
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_forge"]
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albedo_color = Color(0.28, 0.24, 0.2, 1)
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roughness = 0.95
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[sub_resource type="BoxMesh" id="BoxMesh_forge"]
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size = Vector3(2, 1.8, 2)
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_chimney"]
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albedo_color = Color(0.2, 0.18, 0.16, 1)
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[sub_resource type="BoxMesh" id="BoxMesh_chimney"]
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size = Vector3(0.6, 1, 0.6)
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[sub_resource type="BoxShape3D" id="BoxShape3D_forge"]
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size = Vector3(2, 1.8, 2)
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[node name="Level" type="Node3D" unique_id=696519]
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[node name="Level" type="Node3D" unique_id=696519]
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script = ExtResource("1_ppgk2")
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script = ExtResource("1_ppgk2")
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show_grid = false
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show_grid = false
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@@ -210,3 +226,19 @@ shape = SubResource("CylinderShape3D_6vs76")
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[node name="CollisionShape3D3" type="CollisionShape3D" parent="stone_big_static_body" unique_id=1397239926]
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[node name="CollisionShape3D3" type="CollisionShape3D" parent="stone_big_static_body" unique_id=1397239926]
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transform = Transform3D(1.9385185, 0, -0.69275445, 0, 2.0585828, 0, 0.69275445, 0, 1.9385185, 60.670692, 1.6238549, 36.420376)
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transform = Transform3D(1.9385185, 0, -0.69275445, 0, 2.0585828, 0, 0.69275445, 0, 1.9385185, 60.670692, 1.6238549, 36.420376)
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shape = SubResource("CylinderShape3D_6vs76")
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shape = SubResource("CylinderShape3D_6vs76")
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[node name="Forge" type="StaticBody3D" parent="." unique_id=734179063]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 8, 0.9, -8)
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metadata/is_forge = true
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[node name="ForgeMesh" type="MeshInstance3D" parent="Forge" unique_id=1062255408]
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material_override = SubResource("StandardMaterial3D_forge")
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mesh = SubResource("BoxMesh_forge")
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[node name="ChimneyMesh" type="MeshInstance3D" parent="Forge" unique_id=1649367044]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.5, 1.4, -0.4)
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material_override = SubResource("StandardMaterial3D_chimney")
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mesh = SubResource("BoxMesh_chimney")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Forge" unique_id=726531191]
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shape = SubResource("BoxShape3D_forge")
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@@ -0,0 +1,28 @@
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[gd_scene format=3 uid="uid://h8armor4fura"]
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[ext_resource type="Script" path="res://scripts/MetalArmor.gd" id="1_armor"]
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[sub_resource type="BoxMesh" id="BoxMesh_1"]
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size = Vector3(0.55, 0.7, 0.25)
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1"]
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albedo_color = Color(0.55, 0.60, 0.68, 1)
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roughness = 0.3
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metallic = 0.85
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metallic_specular = 1.0
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[node name="MetalArmor" type="Node3D"]
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script = ExtResource("1_armor")
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[node name="ArmorMesh" type="MeshInstance3D" parent="."]
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mesh = SubResource("BoxMesh_1")
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material_override = SubResource("StandardMaterial3D_1")
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[node name="Tooltip" type="Label3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.0, 0)
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billboard = 1
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double_sided = true
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text = "[E] Metal Armor
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+1 Tier"
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font_size = 32
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outline_size = 6
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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 PICKUP_SCENE := preload("res://scenes/Pickup.tscn")
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const LEATHER_SCENE := preload("res://scenes/Leather.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 died(points: int)
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signal merged(upgrade: bool)
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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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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_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 kickable_type: String = ""
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var tier: int = 1
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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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enemy_type = type
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kickable_type = type
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kickable_type = type
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wave_num = wave
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wave_num = wave
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tier = enemy_level
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match type:
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match type:
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"slime":
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"slime":
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move_speed = 2.8 + wave * 0.12
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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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COLOR_CHASE = Color(0.3, 0.7, 0.3)
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mat.albedo_color = COLOR_CHASE
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mat.albedo_color = COLOR_CHASE
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enemy_level = 3
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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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func _physics_process(delta: float) -> void:
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match state:
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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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get_parent().add_child(leather)
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leather.global_position = global_position
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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 roll := randf()
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var p_type := ""
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var p_type := ""
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var p_heal := 0
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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 = 0
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kills_for_next = 10
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kills_for_next = 10
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Enemy.first_leather_spawned = false
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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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_update_labels()
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spawn_timer.wait_time = 1.4
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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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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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|
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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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|
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func interact(player: Node) -> void:
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player.call("apply_upgrade_armor")
|
||||||
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queue_free()
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
uid://cqp1ucyvnno7i
|
||||||
@@ -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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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", Color(1.0, 0.85, 0.2), 0.1)
|
||||||
tw.tween_property(player_mat, "albedo_color", BASE_COLOR, 0.4)
|
tw.tween_property(player_mat, "albedo_color", BASE_COLOR, 0.4)
|
||||||
|
|
||||||
|
func apply_upgrade_armor() -> void:
|
||||||
|
tier += 1
|
||||||
|
var tw := create_tween()
|
||||||
|
tw.tween_property(player_mat, "albedo_color", Color(0.7, 0.8, 1.0), 0.1)
|
||||||
|
tw.tween_property(player_mat, "albedo_color", BASE_COLOR, 0.5)
|
||||||
|
|||||||
Reference in New Issue
Block a user