add essence and magic table
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@@ -0,0 +1,25 @@
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extends Node3D
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@onready var tooltip: Label3D = $Tooltip
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@onready var mesh_node: MeshInstance3D = $SphereMesh
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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", 0.7, 0.9)
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tw.tween_property(self, "position:y", 0.3, 0.9)
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func _process(delta: float) -> void:
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rotation.y += delta * 1.8
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mesh_node.rotation.x += delta * 0.9
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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_enchant")
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queue_free()
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@@ -0,0 +1 @@
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uid://c4d11cs4fcqib
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+13
-3
@@ -1,9 +1,10 @@
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class_name Enemy
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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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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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const ESSENCE_SCENE := preload("res://scenes/Essence.tscn")
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signal died(points: int)
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signal merged(upgrade: bool)
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@@ -12,6 +13,7 @@ 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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static var first_essence_spawned: bool = false
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var kickable_type: String = ""
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var tier: int = 1
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@@ -277,6 +279,14 @@ func _try_drop_pickup() -> void:
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get_parent().add_child(iron)
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iron.global_position = global_position
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if enemy_level == 3:
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var drop_essence := not first_essence_spawned or randf() < 0.20
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if drop_essence:
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first_essence_spawned = true
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var essence := ESSENCE_SCENE.instantiate() as Node3D
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get_parent().add_child(essence)
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essence.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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@@ -0,0 +1,105 @@
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extends CharacterBody3D
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const ENCHANTED_SPHERE_SCENE := preload("res://scenes/EnchantedSphere.tscn")
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signal destroyed
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enum State { IDLE, FLYING }
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const AIR_FRICTION := 0.88
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const MIN_SPEED := 0.3
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const WALL_BOUNCE := 0.6
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const WALL_SELF_DMG := 0.0
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var kickable_type: String = "essence"
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var tier: int = 3
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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 = 999.0
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var dead: bool = false
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var damage_modifier: float = 0.0
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@onready var mesh_node: MeshInstance3D = $EssenceMesh
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var essence_mat: StandardMaterial3D
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func _ready() -> void:
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add_to_group("kickable")
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essence_mat = mesh_node.material_override.duplicate() as StandardMaterial3D
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mesh_node.material_override = essence_mat
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var tw := create_tween().set_loops()
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tw.tween_property(self, "position:y", 0.35, 0.6)
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tw.tween_property(self, "position:y", 0.15, 0.6)
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func apply_collision_damage(_dmg: float) -> void:
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pass
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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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mesh_node.rotation.y += delta * 1.5
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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_enchanting_table"):
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_hit_table(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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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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fly_vel *= 0.4
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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 * 0.4
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func _hit_table(table: 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 := table.global_position + Vector3(0, 0.5, 0)
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queue_free()
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if parent == null:
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return
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var sphere := ENCHANTED_SPHERE_SCENE.instantiate() as Node3D
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parent.add_child(sphere)
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sphere.global_position = spawn_pos
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@@ -0,0 +1 @@
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uid://bk2vad35jr81c
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@@ -172,6 +172,7 @@ func _start_game() -> void:
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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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Enemy.first_essence_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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@@ -241,3 +241,9 @@ func apply_upgrade_armor() -> void:
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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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func apply_upgrade_enchant() -> 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(0.8, 0.2, 1.0), 0.1)
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tw.tween_property(player_mat, "albedo_color", BASE_COLOR, 0.6)
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