kick force
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+16
-3
@@ -11,6 +11,7 @@ signal health_changed(current: int, maximum: int)
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@export var max_health: int = 100
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var health: int = max_health
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var tier: int = 0
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var kick_timer: float = 0.0
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var invincible_timer: float = 0.0
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var is_alive: bool = true
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@@ -135,9 +136,9 @@ func _do_kick() -> void:
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forward.y = 0.0
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forward = forward.normalized() if forward.length() > 0.01 else Vector3(0.0, 0.0, -1.0)
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var half_cos: float = cos(deg_to_rad(kick_angle * 0.5))
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var enemies := get_tree().get_nodes_in_group("enemies") + get_tree().get_nodes_in_group("kickable")
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var targets := get_tree().get_nodes_in_group("enemies") + get_tree().get_nodes_in_group("kickable")
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var kicked_any := false
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for e in enemies:
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for e in targets:
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if not is_instance_valid(e):
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continue
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var en := e as Node3D
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@@ -149,7 +150,18 @@ func _do_kick() -> void:
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if dist < 0.1 or dist > kick_range:
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continue
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if (diff / dist).dot(forward) >= half_cos:
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en.call("receive_kick", diff / dist, kick_force)
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var obj_tier: int = en.get("tier") if en.get("tier") != null else 0
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var diff_tier := tier - obj_tier
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var force: float
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if diff_tier < 0:
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force = 15.0
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elif diff_tier == 0:
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force = 50.0
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elif diff_tier == 1:
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force = 70.0
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else:
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force = 80.0
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en.call("receive_kick", diff / dist, force)
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kicked_any = true
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if kicked_any:
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_squish_effect()
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@@ -218,6 +230,7 @@ func apply_upgrade(id: String) -> void:
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emit_signal("health_changed", health, max_health)
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func apply_upgrade_boots(speed_bonus: float, _tier: int) -> void:
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tier += _tier
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move_speed += speed_bonus
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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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