Update Enemy.gd
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@ -26,6 +26,10 @@ extends CharacterBody2D
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@onready var atk2l: Node = get_node("AttackArea/Attack2CollisionL")
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@onready var atk2l: Node = get_node("AttackArea/Attack2CollisionL")
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@onready var atk2r: Node = get_node("AttackArea/Attack2CollisionR")
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@onready var atk2r: Node = get_node("AttackArea/Attack2CollisionR")
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@onready var atkL: Node = atk1l
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@onready var atkR: Node = atk1r
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@onready var atk: String = "Attack"
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@onready var list: Array = []
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@onready var list: Array = []
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func add_foe(foe):
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func add_foe(foe):
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@ -70,26 +74,33 @@ func processAI(objs, delta):
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func attack():
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func attack():
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is_attacking = true
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is_attacking = true
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if (level > 3):
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setAnimState("Attack2")
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setAnimState(atk)
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if is_facing_left:
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if is_facing_left:
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atk2r.set_disabled(false)
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atkL.set_disabled(false)
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else:
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atk2l.set_disabled(false)
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else:
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else:
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setAnimState("Attack")
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atkR.set_disabled(false)
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if is_facing_left:
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atk1r.set_disabled(false)
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#if (level > 3):
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else:
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# setAnimState("Attack2")
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atk1l.set_disabled(false)
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# if is_facing_left:
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# atk2r.set_disabled(false)
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# else:
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# atk2l.set_disabled(false)
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# else:
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# setAnimState("Attack")
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# if is_facing_left:
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# atk1r.set_disabled(false)
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# else:
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# atk1l.set_disabled(false)
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func stop_attack():
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func stop_attack():
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is_attacking = false
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is_attacking = false
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atk1l.set_disabled(true)
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atkL.set_disabled(true)
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atk1r.set_disabled(true)
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atkR.set_disabled(true)
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atk2l.set_disabled(true)
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#atk2l.set_disabled(true)
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atk2r.set_disabled(true)
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#atk2r.set_disabled(true)
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func setAnimState(newstate):
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func setAnimState(newstate):
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@ -123,9 +134,15 @@ func setLevel(lvl):
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lvlanim.restart()
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lvlanim.restart()
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lvlsnd.play()
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lvlsnd.play()
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if level > 2:
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if level > 3:
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cooldown.wait_time = 1
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atk = "Attack2"
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atkL = atk2l
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atkR = atk2r
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damage = 7
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if level > 4:
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cooldown.wait_time = 1
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if level > 5:
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if level > 5:
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damage = 12
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damage = 12
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