Bing chilling
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@ -1,5 +1,10 @@
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extends Node2D
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extends Node2D
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const BASE_BLOOD_GEN = 10
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const STARTING_BLOOD_AMOUNT = 100
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var currentBloodAmount : int = 0
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var currentBloodGen : float = 0
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var currentSpawnableScene : PackedScene = null
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var currentSpawnableScene : PackedScene = null
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var currentRefInstance : TemplateSpawnable = null
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var currentRefInstance : TemplateSpawnable = null
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var currentStateIcon : Texture2D = null
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var currentStateIcon : Texture2D = null
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@ -13,6 +18,9 @@ var currentSpawnedMonsters : Array = []
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var isInPlayableArea : bool = false
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var isInPlayableArea : bool = false
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func _ready():
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func _ready():
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currentBloodAmount = STARTING_BLOOD_AMOUNT
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currentBloodGen = BASE_BLOOD_GEN
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playableArea.mouse_entered.connect(entered_playable_area)
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playableArea.mouse_entered.connect(entered_playable_area)
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playableArea.mouse_exited.connect(exited_playable_area)
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playableArea.mouse_exited.connect(exited_playable_area)
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@ -21,6 +29,7 @@ func _process(delta):
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handle_spawn()
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handle_spawn()
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handle_cursor_state()
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handle_cursor_state()
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func add_monster(monster : TemplateSpawnable):
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func add_monster(monster : TemplateSpawnable):
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currentSpawnedMonsters.append(monster)
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currentSpawnedMonsters.append(monster)
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if !allSpawnedMonsters.has(monster.monsterName):
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if !allSpawnedMonsters.has(monster.monsterName):
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@ -15,7 +15,7 @@ speed = 4000.0
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damage = 1
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damage = 1
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priority = 1
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priority = 1
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expReward = 50
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expReward = 50
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cost = 100
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cost = 50
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minSpawnRange = 10.0
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minSpawnRange = 10.0
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monsterName = "Bat"
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monsterName = "Bat"
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monsterIcon = SubResource("AtlasTexture_bnd0j")
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monsterIcon = SubResource("AtlasTexture_bnd0j")
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@ -9,6 +9,7 @@ const ATTACK_COOLDOWN : float = 100
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@export var damage : int = 0
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@export var damage : int = 0
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@export var priority : int = 0
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@export var priority : int = 0
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@export var expReward : int = 0
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@export var expReward : int = 0
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@export var bloodGen : int = 0
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@export var cost : int = 0
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@export var cost : int = 0
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@export var minSpawnRange : float = 0
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@export var minSpawnRange : float = 0
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@export var canAttack : bool = true
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@export var canAttack : bool = true
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