HITBOX 360
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@ -84,9 +84,9 @@ func endAttack():
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animatedSprite.play("default")
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func receive_damage(dmg):
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print(currentHp - dmg)
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if !isAlive:
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return
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if currentHp - dmg <= 0:
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currentHp = 0
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call_deferred("die")
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@ -364,7 +364,6 @@ _data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(0.0153061, 183.158), 0.0, 0.0, 0
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point_count = 3
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_p2hkm"]
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height = 38.0
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_qykhm"]
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radius = 16.0
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@ -429,6 +428,7 @@ color = Color(1, 1, 1, 0.423529)
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[node name="LvlUpSnd" type="AudioStreamPlayer2D" parent="."]
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[node name="CharacterCollision" type="CollisionShape2D" parent="."]
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position = Vector2(0, -4)
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shape = SubResource("CapsuleShape2D_p2hkm")
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[node name="AttackArea" type="Area2D" parent="."]
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@ -436,28 +436,28 @@ collision_layer = 2
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collision_mask = 2
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[node name="Attack1CollisionR" type="CollisionShape2D" parent="AttackArea"]
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position = Vector2(3, -7)
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position = Vector2(3, -4)
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rotation = 1.5708
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skew = 0.223402
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shape = SubResource("CapsuleShape2D_qykhm")
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debug_color = Color(0.956863, 0.203922, 0, 0.419608)
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[node name="Attack1CollisionL" type="CollisionShape2D" parent="AttackArea"]
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position = Vector2(-3, -7)
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position = Vector2(-3, -4)
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rotation = 1.5708
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skew = -0.169297
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shape = SubResource("CapsuleShape2D_qykhm")
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debug_color = Color(0.956863, 0.203922, 0, 0.419608)
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[node name="Attack2CollisionR" type="CollisionShape2D" parent="AttackArea"]
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position = Vector2(25, -7)
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position = Vector2(15, -3)
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rotation = 1.5708
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skew = 0.0837758
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shape = SubResource("CapsuleShape2D_qykhm")
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debug_color = Color(0.956863, 0.203922, 0, 0.419608)
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[node name="Attack2CollisionL" type="CollisionShape2D" parent="AttackArea"]
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position = Vector2(-25, -7)
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position = Vector2(-15, -3)
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rotation = 1.5708
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skew = -0.0837758
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shape = SubResource("CapsuleShape2D_qykhm")
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@ -15,6 +15,7 @@ extends CharacterBody2D
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@export var damage: int = 5
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@export var maxAtks: int = 1
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@onready var killcount: int = 0
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@onready var currAtks: int = 0
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@onready var anim: Node = get_node("Sprite")
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@onready var cooldown: Node = get_node("Atk_cooldown")
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@ -23,8 +24,8 @@ extends CharacterBody2D
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@onready var hitanim: Node = get_node("Hit")
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@onready var atk1l: Node = get_node("AttackArea/Attack1CollisionL")
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@onready var atk1r: Node = get_node("AttackArea/Attack1CollisionR")
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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 atk2l: Node = get_node("AttackArea/Attack2CollisionR")
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@onready var atk2r: Node = get_node("AttackArea/Attack2CollisionL")
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@onready var atkL: Node = atk1l
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@onready var atkR: Node = atk1r
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@ -36,11 +37,13 @@ func add_foe(foe):
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list.append(foe)
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func remove_foe(foe):
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receive_exp(foe.expReward)
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list.erase(foe)
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killcount += 1
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# Called when the node enters the scene tree for the first time.
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func _ready():
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setLevel(8)
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setLevel(4)
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atk1l.set_disabled(true)
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atk1r.set_disabled(true)
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atk2l.set_disabled(true)
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@ -58,7 +61,7 @@ func _process(delta):
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if is_dying:
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pass
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if abs(velocity.x) < 0.2 && abs(velocity.y) < 0.2 && !is_attacking:
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if abs(velocity.x) < 1 && abs(velocity.y) < 1 && !is_attacking:
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setAnimState("Idle")
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elif !is_attacking:
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setAnimState("Run")
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@ -90,8 +93,8 @@ func _process(delta):
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while velocity.length() > 100:
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velocity.x *= 0.99
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velocity.y *= 0.99
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velocity.x *= 0.99
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velocity.y *= 0.99
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velocity.x *= 0.97
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velocity.y *= 0.97
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#velocity.x += x
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#velocity.y += y
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