Love thy enemy
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@ -380,7 +380,7 @@ script = ExtResource("1_xj62t")
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sprite_frames = SubResource("SpriteFrames_dqf8u")
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sprite_frames = SubResource("SpriteFrames_dqf8u")
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animation = &"Idle"
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animation = &"Idle"
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autoplay = "Idle"
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autoplay = "Idle"
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frame_progress = 0.93659
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frame_progress = 0.487368
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flip_h = true
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flip_h = true
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[node name="Atk_cooldown" type="Timer" parent="."]
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[node name="Atk_cooldown" type="Timer" parent="."]
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@ -406,6 +406,8 @@ scale_amount_min = 0.01
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scale_amount_max = 0.01
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scale_amount_max = 0.01
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color = Color(1, 1, 1, 0.423529)
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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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[node name="CharacterCollision" type="CollisionShape2D" parent="."]
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shape = SubResource("CapsuleShape2D_p2hkm")
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shape = SubResource("CapsuleShape2D_p2hkm")
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@ -9,12 +9,14 @@ extends CharacterBody2D
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@export var level: int = 1
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@export var level: int = 1
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@export var hp: int = 100
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@export var hp: int = 100
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@export var maxhp: int = 100
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@export var maxhp: int = 100
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@export var maxvel: float = 2
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@export var experience: int = 0
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@export var experience: int = 0
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@export var state: String = "Idle"
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@export var state: String = "Idle"
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@onready var anim: Node = get_node("Sprite")
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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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@onready var cooldown: Node = get_node("Atk_cooldown")
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@onready var lvlanim: Node = get_node("LvlUp")
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@onready var lvlanim: Node = get_node("LvlUp")
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@onready var lvlsnd: Node = get_node("LvlUpSnd")
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# Called when the node enters the scene tree for the first time.
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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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func _ready():
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@ -31,12 +33,25 @@ func _process(delta):
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is_facing_left = velocity.x >= 0
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is_facing_left = velocity.x >= 0
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# AI STUFF
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# AI STUFF
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#velocity = processAI(objects,velocity,delta)
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velocity.x += delta
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velocity.x += delta
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velocity.y += delta
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velocity.y += delta
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if abs(velocity.x + velocity.y) > maxvel:
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velocity.x *= maxvel / velocity.x
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velocity.y *= maxvel / velocity.y
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position += velocity
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position += velocity
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func processAI(objs, delta):
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var vec: Vector2 = Vector2(0,0)
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for obj in objs:
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vec += obj.vecpos * obj.weight * (1 / (position - obj.vecpos)) * delta
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return vec.normalized()
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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 > 1):
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if (level > 1):
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@ -86,6 +101,7 @@ func receive_exp(x):
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func setLevel(lvl):
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func setLevel(lvl):
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level = lvl
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level = lvl
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lvlanim.restart()
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lvlanim.restart()
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lvlsnd.play()
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if level > 2:
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if level > 2:
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cooldown.wait_time = 0.5
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cooldown.wait_time = 0.5
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@ -99,3 +115,4 @@ func _on_sprite_animation_looped():
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if is_attacking:
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if is_attacking:
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stop_attack()
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stop_attack()
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is_dying = false
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is_dying = false
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