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@@ -7,7 +7,7 @@ extends CharacterBody2D
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@onready var is_dying: bool = false
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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 = 50
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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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@@ -32,6 +32,7 @@ extends CharacterBody2D
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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 is_dead: bool = false
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@onready var list: Array = []
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@@ -45,7 +46,7 @@ func remove_foe(foe):
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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(2)
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#setLevel(2)
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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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@@ -54,6 +55,9 @@ func _ready():
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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if is_dead:
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pass
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if hp <= 0 && !is_dying:
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$Death.start()
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$Atk_cooldown.stop()
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@@ -63,7 +67,7 @@ func _process(delta):
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$DeathSnd.play()
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if is_dying:
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pass
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is_dead = true
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if abs(velocity.x) < 1 && abs(velocity.y) < 1 && !is_attacking:
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setAnimState("Idle")
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elif !is_attacking:
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@@ -71,7 +75,7 @@ func _process(delta):
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if state != "Attack" && state != "Attack2":
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is_facing_left = velocity.x > 0 && !(velocity.x < 0)
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if currentcooldown > 0.:
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currentcooldown -= delta
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# AI STUFF
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@@ -186,7 +190,8 @@ func setLevel(lvl):
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func _on_atk_cooldown_timeout():
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currAtks = maxAtks
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attack()
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if !list.is_empty():
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attack()
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func _on_sprite_animation_looped():
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@@ -207,9 +212,13 @@ func _on_attack_area_body_entered(body):
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func _on_death_timeout():
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pass
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func _on_sprite_animation_finished():
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$"..".win_screen()
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queue_free()
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func _on_sprite_animation_finished():
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pass
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func _on_death_snd_finished():
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$DeathSnd.stop()
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26
Scripts/ending.gd
Normal file
26
Scripts/ending.gd
Normal file
@@ -0,0 +1,26 @@
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extends Control
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var killcount: int = 0
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var level: int = 1
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var exp: int = 0
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var message: String = ""
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var is_win: bool = true
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# Called when the node enters the scene tree for the first time.
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func _ready():
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if is_win:
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$Enemy.hide()
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$Message.text = message
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$AmtKill.text = str(killcount)
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$AmtLvl.text = str(level)
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$AmtExp.text = str(exp)
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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func _on_quit_pressed():
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get_tree().quit()
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@@ -1,14 +1,45 @@
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extends Node2D
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var length: int = 0
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var time: int = 0
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var countdown: float = 0
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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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length = $Music.stream.get_length()
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$Time.text = str(length)
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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countdown += delta
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if countdown > 1:
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countdown -= 1
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time = $Music.get_playback_position()
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$Time.text = str(length - time)
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pass
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func win_screen():
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get_tree().change_scene_to_file("res://Scenes/start_menu.tscn")
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var enemy = $Enemy
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var end = load("res://Scenes/ending.tscn").instantiate()
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end.killcount = enemy.killcount
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end.level = enemy.level
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end.exp = enemy.experience
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end.message = "Fabio le chevalier est mort, bravo."
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self.queue_free()
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get_tree().root.add_child(end)
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func lose_screen():
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var enemy = $Enemy
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var end = load("res://Scenes/ending.tscn").instantiate()
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end.killcount = enemy.killcount
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end.level = enemy.level
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end.exp = enemy.experience
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end.is_win = false
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end.message = "Fabio le chevalier et futur roi t'a torché... royalement. (HA!)"
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self.queue_free()
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get_tree().root.add_child(end)
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func _on_music_finished():
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lose_screen()
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