audiooooo!
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@@ -3,6 +3,8 @@ extends CharacterBody2D
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const ATTACK_COOLDOWN : float = 100
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var rng = RandomNumberGenerator.new()
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@export var maxHp : int = 0
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@export var attackSpeed : float = 0
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@export var speed : float = 0
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@@ -22,6 +24,9 @@ const ATTACK_COOLDOWN : float = 100
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@onready var damageCollision : CollisionShape2D = $DamageArea/DamageCollision
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@onready var bodyCollision : CollisionShape2D = $BodyCollision
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@onready var spawnableUI : Control = $UIContainer/SpawnableUI
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@onready var spawnSnd: Array = [ $Spawn1, $Spawn2, $Spawn3, $Spawn4, $Spawn5 ]
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@onready var hitSnd: Array = [ $Hit1, $Hit2, $Hit3, $Hit4, $Hit5 ]
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@onready var dieSnd: Array = [ $Die1, $Die2, $Die3, $Die4, $Die5 ]
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var isAlive : bool = true
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var isFacingLeft : bool = false
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@@ -88,6 +93,7 @@ func endAttack():
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animatedSprite.play("default")
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func receive_damage(dmg):
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hitSnd[rng.randi_range(0,4)].play();
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if !isAlive:
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return
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if currentHp - dmg <= 0:
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@@ -98,6 +104,7 @@ func receive_damage(dmg):
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spawnableUI.setHP(currentHp, maxHp)
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func die():
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dieSnd[rng.randi_range(0,4)].play();
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enemy.remove_foe(self)
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signal_death.emit(self)
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bodyCollision.disabled = true
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@@ -123,3 +130,8 @@ func clean():
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func _on_damage_area_body_entered(body):
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if body == enemy:
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body.receive_damage(damage)
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func _on_tree_entered():
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spawnSnd[rng.randi_range(0,4)].play();
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