cooldown
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@ -14,6 +14,8 @@ extends CharacterBody2D
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@export var state: String = "Idle"
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@export var damage: int = 5
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@export var maxAtks: int = 1
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@export var currentcooldown: float = 0
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@export var maxcooldown: float = 0.5
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@onready var killcount: int = 0
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@onready var currAtks: int = 0
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@ -69,34 +71,16 @@ 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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velocity += processAI(list) * delta
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#var x = 0
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#var y = 0
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#if Input.is_action_pressed("ui_left"):
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# # Move as long as the key/button is pressed.
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# x -= delta * 50
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#elif Input.is_action_pressed("ui_right"):
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# # Move as long as the key/button is pressed.
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# x += delta * 50
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#else:
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# velocity.x *= 0.8
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#if Input.is_action_pressed("ui_up"):
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# Move as long as the key/button is pressed.
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# y -= delta * 50
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#elif Input.is_action_pressed("ui_down"):
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# Move as long as the key/button is pressed.
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# y += delta * 50
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#else:
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# velocity.y *= 0.8
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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 *= 0.97
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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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if !hitanim.is_emitting():
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anim.modulate.a = 1
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@ -119,7 +103,9 @@ func processAI(objs):
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else:
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weight = obj.priority * position.distance_to(obj.position) * ((maxhp + 1) / hp)
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vec = weight * -position.direction_to(obj.position)
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if currentcooldown <= 0:
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attack()
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currentcooldown = maxcooldown
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if vec.length() < 5 && objs.size() > 1:
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vec.y *= 3
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