This commit is contained in:
Victor Turgeon 2023-01-15 12:27:21 -05:00
commit 3d1ef70baa
28 changed files with 164 additions and 103 deletions

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<Project Sdk="Godot.NET.Sdk/4.0.0-beta.12"> <Project Sdk="Godot.NET.Sdk/4.0.0-beta">
<PropertyGroup> <PropertyGroup>
<TargetFramework>net6.0</TargetFramework> <TargetFramework>net6.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading> <EnableDynamicLoading>true</EnableDynamicLoading>

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@ -0,0 +1,7 @@
<Project Sdk="Godot.NET.Sdk/4.0.0-beta.12">
<PropertyGroup>
<TargetFramework>net6.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
<RootNamespace>GameJamVanier</RootNamespace>
</PropertyGroup>
</Project>

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source_file="res://Music/School_Snare.ogg"
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@ -36,7 +36,8 @@ func change_weapon(position):
raycast.add_child(current_weapon); raycast.add_child(current_weapon);
func attack(): func attack():
if current_weapon: current_weapon.fire(velocity); if current_weapon:
current_weapon.fire(velocity);
func take_damage(damage): func take_damage(damage):
HP = HP - damage; HP = HP - damage;

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@ -29,9 +29,14 @@ texture_region_size = Vector2i(64, 64)
3:0/0 = 0 3:0/0 = 0
3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:0/0/physics_layer_0/angular_velocity = 0.0 3:0/0/physics_layer_0/angular_velocity = 0.0
4:0/next_alternative_id = 2
4:0/0 = 0 4:0/0 = 0
4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:0/0/physics_layer_0/angular_velocity = 0.0 4:0/0/physics_layer_0/angular_velocity = 0.0
4:0/1 = 1
4:0/1/transpose = true
4:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
4:0/1/physics_layer_0/angular_velocity = 0.0
5:0/next_alternative_id = 5 5:0/next_alternative_id = 5
5:0/0 = 0 5:0/0 = 0
5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
@ -290,9 +295,14 @@ texture_region_size = Vector2i(64, 64)
5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:3/0/physics_layer_0/angular_velocity = 0.0 5:3/0/physics_layer_0/angular_velocity = 0.0
5:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32) 5:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32)
6:3/next_alternative_id = 2
6:3/0 = 0 6:3/0 = 0
6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:3/0/physics_layer_0/angular_velocity = 0.0 6:3/0/physics_layer_0/angular_velocity = 0.0
6:3/1 = 1
6:3/1/flip_v = true
6:3/1/physics_layer_0/linear_velocity = Vector2(0, 0)
6:3/1/physics_layer_0/angular_velocity = 0.0
7:3/0 = 0 7:3/0 = 0
7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:3/0/physics_layer_0/angular_velocity = 0.0 7:3/0/physics_layer_0/angular_velocity = 0.0