first Prototype
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78 changed files with 2494 additions and 2 deletions
95
scenes/spaceShip/spaceShip.gd
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95
scenes/spaceShip/spaceShip.gd
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class_name Spaceship extends CharacterBody2D
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@onready var hurtArea = $hurtArea
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@onready var sprite = $Sprite2D
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@onready var weaponNode = $weaponNode
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@onready var invincibleTimer = $invincibleTimer
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@export var minHealth: int = 0
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@export var maxHealth: int = 100
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@export var health: int = maxHealth
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@export var speed: int = 800
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@export var acceleration: float = 0.8
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@export var pushback: int = 500
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@export var timeGhost: TimeGhost = null
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@export var weapon: Weapon = null
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@export var invincible: bool = false
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signal destroyed
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func _ready() -> void:
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invincibleTimer.wait_time = Globals.currentDelay * 3
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func damage(amount: int):
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if not invincible:
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if health - amount <= minHealth:
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if timeGhost == null:
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emit_signal("destroyed")
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destroy()
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health = minHealth
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shortInvincibility()
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else:
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health -= amount
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func heal(amount: int):
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if health + amount >= maxHealth:
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health = maxHealth
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else:
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health += amount
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func destroy():
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if timeGhost == null:
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queue_free()
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else:
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timeGhost.destroy()
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func attack():
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if weapon != null:
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weapon.attack()
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await get_tree().create_timer(Globals.currentDelay).timeout
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if timeGhost != null:
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timeGhost.attack()
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func moveTimeGhost(_position: Vector2, _rotation: float):
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await get_tree().create_timer(Globals.currentDelay).timeout
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if timeGhost != null:
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timeGhost.global_position = _position
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timeGhost.rotation = _rotation
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timeGhost.moveTimeGhost(_position, _rotation)
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func changeWeapon(_weapon: PackedScene):
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var newWeapon = _weapon.instantiate()
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for i in weaponNode.get_children():
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i.queue_free()
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weaponNode.add_child(newWeapon)
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weapon = newWeapon
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await get_tree().create_timer(Globals.currentDelay).timeout
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if timeGhost != null:
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timeGhost.changeWeapon(_weapon)
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func addTimeGhost(_timeGhost: TimeGhost):
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if timeGhost == null:
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timeGhost = _timeGhost
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timeGhost.setSpaceship(self)
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else:
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timeGhost.addTimeGhost(_timeGhost)
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func shortInvincibility():
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if invincibleTimer.is_stopped():
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invincible = true
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invincibleTimer.start()
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func _on_invincible_timer_timeout() -> void:
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invincible = false
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func _on_hurt_area_area_entered(area: Area2D) -> void:
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if area.get_parent().is_in_group("obstacle"):
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velocity = Vector2.UP.rotated(rotation) * -pushback
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area.get_parent().queue_free()
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