done stuff??
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bf5233d824
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5 changed files with 60 additions and 60 deletions
5
boss.gd
5
boss.gd
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@ -81,7 +81,7 @@ func wave():
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func water_rise():
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func water_rise():
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%Water.rise_water()
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%Water.rise_water()
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await get_tree().create_timer(4).timeout
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await get_tree().create_timer(5).timeout
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attack_ready = true
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attack_ready = true
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func splash():
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func splash():
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@ -91,3 +91,6 @@ func splash():
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blob_instance.rotation = randf_range(0, TAU)
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blob_instance.rotation = randf_range(0, TAU)
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await get_tree().create_timer(5).timeout
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await get_tree().create_timer(5).timeout
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attack_ready = true
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attack_ready = true
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func die():
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queue_free()
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@ -58,3 +58,5 @@ collision_mask = 10
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[node name="CollisionShape2D" type="CollisionShape2D" parent="DestructionChecker"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="DestructionChecker"]
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position = Vector2(0, 200)
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position = Vector2(0, 200)
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shape = SubResource("RectangleShape2D_lnbgr")
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shape = SubResource("RectangleShape2D_lnbgr")
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[connection signal="died" from="EnemyHurtbox" to="." method="die"]
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@ -39,7 +39,7 @@ zoom = Vector2(0.12, 0.12)
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[node name="Building Generator" type="Node" parent="."]
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[node name="Building Generator" type="Node" parent="."]
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script = ExtResource("4_1bvp3")
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script = ExtResource("4_1bvp3")
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initial_buildings = 10
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initial_buildings = 100
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[node name="Timer" type="Timer" parent="Building Generator"]
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[node name="Timer" type="Timer" parent="Building Generator"]
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wait_time = 3.0
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wait_time = 3.0
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@ -75,10 +75,8 @@ z_index = 15
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[node name="CanvasLayer-1" type="CanvasLayer" parent="."]
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[node name="CanvasLayer-1" type="CanvasLayer" parent="."]
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layer = -1
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layer = -1
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visible = false
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[node name="ColorRect" type="TextureRect" parent="CanvasLayer-1"]
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[node name="ColorRect" type="TextureRect" parent="CanvasLayer-1"]
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visible = false
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anchors_preset = 15
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anchors_preset = 15
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anchor_right = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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anchor_bottom = 1.0
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@ -88,16 +88,11 @@ func update_shader():
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tsunami_size = tsunami_size
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tsunami_size = tsunami_size
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func _ready() -> void:
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func _ready() -> void:
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print(name)
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update_shader()
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update_shader()
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radius_base = rise_from
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radius_base = rise_from
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auto_rise = false
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auto_rise = false
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radius_base = 2950;
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radius_base = 2950;
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#create_tsunami(4.712, 1);
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await get_tree().create_timer(3).timeout
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#create_tsunami(4.712, 1);
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rise_water()
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@ -126,12 +121,14 @@ func create_tsunami(angle : float, dir : int):
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$Tsunami.play("tsunami")
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$Tsunami.play("tsunami")
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func rise_water():
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func rise_water():
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await get_tree().create_timer(.03).timeout
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auto_rise = false
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auto_rise = false
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$ParticleContainer.scale = Vector2.ONE * radius/3000
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$ParticleContainer.scale = Vector2.ONE * radius/3000
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var pos = player.position
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var pos = player.position
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var angle = atan2(pos.y, pos.x)
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var angle = atan2(pos.y, pos.x)
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$ParticleContainer.rotation = angle + PI/2
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$ParticleContainer.rotation = angle + PI/2
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$ParticleContainer.position += Vector2.ONE
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$WaterRise.play("water_rise")
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await $WaterRise.animation_finished
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await $WaterRise.animation_finished
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radius_base = radius_base + animation_height
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radius_base = radius_base + animation_height
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animation_height = 0
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animation_height = 0
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100
water/water.tscn
100
water/water.tscn
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