More enemy AI added
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@@ -43,13 +43,6 @@ func _ready() -> void:
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for slot in $WeaponSlots.get_children():
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if slot is Node2D:
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weapon_positions.append(slot.global_position - global_position)
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for pos in weapon_positions:
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var weapon : AbstractWeapon = WEAPONS.pick_random().instantiate()
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weapon.position = pos
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weapon.rotation_degrees = weapon_rotation
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add_child(weapon)
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_weapons.append(weapon)
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func _physics_process(_delta: float) -> void:
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@@ -94,3 +87,10 @@ func _get_new_speed(accel: float, decel: float, current_speed: float) -> float:
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func _on_health_depleted() -> void:
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queue_free()
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destroyed.emit()
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func _add_weapon(weapon: AbstractWeapon, weapon_position: Vector2) -> void:
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weapon.position = weapon_position
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weapon.rotation_degrees = weapon_rotation
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add_child(weapon)
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_weapons.append(weapon)
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@@ -6,12 +6,22 @@ extends AbstractShip
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var is_on_screen : bool = false
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var weapon_type : AbstractWeapon.Type = AbstractWeapon.Type.NONE
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func _ready() -> void:
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super._ready()
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for weapon in _weapons:
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weapon.set_belonging(AbstractWeapon.Belonging.ENEMY)
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var weapon_scene : PackedScene = WEAPONS.pick_random()
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for weapon_position in weapon_positions:
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var weapon : AbstractWeapon = weapon_scene.instantiate()
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weapon_type = weapon.type
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_add_weapon(weapon, weapon_position)
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func _add_weapon(weapon: AbstractWeapon, weapon_position: Vector2) -> void:
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super._add_weapon(weapon, weapon_position)
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weapon.set_belonging(AbstractWeapon.Belonging.ENEMY)
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func _on_enemy_controller_shoot() -> void:
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@@ -11,8 +11,15 @@ extends AbstractShip
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func _ready() -> void:
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super._ready()
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for weapon in _weapons:
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weapon.set_belonging(AbstractWeapon.Belonging.PLAYER)
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for weapon_position in weapon_positions:
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var weapon : AbstractWeapon = WEAPONS.pick_random().instantiate()
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_add_weapon(weapon, weapon_position)
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func _add_weapon(weapon: AbstractWeapon, weapon_position: Vector2) -> void:
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super._add_weapon(weapon, weapon_position)
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weapon.set_belonging(AbstractWeapon.Belonging.PLAYER)
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func _on_player_controller_shoot(weapon_index: int) -> void:
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