Bug fixes
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@@ -3,7 +3,13 @@ extends AbstractShip
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var is_on_screen : bool = false
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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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var weapon_type : AbstractWeapon.Type:
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set(value):
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pass
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get():
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var type := AbstractWeapon.Type.NONE
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for weapon in _weapons: type = weapon.type
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return type
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var enemy_data : EnemyData:
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var enemy_data : EnemyData:
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set = _set_enemy_data
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set = _set_enemy_data
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@@ -16,6 +16,7 @@ signal completed
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var _current_progress := 0.0
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var _current_progress := 0.0
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var _timer_time_elapsed := 0.0
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var _timer_time_elapsed := 0.0
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var _current_enemy_index := 0
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var _current_enemy_index := 0
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var _player_is_alive = true
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@onready var player : PlayerShip = $PlayerShip
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@onready var player : PlayerShip = $PlayerShip
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@@ -25,10 +26,11 @@ var _current_enemy_index := 0
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func _physics_process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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_current_progress += delta
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if _player_is_alive:
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_update_progress_indicator()
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_current_progress += delta
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if _current_progress >= passage_data.length:
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_update_progress_indicator()
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completed.emit()
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if _current_progress >= passage_data.length:
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completed.emit()
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func _set_passage_data(new_data: PassageData) -> void:
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func _set_passage_data(new_data: PassageData) -> void:
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@@ -63,6 +65,7 @@ func _start_timer_for_current_enemy() -> void:
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func _on_enemy_timer_timeout() -> void:
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func _on_enemy_timer_timeout() -> void:
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if not _player_is_alive: return
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var enemy := passage_data.enemies[_current_enemy_index]
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var enemy := passage_data.enemies[_current_enemy_index]
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enemy_swamp_controller.create_enemy(enemy)
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enemy_swamp_controller.create_enemy(enemy)
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_current_enemy_index += 1
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_current_enemy_index += 1
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@@ -70,4 +73,5 @@ func _on_enemy_timer_timeout() -> void:
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func _on_player_ship_destroyed() -> void:
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func _on_player_ship_destroyed() -> void:
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_player_is_alive = false
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player_died.emit()
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player_died.emit()
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