Added Weapon
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+20
-2
@@ -15,13 +15,27 @@ extends CharacterBody2D
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@export var deceleration : int
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@export var max_speed : int
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#var _velocity : Vector2
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@onready var weapons : Array:
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set(value):
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pass
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get:
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return weapons
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func _ready() -> void:
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var texture := PlaceholderTexture2D.new()
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texture.size = size
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$Sprite2D.texture = texture
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var weapons_by_offset := {
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8: preload("res://game/entities/weapon.tscn").instantiate(),
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-8: preload("res://game/entities/weapon.tscn").instantiate(),
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}
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for offset : int in weapons_by_offset:
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var weapon : Node2D = weapons_by_offset[offset]
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weapon.position = Vector2(0, offset)
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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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@@ -29,7 +43,6 @@ func _physics_process(_delta: float) -> void:
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if was_collided:
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var normal := get_wall_normal()
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velocity -= normal.abs() * velocity
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print(was_collided, get_wall_normal(), velocity)
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func accelerate(direction: Vector2, delta: float) -> void:
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@@ -50,3 +63,8 @@ func _get_new_speed(accel: float, decel: float, current_speed: float) -> float:
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return current_speed + (decel if current_speed < 0 else -decel)
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else:
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return current_speed + accel
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func shoot(weapon: Node) -> void:
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if weapon in weapons:
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weapon.shoot()
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