Added more shot sounds. Minor fixes
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@@ -15,6 +15,9 @@ const MAX_POSITION = Vector2(600, 330)
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@export var passage : Passage
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var _enemy_count := 0
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@onready var enemy_update_timer : Timer = $EnemyUpdateTimer
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@@ -28,17 +31,13 @@ func create_enemy(enemy_data: EnemyData) -> void:
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enemy.position = enemy_data.spawn_point
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enemy.enemy_data = enemy_data
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enemy.velocity = enemy.position.direction_to(player.position) * enemy.max_speed
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enemy.destroyed.connect(_on_enemy_destroyed, CONNECT_ONE_SHOT)
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_update_enemy.call_deferred(enemy)
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_enemy_count += 1
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func _on_enemy_update_timer_timeout() -> void:
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var enemies := get_tree().get_nodes_in_group("enemies")
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if enemies.is_empty(): return
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var enemy : Node = enemies.pick_random()
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if not enemy is AbstractEnemyShip: return
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_update_enemy(enemy)
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func get_enemy_count() -> int:
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return _enemy_count
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func _update_enemy(enemy: AbstractEnemyShip) -> void:
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@@ -97,3 +96,17 @@ func _get_random_player() -> PlayerShip:
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var player : PlayerShip = players.pick_random()
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return player
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func _on_enemy_destroyed() -> void:
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_enemy_count -= 1
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func _on_enemy_update_timer_timeout() -> void:
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var enemies := get_tree().get_nodes_in_group("enemies")
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if enemies.is_empty(): return
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var enemy : Node = enemies.pick_random()
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if not enemy is AbstractEnemyShip: return
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_update_enemy(enemy)
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