Added shield and armor sprite usage
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@@ -22,9 +22,6 @@ const WEAPONS := [
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signal destroyed
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@onready var sprite := $Sprite2D
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@export_range(0, 250) var acceleration : int = 0
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@export_range(0, 250) var deceleration : int = 0
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@export_range(0, 250) var max_speed : int = 0
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@@ -33,6 +30,13 @@ signal destroyed
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@export_range(0, 360) var weapon_rotation : int = 0
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@onready var ship_sprite : Sprite2D = $ShipSprite
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@onready var armor_sprite : Sprite2D = $ArmorSprite
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@onready var shield_sprite : Sprite2D = $ShieldSprite
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@onready var health : Health = $Health
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var weapon_positions: Array[Vector2]
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@@ -40,6 +44,9 @@ var _weapons : Array[AbstractWeapon]
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func _ready() -> void:
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shield_sprite.visible = health.shield != 0
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armor_sprite.visible = health.armor != 0
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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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@@ -99,3 +106,15 @@ func _add_weapon(weapon: AbstractWeapon, weapon_position: Vector2) -> void:
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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 _on_shield_updated(value: int, _max_value: int) -> void:
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shield_sprite.visible = value != 0
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func _on_armor_updated(value: int, _max_value: int) -> void:
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armor_sprite.visible = value != 0
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func _on_hull_updated(_value: int, _max_value: int) -> void:
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pass # Replace with function body.
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