Removed shoot() from controllers. Removed idle animation from laser
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@@ -11,6 +11,13 @@ var enemy_data : EnemyData:
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@onready var controller : EnemyController = $EnemyController
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func _physics_process(delta: float) -> void:
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super._physics_process(delta)
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if is_on_screen:
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shoot()
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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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@@ -1,21 +1,31 @@
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[gd_scene load_steps=4 format=3 uid="uid://dwsn0lf1e3578"]
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[gd_scene load_steps=6 format=3 uid="uid://dwsn0lf1e3578"]
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[ext_resource type="PackedScene" uid="uid://jvyagshykmgb" path="res://game/entities/ships/abstract_ship.tscn" id="1_28j6l"]
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[ext_resource type="Script" uid="uid://byicf1t0807pq" path="res://game/entities/ships/enemies/abstract_enemy_ship.gd" id="2_fwvrd"]
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[ext_resource type="Shader" uid="uid://dwh22f35u5qqi" path="res://game/entities/ships/shield.gdshader" id="3_6nnf4"]
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[ext_resource type="PackedScene" uid="uid://bsqehbymixust" path="res://game/controllers/enemy_controller.tscn" id="3_l8c0n"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_dlmr1"]
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resource_local_to_scene = true
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shader = ExtResource("3_6nnf4")
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shader_parameter/speed = 0.0
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shader_parameter/scale = 20.0
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shader_parameter/intensity = 1.0
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[node name="AbstractEnemyShip" groups=["enemies"] instance=ExtResource("1_28j6l")]
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collision_layer = 4
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collision_mask = 6
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script = ExtResource("2_fwvrd")
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weapon_rotation = 180
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[node name="ArmorSprite" parent="." index="1"]
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material = SubResource("ShaderMaterial_dlmr1")
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[node name="EnemyController" parent="." index="4" node_paths=PackedStringArray("ship") instance=ExtResource("3_l8c0n")]
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ship = NodePath("..")
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[node name="VisibleOnScreenNotifier2D" type="VisibleOnScreenNotifier2D" parent="." index="5"]
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[connection signal="accelerate" from="EnemyController" to="." method="accelerate"]
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[connection signal="shoot" from="EnemyController" to="." method="shoot"]
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[connection signal="screen_entered" from="VisibleOnScreenNotifier2D" to="." method="_on_visible_on_screen_notifier_2d_screen_entered"]
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[connection signal="screen_exited" from="VisibleOnScreenNotifier2D" to="." method="_on_visible_on_screen_notifier_2d_screen_exited"]
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@@ -33,6 +33,8 @@ func _ready() -> void:
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func _physics_process(delta: float) -> void:
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super._physics_process(delta)
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shoot()
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if blink_charge < BLINK_CHARGE_MAXIMUM:
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blink_charge += delta
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blink_charge_indicator.value = blink_charge
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@@ -103,7 +103,6 @@ position = Vector2(-11, 0)
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[connection signal="accelerate" from="PlayerController" to="." method="accelerate"]
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[connection signal="blink" from="PlayerController" to="." method="_blink"]
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[connection signal="shoot" from="PlayerController" to="." method="shoot"]
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[connection signal="armor_updated" from="Health" to="." method="_on_armor_updated"]
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[connection signal="hull_updated" from="Health" to="." method="_on_hull_updated"]
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[connection signal="shield_updated" from="Health" to="." method="_on_shield_updated"]
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