Added enemies
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@@ -2,6 +2,26 @@ class_name AbstractShip
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extends CharacterBody2D
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const CANNON = preload("res://game/entities/weapons/cannon/cannon.tscn")
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const GATLING = preload("res://game/entities/weapons/gatling/gatling.tscn")
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const LASER = preload("res://game/entities/weapons/laser/laser.tscn")
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const LAUNCHER = preload("res://game/entities/weapons/launcher/launcher.tscn")
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const MINELAYER = preload("res://game/entities/weapons/minelayer/minelayer.tscn")
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const PLASMA = preload("res://game/entities/weapons/plasma/plasma.tscn")
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const RAILGUN = preload("res://game/entities/weapons/railgun/railgun.tscn")
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const SHRAPNEL = preload("res://game/entities/weapons/shrapnel/shrapnel.tscn")
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const TESLA = preload("res://game/entities/weapons/tesla/tesla.tscn")
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const WEAPONS := [
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CANNON, GATLING, LASER,
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LAUNCHER, MINELAYER, PLASMA,
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RAILGUN, SHRAPNEL, TESLA,
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]
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signal destroyed
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@onready var sprite := $Sprite2D
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@onready var collision := $CollisionShape2D
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@@ -16,6 +36,14 @@ extends CharacterBody2D
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var _weapons : Array[AbstractWeapon]
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func _ready() -> void:
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for pos in weapon_positions:
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var weapon : AbstractWeapon = WEAPONS.pick_random().instantiate()
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weapon.position = pos
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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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var was_collided := move_and_slide()
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if was_collided:
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@@ -57,3 +85,4 @@ func _get_new_speed(accel: float, decel: float, current_speed: float) -> float:
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func _on_health_depleted() -> void:
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queue_free()
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destroyed.emit()
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