Some code style fixes. Fixed enemy spawning
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@@ -2,6 +2,9 @@ class_name AbstractShip
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extends CharacterBody2D
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signal destroyed
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const CANNON = preload("res://game/entities/weapons/cannon/cannon_weapon.tscn")
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const GATLING = preload("res://game/entities/weapons/gatling/gatling_weapon.tscn")
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const LASER = preload("res://game/entities/weapons/laser/laser_weapon.tscn")
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@@ -19,9 +22,6 @@ const WEAPONS := [
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]
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signal destroyed
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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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@@ -30,6 +30,11 @@ signal destroyed
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@export_range(0, 360) var weapon_rotation : int = 0
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var weapon_positions: Array[Vector2]
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var _weapons : Array[AbstractWeapon]
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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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@@ -37,12 +42,6 @@ signal destroyed
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@onready var health : Health = $Health
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var weapon_positions: Array[Vector2]
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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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@@ -2,13 +2,13 @@ class_name AbstractEnemyShip
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extends AbstractShip
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@onready var controller : EnemyController = $EnemyController
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var is_on_screen : bool = false
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var weapon_type : AbstractWeapon.Type = AbstractWeapon.Type.NONE
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@onready var controller : EnemyController = $EnemyController
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func _ready() -> void:
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super._ready()
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@@ -2,12 +2,12 @@ class_name PlayerShip
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extends AbstractShip
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@export_range(0, 200) var blink_range := 0
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const ENEMY_LAYER = 4
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@export_range(0, 200) var blink_range := 0
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@onready var blink_timer : Timer = $BlinkTimer
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@onready var blink_shadow : GPUParticles2D = $BlinkShadow
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