Some code style fixes. Fixed enemy spawning
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@@ -11,10 +11,6 @@ const ENEMY_PROJECTILE_LAYER = 16
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@export_range(0, 1000) var speed : int = 0
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@onready var collision : CollisionShape2D = $CollisionShape2D
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@onready var out_of_screen_timer : Timer = $OutOfScreenTimer
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var direction : Vector2
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var ship_velocity: Vector2
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@@ -32,6 +28,10 @@ var collide_enemies: bool:
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var _velocity: Vector2
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@onready var collision : CollisionShape2D = $CollisionShape2D
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@onready var out_of_screen_timer : Timer = $OutOfScreenTimer
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func _ready() -> void:
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_velocity = direction.normalized() * speed + ship_velocity
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_update_collision_rotation(_velocity)
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@@ -6,16 +6,6 @@ enum Belonging { PLAYER, ENEMY }
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enum Type { NONE, SHORT_RANGE, MEDIUM_RANGE, LONG_RANGE, HOMING, MINES }
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@export_range(1, 100) var bullet_per_shot : int = 1
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@export_range(0, 360) var sector_angle : int = 0
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@export var Projectile : PackedScene
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@export var type := Type.NONE
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@onready var muzzle : Node2D = $Muzzle
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const PREFIXES := {
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Belonging.PLAYER: "player",
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Belonging.ENEMY: "enemy",
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@@ -26,10 +16,19 @@ const IDLE_POSTFIX = "_idle"
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const RELOAD_POSTFIX = "_reloading"
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@export_range(1, 100) var bullet_per_shot : int = 1
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@export_range(0, 360) var sector_angle : int = 0
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@export var Projectile : PackedScene
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@export var type := Type.NONE
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var _belonging: Belonging
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var _can_shoot := true
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@onready var muzzle : Node2D = $Muzzle
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func set_belonging(belonging: Belonging) -> void:
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_belonging = belonging
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@@ -5,14 +5,15 @@ extends BlastProjectile
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@export_range(0, 360) var rotation_speed: int
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var target : AbstractShip = null
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@onready var sprites : Array[Sprite2D] = [
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$Sprite2D_E, $Sprite2D_SE, $Sprite2D_S, $Sprite2D_SW,
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$Sprite2D_W, $Sprite2D_NW, $Sprite2D_N, $Sprite2D_NE,
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]
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@onready var explosion_particles : ExplosionParticles = $ExplosionParticles
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var target : AbstractShip = null
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func _ready() -> void:
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_acquire_target()
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@@ -5,15 +5,18 @@ extends AbstractWeapon
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@onready var enemy_sprite : Sprite2D = $EnemySprite
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@onready var cooldown_timer : Timer = $CooldownTimer
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var _particles_index := 0
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var _muzzle_index := 0
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@onready var particles : Array[GPUParticles2D] = [
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$LeftParticles, $RightParticles,
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]
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var _particles_index := 0
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@onready var muzzles : Array[Node2D] = [
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$Muzzle, $SecondMuzzle,
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]
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var _muzzle_index := 0
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func set_belonging(belonging: Belonging) -> void:
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@@ -2,14 +2,11 @@ class_name MinelayerProjectile
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extends BlastProjectile
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@export var deceleration : int
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@onready var sprite_on := $Sprite2D_On
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@onready var sprite_off := $Sprite2D_Off
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@onready var sprite_on_timer := $SpriteOnTimer
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@onready var sprite_off_timer := $SpriteOffTimer
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@onready var explosion_particles : ExplosionParticles = $ExplosionParticles
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enum SpriteState {
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ON,
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OFF,
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Disabled,
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}
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const OFF_TIMES = [
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@@ -20,11 +17,7 @@ const ON_TIME = 0.05
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const SCROLL_VELOCITY = Vector2(-50, 0)
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enum SpriteState {
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ON,
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OFF,
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Disabled,
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}
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@export var deceleration : int
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var _bodies_inside: Array[Node2D] = []
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@@ -33,6 +26,13 @@ var _current_sprite_state : SpriteState:
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set = _switch_sprite
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@onready var sprite_on := $Sprite2D_On
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@onready var sprite_off := $Sprite2D_Off
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@onready var sprite_on_timer := $SpriteOnTimer
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@onready var sprite_off_timer := $SpriteOffTimer
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@onready var explosion_particles : ExplosionParticles = $ExplosionParticles
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func _ready() -> void:
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_current_sprite_state = SpriteState.OFF
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super._ready()
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@@ -8,6 +8,9 @@ extends DirectHitProjectile
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@export_range(0, 1000) var no_deviation_distance: int = 0
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var _collided_foes : Array[AbstractShip] = []
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@onready var jinkTimer : Timer = $JinkTimer
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@onready var particles_huge : GPUParticles2D = $ParticlesHuge
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@@ -16,9 +19,6 @@ extends DirectHitProjectile
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@onready var particles_small : GPUParticles2D = $ParticlesSmall
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var _collided_foes : Array[AbstractShip] = []
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func _ready() -> void:
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super._ready()
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_start_jink_timer()
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