Added debris after ship destroying
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@@ -5,18 +5,6 @@ extends CharacterBody2D
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signal destroyed
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const WEAPON_SCENES : Dictionary[String, String] = {
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"cannon": "res://game/entities/weapons/cannon/cannon_weapon.tscn",
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"gatling": "res://game/entities/weapons/gatling/gatling_weapon.tscn",
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"laser": "res://game/entities/weapons/laser/laser_weapon.tscn",
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"launcher": "res://game/entities/weapons/launcher/launcher_weapon.tscn",
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"minelayer": "res://game/entities/weapons/minelayer/minelayer_weapon.tscn",
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"plasma": "res://game/entities/weapons/plasma/plasma_weapon.tscn",
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"railgun": "res://game/entities/weapons/railgun/railgun_weapon.tscn",
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"shrapnel": "res://game/entities/weapons/shrapnel/shrapnel_weapon.tscn",
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"tesla": "res://game/entities/weapons/tesla/tesla_weapon.tscn",
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}
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const SHADER_INTENSITY = "shader_parameter/intensity"
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@@ -33,10 +21,15 @@ var weapon_positions: Array[Vector2]
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var _weapons : Array[AbstractWeapon]
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@onready var ship : Node2D = $Ship
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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_bar : HealthBar = $HealthBar
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@onready var debris_particles : GPUParticles2D = $DebrisParticles
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@onready var health : Health = $Health
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@@ -95,8 +88,14 @@ 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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for weapon in _weapons:
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weapon.queue_free()
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_weapons.clear()
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ship_sprite.hide()
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armor_sprite.hide()
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shield_sprite.hide()
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health_bar.hide()
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debris_particles.emitting = true
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func _add_weapon(weapon: AbstractWeapon, weapon_position: Vector2) -> void:
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@@ -123,3 +122,8 @@ func _on_armor_updated(value: int, max_value: int) -> void:
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func _on_hull_updated(_value: int, _max_value: int) -> void:
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pass
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func _on_debris_particles_finished() -> void:
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queue_free()
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destroyed.emit()
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