Fixed button colors
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@@ -1,5 +1,9 @@
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extends CharacterBody2D
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const Weapon = preload("res://game/entities/weapon.tscn")
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@export var size : Vector2:
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set(value):
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size = value
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@@ -28,8 +32,8 @@ func _ready() -> void:
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$Sprite2D.texture = texture
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var weapons_by_offset := {
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8: preload("res://game/entities/weapon.tscn").instantiate(),
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-8: preload("res://game/entities/weapon.tscn").instantiate(),
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8: Weapon.instantiate(),
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-8: Weapon.instantiate(),
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}
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for offset : int in weapons_by_offset:
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var weapon : Node2D = weapons_by_offset[offset]
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@@ -15,6 +15,7 @@ extends Node2D
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@export var cooling_down_rate : int
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@export var explosion_size : int
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@onready var _firerate_delay : float = 60.0 / firerate
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@onready var _firerate_delay_tenth : float = _firerate_delay / 10
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@@ -22,6 +23,7 @@ extends Node2D
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@onready var _reload_time_tenth : float = reload_time / 10.0
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var _firerate_cooldown : float
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var _reload_cooldown : float
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+13
-7
@@ -1,37 +1,43 @@
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extends Node
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const Passage = preload("res://game/passage.tscn")
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const PauseMenu = preload("res://menu/pause_menu.tscn")
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signal show_main_menu
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var _pause_menu: Node
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var _current_passage: Node
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func _ready() -> void:
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_current_passage = load("res://game/passage.tscn").instantiate()
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_current_passage = Passage.instantiate()
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add_child(_current_passage)
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("pause"):
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_pause_game()
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func _create_pause_menu() -> void:
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_pause_menu = load("res://menu/pause_menu.tscn").instantiate()
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_pause_menu = PauseMenu.instantiate()
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add_child(_pause_menu)
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_pause_menu.continue_game.connect(_unpause_game)
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_pause_menu.show_main_menu.connect(_show_main_menu)
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func _pause_game() -> void:
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get_tree().paused = true
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_create_pause_menu.call_deferred()
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func _unpause_game() -> void:
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get_tree().paused = false
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_pause_menu.queue_free()
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func _show_main_menu() -> void:
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get_tree().paused = false
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