fx: attacking sprite/logic mismatch
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c0f5dd4628
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@ -1,6 +1,6 @@
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extends CharacterBody2D
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extends CharacterBody2D
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@export var attack_duration = 0.12 # TODO: finetune
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@export var attack_duration = 0.2 # TODO: finetune
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@export var attack_cooldown_duration = 0.4
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@export var attack_cooldown_duration = 0.4
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@onready var attack_area: Area2D = $AttackArea
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@onready var attack_area: Area2D = $AttackArea
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@ -20,6 +20,8 @@ func _ready() -> void:
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attack_timer.wait_time = attack_duration
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attack_timer.wait_time = attack_duration
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attack_cooldown_timer.wait_time = attack_cooldown_duration
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attack_cooldown_timer.wait_time = attack_cooldown_duration
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func _process(delta):
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func _process(delta):
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velocity = Vector2.ZERO
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velocity = Vector2.ZERO
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if Input.is_action_pressed("move_right"):
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if Input.is_action_pressed("move_right"):
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@ -53,16 +55,21 @@ func attack() -> void:
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func _on_attack_timeout() -> void:
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func _on_attack_timeout() -> void:
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attack_area.monitoring = false
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attack_area.monitoring = false
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sprite.play("default")
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attack_cooldown_timer.start()
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attack_cooldown_timer.start()
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func _on_cooldown_timeout() -> void:
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func _on_cooldown_timeout() -> void:
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can_attack = true
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can_attack = true
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sprite.play("default")
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func _on_attack_hit(body: Node2D) -> void:
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func _on_attack_hit(body: Node2D) -> void:
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var hit_hittable = false
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if body.is_in_group("prey") or body.is_in_group("predators"):
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if body.is_in_group("prey") or body.is_in_group("predators"):
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if body.has_method("handle_damage"):
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if body.has_method("handle_damage"):
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body.handle_damage(damage)
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body.handle_damage(damage)
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hit_hittable = true
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elif body.is_in_group("resources"):
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elif body.is_in_group("resources"):
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pass
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pass
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if hit_hittable:
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await get_tree().create_timer(0.2).timeout
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sprite.play("default")
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# TODO: resource handling logic
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# TODO: resource handling logic
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@ -23,8 +23,8 @@ animations = [{
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"speed": 5.0
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"speed": 5.0
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}]
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}]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_en8op"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_5hxmy"]
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size = Vector2(765.4969, 706.5864)
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radius = 378.18
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_4flbx"]
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_4flbx"]
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radius = 191.95984
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radius = 191.95984
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@ -45,8 +45,8 @@ rotation = -1.5732701
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collision_mask = 2
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collision_mask = 2
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[node name="CollisionShape2D" type="CollisionShape2D" parent="AttackArea"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="AttackArea"]
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position = Vector2(29.579561, 730.73236)
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position = Vector2(41.029465, 288.86832)
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shape = SubResource("RectangleShape2D_en8op")
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shape = SubResource("CircleShape2D_5hxmy")
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debug_color = Color(0.80813414, 0.3957308, 0.3356335, 0.41960785)
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debug_color = Color(0.80813414, 0.3957308, 0.3356335, 0.41960785)
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[node name="CollisionShape2D" type="CollisionShape2D" parent="." groups=["player"]]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="." groups=["player"]]
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@ -50,11 +50,10 @@ func die() -> void:
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super.die()
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super.die()
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func become_injured() -> void:
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func become_injured() -> void:
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sprite.animation = "Injured"
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sprite.play("Injured")
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mirrorSprite1.animation = "Injured"
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mirrorSprite1.play("Injured")
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mirrorSprite2.animation = "Injured"
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mirrorSprite2.play("Injured")
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mirrorSprite3.animation = "Injured"
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mirrorSprite3.play("Injured")
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sprite.play()
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# Mirroring table:
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# Mirroring table:
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# |---|---|---|---|
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# |---|---|---|---|
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@ -55,4 +55,3 @@ maxHealth = 20
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scale = Vector2(0.1, 0.1)
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scale = Vector2(0.1, 0.1)
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sprite_frames = SubResource("SpriteFrames_66x8p")
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sprite_frames = SubResource("SpriteFrames_66x8p")
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animation = &"Dying"
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animation = &"Dying"
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frame_progress = 0.60472965
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