Added respawn logic ... and with it also a complete rehaul of how managing scene instances work to make it work
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11
evolve-die-repeat/molecular/fade.gd
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11
evolve-die-repeat/molecular/fade.gd
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extends CanvasLayer
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@onready var color_rect: ColorRect = $ColorRect
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func _ready() -> void:
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color_rect.color.a = 0
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func fade(target_alpha: float, duration: float):
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var tween = create_tween()
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tween.tween_property(color_rect, "color:a", target_alpha, duration)
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return tween
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1
evolve-die-repeat/molecular/fade.gd.uid
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1
evolve-die-repeat/molecular/fade.gd.uid
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uid://bwf56ehqo32gr
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14
evolve-die-repeat/molecular/fade.tscn
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14
evolve-die-repeat/molecular/fade.tscn
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[gd_scene format=3 uid="uid://3eg3a8ceom4l"]
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[ext_resource type="Script" uid="uid://bwf56ehqo32gr" path="res://molecular/fade.gd" id="1_rx8rx"]
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[node name="Fade" type="CanvasLayer" unique_id=853660457]
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script = ExtResource("1_rx8rx")
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[node name="ColorRect" type="ColorRect" parent="." unique_id=1320853444]
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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color = Color(0, 0, 0, 0)
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@@ -103,14 +103,25 @@ func handle_damage(dmg: int, src: Node) -> void:
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healthPoints -= dmg
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hasiframes = true
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invulnerable_cooldown_timer.start()
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if healthPoints <= 0:
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print("Player died. Respawn button not implemented.")
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isAlive = false
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if isAlive and healthPoints <= 0:
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die()
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func collect_resource(damnt: int) -> void:
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resources += damnt
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print("Resource collected! Total: ", resources)
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func die() -> void:
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print("Player died.")
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isAlive = false
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GameManager.switch_scene("respawn")
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# TODO: Is this used or should it be removed? (currently unused)
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func respawm() -> void:
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healthPoints = maxHealth
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isAlive = true
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hasiframes = true
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attack_cooldown_timer.start()
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@@ -100,7 +100,6 @@ limit_right = 1152
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limit_bottom = 648
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[node name="UI" type="Node2D" parent="." unique_id=1500495475]
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visible = false
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[node name="CanvasLayer" type="CanvasLayer" parent="UI" unique_id=633018012]
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