fx: readded merged function
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@@ -30,12 +30,12 @@ animations = [{
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"speed": 5.0
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}]
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[sub_resource type="CircleShape2D" id="CircleShape2D_5hxmy"]
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_4flbx"]
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radius = 5.999982
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height = 27.990019
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[sub_resource type="CircleShape2D" id="CircleShape2D_5hxmy"]
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[node name="player" type="CharacterBody2D" unique_id=2032508208]
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collision_mask = 14
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script = ExtResource("1_0ix7k")
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@@ -45,6 +45,10 @@ visibility_layer = 2
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sprite_frames = SubResource("SpriteFrames_onrkg")
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animation = &"attacking"
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[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=2137063701 groups=["player"]]
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rotation = -1.5732701
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shape = SubResource("CapsuleShape2D_4flbx")
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[node name="AttackArea" type="Area2D" parent="." unique_id=187975387]
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position = Vector2(0, 56)
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rotation = -1.5732701
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@@ -55,10 +59,6 @@ position = Vector2(55.977566, 9.138502)
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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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[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=2137063701 groups=["player"]]
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rotation = -1.5732701
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shape = SubResource("CapsuleShape2D_4flbx")
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[node name="AttackTimer" type="Timer" parent="." unique_id=2057433652]
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one_shot = true
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@@ -16,6 +16,10 @@ func move(motion: Vector3, mod: float) -> void:
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# Apply boundary to new position
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position = GameManager.get_boundaried_position(position)
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func handle_damage(dmg: int, src: Node) -> void:
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if owner:
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owner.handle_damage(dmg, src)
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func duplicate_init() -> void:
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var sight = $Sight
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remove_child(sight)
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@@ -15,7 +15,7 @@ var can_attack: bool = true
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func _ready() -> void:
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health = maxHealth
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sprite.play("Healthy")
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sprite.play("Healthy") # TODO: add play_sprite function which calls both sprite and wrapper
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wrapper.play_sprite("Healthy")
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if starting_pos:
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collision.set_position(starting_pos)
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@@ -42,9 +42,6 @@ func attack(target: Node) -> void:
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if target.has_method("handle_damage"):
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target.handle_damage(damage, self.collision)
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hit_hittable = true
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elif target.is_in_group("resources"):
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# TODO: resource handling logic
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pass
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if hit_hittable:
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attack_cooldown_timer.start()
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