added new health bar and new energy pip bar
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@@ -3,6 +3,7 @@ extends Node3D
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signal energy_spent(energy: int, type: Data.EnergyType)
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signal energy_recharged(energy: int, type: Data.EnergyType)
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signal energy_changed(energy: float)
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@export var stats: CardText
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@export var animator: AnimationPlayer
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@@ -50,11 +51,13 @@ func _process(delta: float) -> void:
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current_energy = max_energy
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recharging = false
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energy_recharged.emit(recharge_speed * delta, stats.energy_type)
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energy_changed.emit(current_energy)
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if time_since_firing < time_between_shots:
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time_since_firing += delta
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if trigger_held and stats.energy_type == Data.EnergyType.CONTINUOUS:
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current_energy -= delta
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energy_spent.emit(delta, stats.energy_type)
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energy_changed.emit(current_energy)
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@warning_ignore("unused_parameter")
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@@ -64,6 +67,7 @@ func _physics_process(delta: float) -> void:
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current_energy -= 1
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current_energy = floorf(current_energy)
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energy_spent.emit(1, stats.energy_type)
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energy_changed.emit(current_energy)
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time_since_firing -= time_between_shots
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shoot()
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networked_shoot.rpc()
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@@ -26,6 +26,7 @@ static var target_type_names: Dictionary[TargetType, String] = {
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static var weapon_recharge_delay: float = 0.5
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static var starting_cash: int = 10
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static var starting_lives: int = 144
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static var player_energy: int = 6
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static var wall_cost: int = 1
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static var rarity_weights: Dictionary = {
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@@ -22,7 +22,7 @@ var game_active: bool = false
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var gamemode: GameMode = null
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var level: Level
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var enemies: int = 0
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var objective_health: int = 120
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var objective_health: int = Data.starting_lives
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var wave: int
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var pot: float
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var UILayer: CanvasLayer
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@@ -38,24 +38,6 @@ var starting_blanks: int = 0
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var connected_player_profiles: Dictionary = {}
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func _ready() -> void:
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UILayer = CanvasLayer.new()
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UILayer.layer = 2
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root_scene.add_child.call_deferred(UILayer)
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var version_label: Label = Label.new()
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var version: String = ProjectSettings.get_setting("application/config/version")
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version_label.text = "WORK IN PROGRESS | ALPHA - VERSION " + version + " | PLAYTEST"
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version_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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version_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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version_label.theme_type_variation = "VersionLabel"
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#version_label.add_theme_font_size_override("font_size", 18)
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#version_label.add_theme_color_override("font_color", Color(0.85, 0.85, 0.85, 0.7))
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version_label.set_anchors_preset(Control.PRESET_TOP_WIDE)
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UILayer.add_child(version_label)
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Input.set_custom_mouse_cursor(load("res://Assets/Textures/cursor_none.png"), Input.CURSOR_ARROW, Vector2(9, 6))
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Input.set_custom_mouse_cursor(load("res://Assets/Textures/bracket_b_vertical.png"), Input.CURSOR_IBEAM, Vector2(16, 16))
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func parse_command(text: String, peer_id: int) -> void:
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if text.substr(1, 4) == "give":
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var gift_name: String = text.substr(6) as String
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@@ -295,7 +277,7 @@ func setup() -> void:
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#Set starting parameters
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game_active = false
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enemies = 0
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objective_health = 120
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objective_health = Data.starting_lives
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wave = 1
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stats = RoundStats.new()
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game_setup.emit()
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