fixed some bugs The Typening caused
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@ -11,7 +11,7 @@ var astar: AStar3D = AStar3D.new()
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@export var spawner: EnemySpawner
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@export var visualized_path: VisualizedPath
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@export var tower_path: Node
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var tower_base_scene: PackedScene = load("res://Scenes/tower_base.tscn")
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var tower_base_scene: PackedScene = load("res://Scenes/TowerBase/tower_base.tscn")
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var tower_frame_scene: PackedScene = load("res://Scenes/tower_frame.tscn")
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var tower_bases: Array = []
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var tower_base_ids: Dictionary = {}
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@ -7,7 +7,7 @@ var max_speed: float = 13.0
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func _physics_process(_delta: float) -> void:
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if is_instance_valid(target):
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direction = global_position.direction_to(target.sprite.global_position)
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direction = global_position.direction_to(target.global_position)
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#apply_central_force(direction * acceleration)
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@ -10,7 +10,7 @@ signal won_game
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var level_scene: PackedScene = load("res://Worlds/GreenPlanet/Levels/first_level.tscn")
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var player_scene: PackedScene = load("res://PCs/hero.tscn")
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var main_menu_scene_path: String = "res://Scenes/Menus/main_menu.tscn"
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var main_menu_scene_path: String = "res://Scenes/Menus/MainMenu/main_menu.tscn"
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var multiplayer_lobby_scene_path: String = "res://Scenes/Menus/multiplayer_lobby.tscn"
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var singleplayer_lobby_scene_path: String = "res://Scenes/Menus/singleplayer_lobby.tscn"
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var won_game_scene: PackedScene = load("res://Scenes/Menus/won_game_screen.tscn")
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@ -1,74 +0,0 @@
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class_name MainMenu extends Control
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@export var bg_level: Level
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var confirmation_popup_scene: PackedScene = preload("res://Scenes/Menus/confirmation_popup.tscn")
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var text_input_popup_scene: PackedScene = preload("res://Scenes/Menus/text_input_popup.tscn")
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var multiplayer_lobby_scene_path: String = "res://Scenes/multiplayer_lobby.tscn"
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var options_menu_scene: PackedScene = preload("res://Scenes/Menus/options_menu.tscn")
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func _ready() -> void:
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$ProfileEditor/VBoxContainer/HBoxContainer/DisplayName.text = Data.player_profile.display_name
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bg_level.a_star_graph_3d.make_grid()
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bg_level.a_star_graph_3d.find_path()
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bg_level.a_star_graph_3d.build_random_maze(50)
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bg_level.a_star_graph_3d.place_random_towers(20)
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bg_level.a_star_graph_3d.disable_all_tower_frames()
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Game.level = bg_level
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var new_wave: Dictionary = WaveManager.generate_wave(400, bg_level.enemy_pool)
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for spawn: EnemySpawner in bg_level.enemy_spawns:
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spawn.enemy_died_callback = enemy_died
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spawn.enemy_reached_goal_callback = damage_goal
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spawn.enemy_spawned.connect(increase_enemy_count)
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spawn.spawn_wave(new_wave)
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#these exist purely to make the enemies that spawn on the main menu happy
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func enemy_died(_some_arg: Enemy) -> void:
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pass
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func damage_goal(_some_arg1: int, _some_arg2: int) -> void:
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pass
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func increase_enemy_count() -> void:
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pass
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func _on_display_name_edit_pressed() -> void:
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var popup: TextInputPopup = text_input_popup_scene.instantiate() as TextInputPopup
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popup.set_popup(Data.player_profile.display_name, "Display Name", "Confirm")
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popup.completed.connect(change_profile_display_name)
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add_child(popup)
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func change_profile_display_name(display_name: String) -> void:
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$ProfileEditor/VBoxContainer/HBoxContainer/DisplayName.text = display_name
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Data.player_profile.set_display_name(display_name)
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func _on_quit_button_pressed() -> void:
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var popup: ConfirmationPopup = confirmation_popup_scene.instantiate() as ConfirmationPopup
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popup.set_popup("Are you sure you want to quit?", "Yes", "No")
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popup.completed.connect(quit_game)
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add_child(popup)
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func quit_game(confirmation: bool) -> void:
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if confirmation:
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get_tree().quit()
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func _on_play_button_pressed() -> void:
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Game.scene_switch_to_singleplayer_lobby()
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func _on_options_button_pressed() -> void:
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var menu: OptionsMenu = options_menu_scene.instantiate()
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add_child(menu)
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func _on_multiplayer_button_pressed() -> void:
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Game.scene_switch_to_multiplayer_lobby()
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func _on_button_mouse_entered() -> void:
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$AudioStreamPlayer.play()
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@ -1,50 +0,0 @@
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class_name PauseMenu extends Control
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signal closed()
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var options_menu_scene: PackedScene = preload("res://Scenes/Menus/options_menu.tscn")
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var confirmation_popup_scene: PackedScene = preload("res://Scenes/Menus/confirmation_popup.tscn")
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("Pause"):
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accept_event()
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_on_resume_pressed()
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func _on_resume_pressed() -> void:
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closed.emit()
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queue_free()
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func _on_options_pressed() -> void:
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var menu: OptionsMenu = options_menu_scene.instantiate()
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add_child(menu)
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func _on_quit_to_main_menu_pressed() -> void:
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var popup: ConfirmationPopup = confirmation_popup_scene.instantiate() as ConfirmationPopup
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popup.set_popup("Are you sure you want to quit and return to main menu?", "Yes", "No")
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popup.completed.connect(return_to_menu)
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add_child(popup)
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func return_to_menu(confirmation: bool) -> void:
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if confirmation:
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Game.scene_switch_main_menu()
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func _on_quit_to_desktop_pressed() -> void:
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var popup: ConfirmationPopup = confirmation_popup_scene.instantiate() as ConfirmationPopup
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popup.set_popup("Are you sure you want to quit?", "Yes", "No")
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popup.completed.connect(quit_game)
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add_child(popup)
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func quit_game(confirmation: bool) -> void:
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if confirmation:
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Game.quit_to_desktop()
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func _on_button_mouse_entered() -> void:
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$AudioStreamPlayer.play()
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