juiced the camera a bit and limited weapon ammo
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@ -6,7 +6,7 @@ var last_lives_count = 120
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@export var lives_count : Label
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@export var enemy_count : Label
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@export var currency_count : Label
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@export var crosshair : TextureRect
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@export var crosshair : Control
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@export var minimap : TextureRect
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@export var minimap_cam : MinimapCamera3D
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@export var minimap_viewport : SubViewport
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@ -16,6 +16,11 @@ var minimap_anchor : Node3D
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var enemy_names = []
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@export var enemy_sprites : Array[TextureRect]
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@export var enemy_counts : Array[Label]
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@export var weapon_energy_bar : TextureProgressBar
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func set_energy_visible(value):
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weapon_energy_bar.set_visible(value)
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func _process(_delta: float) -> void:
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@ -81,6 +86,10 @@ func set_crosshair_visible(value : bool):
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crosshair.set_visible(value)
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func set_weapon_energy(value):
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weapon_energy_bar.value = value
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func maximise_minimap(anchor):
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minimap_cam.anchor = anchor
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minimap.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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@ -1,6 +1,8 @@
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extends Node3D
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class_name Weapon
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signal energy_changed(energy)
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@export var stats : CardText
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@export var animator : AnimationPlayer
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@ -11,11 +13,15 @@ var second_trigger_held := false
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var time_since_firing := 0.0
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var time_between_shots := 0.0
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var damage := 0.0
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var max_energy := 100.0
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var current_energy := 100.0
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var energy_cost := 1.0
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func _ready() -> void:
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time_between_shots = stats.get_attribute("Fire Delay")
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damage = stats.get_attribute("Damage")
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energy_cost = stats.get_attribute("Energy")
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func set_hero(value):
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@ -23,13 +29,19 @@ func set_hero(value):
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func _process(delta: float) -> void:
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current_energy += 5.0 * delta
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if current_energy >= max_energy:
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current_energy = max_energy
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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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func _physics_process(_delta: float) -> void:
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if trigger_held and time_since_firing >= time_between_shots:
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if trigger_held and current_energy >= energy_cost and time_since_firing >= time_between_shots:
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time_since_firing -= time_between_shots
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current_energy -= energy_cost
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energy_changed.emit(current_energy)
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shoot()
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networked_shoot.rpc()
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@ -40,6 +40,7 @@ func _ready() -> void:
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cards.append(preload("res://PCs/Universal/ClassCards/Gatling/card_gatling.tres"))
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cards.append(preload("res://PCs/Universal/ClassCards/RocketLauncher/card_rocket_launcher.tres"))
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#Uncommon
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cards.append(preload("res://PCs/Universal/ClassCards/Sniper/card_sniper.tres"))
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cards.append(preload("res://PCs/Universal/ClassCards/Blowdart/card_blowdart.tres"))
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cards.append(preload("res://PCs/Universal/ClassCards/Refrigerator/card_refrigerator.tres"))
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cards.append(preload("res://PCs/Universal/ClassCards/GlueLauncher/card_glue_launcher.tres"))
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@ -52,7 +53,6 @@ func _ready() -> void:
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cards.append(preload("res://PCs/Universal/ClassCards/Fireball/card_fireball.tres"))
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#cards.append(preload("res://PCs/Universal/ClassCards/GammaLaser/card_gamma_laser.tres"))
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#Legendary
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cards.append(preload("res://PCs/Universal/ClassCards/Sniper/card_sniper.tres"))
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cards.append(preload("res://PCs/Universal/ClassCards/Reactor/card_reactor.tres"))
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#cards.append(preload("res://PCs/Universal/ClassCards/Lightning/card_lightning.tres"))
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@ -22,7 +22,7 @@ var ray_point
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var interact_key_held := false
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var interacted_once := false
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var interact_held_time := 0.0
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var interact_hold_time := 0.5
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var interact_hold_time := 0.4
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func _ready() -> void:
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@ -4,6 +4,7 @@ class_name ShopStand
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@export var cards : Array[CardInHand]
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@export var choice_colliders : Array[CollisionShape3D]
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@export var choice_buttons : Array[InteractButton]
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@export var choice_sprites : Array[Sprite3D]
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@export var item_card_scene : PackedScene
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var price_dict = {
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Data.Rarity.UNCOMMON : 30,
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@ -16,7 +17,8 @@ var price_dict = {
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func close():
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for x in choice_colliders:
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x.disabled = true
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$Sprites.set_visible(false)
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for x in choice_sprites:
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x.set_visible(false)
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func randomize_cards():
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@ -49,13 +51,16 @@ func randomize_cards():
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cards[x+5].view_tower()
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choice_buttons[x+5].press_cost = price_dict[chosen_card.rarity]
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choice_buttons[x+5].hover_text = "Spend $" + str(choice_buttons[x+5].press_cost) + " to acquire " + chosen_card.title + "?"
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$Sprites.set_visible(true)
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for x in choice_colliders:
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x.disabled = false
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for x in choice_sprites:
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x.set_visible(true)
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func retrieve_card(i):
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close()
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#close()
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choice_colliders[i].disabled = true
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choice_sprites[i].set_visible(false)
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var card = cards[i].stats
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var item = item_card_scene.instantiate() as ItemCard
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item.card = card
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