fixed the parity between air and land enemies. +added a lot of new cards
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@ -1,48 +1,48 @@
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extends PathFollow3D
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extends CharacterBody3D
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class_name EnemyController
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signal reached_goal(enemy, penalty)
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signal died(enemy)
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var alive = true
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@export var stats : Enemy
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@export var status_manager : StatusEffector
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@export var movement_controller : EnemyMovement
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@export var health : Health
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var movement_speed
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var movement_speed_penalty := 1.0
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var alive = true
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func _ready() -> void:
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$Dog/Health.max_health = stats.health
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$Dog/Health.current_health = stats.health
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$Dog/SubViewport/ProgressBar.max_value = stats.health
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$Dog/SubViewport/ProgressBar.value = stats.health
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$Dog/DirectionSprite.texture = stats.sprite.duplicate()
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health.max_health = stats.health
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health.current_health = stats.health
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$SubViewport/ProgressBar.max_value = stats.health
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$SubViewport/ProgressBar.value = stats.health
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$DirectionSprite.texture = stats.sprite.duplicate()
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movement_speed = stats.movement_speed
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func damage(amount):
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$Dog/Hitbox.damage(amount)
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$Hitbox.damage(amount)
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func _physics_process(delta: float) -> void:
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progress += movement_speed * delta
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if progress_ratio >= 1:
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func goal_entered():
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if alive:
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alive = false
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reached_goal.emit(stats, stats.penalty)
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queue_free()
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func die():
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died.emit(stats)
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queue_free()
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func _on_health_health_depleted() -> void:
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if alive:
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alive = false
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die()
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died.emit(stats)
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queue_free()
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func _on_health_health_changed(health) -> void:
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$Dog/SubViewport/ProgressBar.value = health
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var percent = float($Dog/Health.current_health) / float($Dog/Health.max_health)
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$Dog/SubViewport/ProgressBar.tint_progress = Color(1 - percent, percent, 0.0)
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$Dog/SubViewport/ProgressBar.set_visible(true)
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func _on_health_health_changed(value) -> void:
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$SubViewport/ProgressBar.value = value
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var percent = float(health.current_health) / float(health.max_health)
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$SubViewport/ProgressBar.tint_progress = Color(1 - percent, percent, 0.0)
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$SubViewport/ProgressBar.set_visible(true)
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