moved some files and updated to Godot 4.2.Stable
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@ -5,6 +5,7 @@ var last_lives_count = 120
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@export var wave_count : Label
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@export var lives_count : Label
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@export var currency_count : Label
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@export var minimap_outline : 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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@ -103,8 +104,8 @@ func maximise_minimap(anchor):
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minimap.offset_right = -40
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minimap_viewport.size = Vector2(1840, 1000)
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minimap_cam.size = 30
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$TextureRect3.set_visible(false)
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$Currency.set_visible(false)
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minimap_outline.set_visible(false)
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currency_count.set_visible(false)
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func minimize_minimap(anchor):
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@ -116,5 +117,5 @@ func minimize_minimap(anchor):
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minimap.offset_bottom = 256
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minimap_viewport.size = Vector2(256, 256)
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minimap_cam.size = 15
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$TextureRect3.set_visible(true)
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$Currency.set_visible(true)
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minimap_outline.set_visible(true)
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currency_count.set_visible(true)
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@ -6,6 +6,7 @@ class_name Tower
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@export var pitch_model : MeshInstance3D
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@export var yaw_model : MeshInstance3D
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@export var range_indicator : CSGSphere3D
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@export var audio_player : AudioStreamPlayer3D
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var damage_particle_scene = preload("res://Scenes/damage_particle.tscn")
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var base_name
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@ -79,6 +80,7 @@ func acquire_target():
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func shoot():
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animator.play("shoot")
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audio_player.play()
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if is_multiplayer_authority():
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networked_shoot.rpc()
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@ -5,6 +5,7 @@ signal energy_changed(energy)
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@export var stats : CardText
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@export var animator : AnimationPlayer
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@export var audio_player : AudioStreamPlayer3D
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@export var recharge_timer : Timer
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var damage_particle_scene = preload("res://Scenes/damage_particle.tscn")
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@ -82,6 +83,7 @@ func spawn_damage_indicator(pos):
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func shoot():
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animator.play("shoot")
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audio_player.play()
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recharging = false
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recharge_timer.stop()
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@ -89,6 +91,7 @@ func shoot():
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@rpc
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func networked_shoot():
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animator.play("shoot")
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audio_player.play()
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func _on_timer_timeout() -> void:
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@ -10,7 +10,7 @@ var player_profile : PlayerProfile
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var player_keymap : PlayerKeymap
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var wall_cost := 1
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var printer_cost := 20
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var printer_cost := 15
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enum TargetType {UNDEFINED = 0, LAND = 1, AIR = 2, BOTH = 3}
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enum EnemyType {UNDEFINED = 0, LAND = 1, AIR = 2}
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enum Rarity {COMMON = 0, UNCOMMON = 1, RARE = 2, EPIC = 3, LEGENDARY = 4}
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@ -1,6 +1,9 @@
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extends Node3D
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@export var audio_player : AudioStreamPlayer3D
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func _on_area_3d_body_entered(body: Node3D) -> void:
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if body is EnemyController:
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body.goal_entered()
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audio_player.play()
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@ -7,7 +7,6 @@ signal game_started
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signal game_restarted
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signal lost_game
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signal won_game
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signal enemy_number_changed(number_of_enemies)
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var level_scene = load("res://Worlds/GreenPlanet/Levels/first_level.tscn")
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var player_scene = load("res://PCs/hero.tscn")
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@ -118,7 +117,6 @@ func spawn_players(player_array, player_profiles, chatbox_open_signal, chatbox_c
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wave_started.connect(player.exit_editing_mode)
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wave_finished.connect(player.enter_editing_mode)
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base_took_damage.connect(player.hud.set_lives_count)
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enemy_number_changed.connect(player.hud.set_enemy_count)
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add_child(player)
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p_i += 1
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level.cinematic_cam.does_its_thing = false
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@ -169,12 +167,10 @@ func networked_set_endless(value):
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func increase_enemy_count():
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enemies += 1
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enemy_number_changed.emit(enemies)
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func enemy_died(enemy):
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enemies -= 1
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enemy_number_changed.emit(enemies)
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for key in connected_players_nodes:
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connected_players_nodes[key].hud.enemy_count_down(enemy)
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for x in level.enemy_spawns:
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@ -188,7 +184,6 @@ func enemy_died(enemy):
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func damage_goal(enemy, penalty):
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enemies -= 1
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enemy_number_changed.emit(enemies)
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for key in connected_players_nodes:
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connected_players_nodes[key].hud.enemy_count_down(enemy)
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objective_health -= penalty
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