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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-06-07 04:07:13 +08:00
Add audio effect and implement FireScan bullet behavior
- Added Rip.wav audio effect to the project. - Created FireScan bullet script with speed and damage properties. - Implemented basic AI movement for FireScan bullets. - Introduced Wave class for managing enemy waves with dynamic counts and spawning logic.
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@@ -1,7 +1,10 @@
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extends EntityBase
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class_name Chick
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@onready var firepot = $"%firepot"
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var angle = 0
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func _ready():
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fields[FieldStore.Entity.MAX_HEALTH] = 1000
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.1
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@@ -9,9 +12,18 @@ func _ready():
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func ai():
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move(currentFocusedBoss.position - position)
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if tryAttack(0):
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angle += 20
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if currentFocusedBoss.position.distance_to(position) < 300:
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tryAttack(1)
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else:
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if tryAttack(0):
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angle += 20
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func attack(type):
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if type == 0:
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var weaponPos = findWeaponAnchor("normal")
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BulletBase.generate(preload("res://components/Bullets/Diamond.tscn"), self, weaponPos, deg_to_rad(angle))
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elif type == 1:
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var weaponPos = findWeaponAnchor("normal")
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var target = weaponPos.angle_to_point(currentFocusedBoss.position)
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firepot.global_rotation = target
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firepot.shot()
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BulletBase.generate(preload("res://components/Bullets/FireScan.tscn"), self, weaponPos, target)
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@@ -1,6 +1,10 @@
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extends EntityBase
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class_name Rooster
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func _ready():
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fields[FieldStore.Entity.MAX_HEALTH] = 500
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super._ready()
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func ai():
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texture.play("walk")
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var direction = Vector2(
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