mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-28 06:51:54 +08:00
a688fe3b44
- Added laserbig.ogg sound effect import configuration. - Created BigLaser script extending BulletBase with AI targeting and dot application functionality.
38 lines
1.2 KiB
GDScript
38 lines
1.2 KiB
GDScript
extends EntityBase
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class_name Rooster
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func ai():
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texture.play("walk")
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var direction = Vector2(
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Input.get_axis("m_left", "m_right"),
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Input.get_axis("m_up", "m_down")
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)
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move(direction)
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if direction.length() == 0:
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texture.play("idle")
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if Input.is_action_pressed("attack"):
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cooldownUnit = 200
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tryAttack(0)
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elif Input.is_action_pressed("attack2"):
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cooldownUnit = 6000
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tryAttack(1)
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if Input.is_action_just_pressed("sprint"):
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trySprint()
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if Input.is_action_just_pressed("heal"):
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tryHeal(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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return BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, weaponPos, (get_global_mouse_position() - weaponPos).angle())
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elif type == 1:
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var weaponPos = findWeaponAnchor("normal")
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return BulletBase.generate(preload("res://components/Bullets/BigLaser.tscn"), self, weaponPos, (get_global_mouse_position() - weaponPos).angle())
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func sprint():
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move(Vector2(
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Input.get_axis("m_left", "m_right"),
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Input.get_axis("m_up", "m_down")
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) * sprintMultiplier, true)
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func heal(count: float):
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health += count
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DamageLabel.create(-count, false, damageAnchor.global_position + MathTool.randv2_range(GameRule.damageLabelSpawnOffset))
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