save work and menu
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@@ -4,6 +4,8 @@ class_name Ship
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@export var MAX_SPEED: float = 200
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@export var SHOOT_NODE: PackedScene
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@export var TIME_INVUL := 1.0
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@export var animation : AnimationPlayer
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const SPEED = 25.0
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const JUMP_VELOCITY = -400.0
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@@ -14,19 +16,22 @@ var vertical : float
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var rota_temp: float
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var delay := 0.0
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var is_in = true
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var delay_inv := 0.0
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func _input(event):
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pass
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if event is InputEventMouseMotion:
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mouse_position = event.position
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func _ready() -> void:
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delay_inv = TIME_INVUL +1
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GameController.connect("player_hit", start_inv)
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func _physics_process(delta: float) -> void:
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delay += delta
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if Input.is_action_pressed("ui_accept") and delay >= 0.5:
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shoot()
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delay = 0
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if is_inv():
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delay_inv += delta
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animation.play("blink")
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else:
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animation.play("RESET")
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horizontal = Input.get_axis("ui_up", "ui_down")
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vertical = Input.get_axis("ui_left", "ui_right")
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@@ -41,8 +46,12 @@ func _physics_process(delta: float) -> void:
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velocity.y = move_toward(velocity.y, 0, SPEED)
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if horizontal != 0 or vertical != 0:
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direction = velocity
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direction = Vector2(vertical, horizontal)
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rotation = atan2(horizontal, vertical)
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if Input.is_action_pressed("ui_accept") and delay >= 0.5:
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shoot()
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delay = 0
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move_and_slide()
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@@ -52,3 +61,10 @@ func shoot()->void:
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new.direction = direction
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new.position = position + (32 * direction.normalized())
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get_parent().add_child(new)
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func is_inv() -> bool:
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return delay_inv <= TIME_INVUL
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func start_inv()->void:
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delay_inv = 0.0
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