final is here
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@@ -7,6 +7,7 @@ class_name Ship
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@export var TIME_INVUL := 1.0
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@export var animation : AnimationPlayer
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@export var target : Node2D
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@export var player_2 := false
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const SPEED = 25.0
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const JUMP_VELOCITY = -400.0
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@@ -20,13 +21,12 @@ var is_in = true
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var delay_inv := 0.0
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var is_currently_hit := false
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func _input(event):
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pass
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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 is_inv():
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@@ -34,29 +34,32 @@ func _physics_process(delta: float) -> void:
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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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if vertical != 0:
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velocity.x = move_toward(velocity.x, MAX_SPEED * vertical, SPEED)
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if ! player_2:
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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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else:
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horizontal = Input.get_axis("up_player_2", "down_player_2")
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vertical = Input.get_axis("left_player_2", "right_player_2")
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direction = Vector2(vertical, horizontal).normalized()
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if direction.x != 0:
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velocity.x = move_toward(velocity.x, MAX_SPEED * direction.x, SPEED)
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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if horizontal != 0:
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velocity.y = move_toward(velocity.y, MAX_SPEED * horizontal, SPEED)
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if direction.y != 0:
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velocity.y = move_toward(velocity.y, MAX_SPEED * direction.y, SPEED)
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else:
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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 = Vector2(vertical, horizontal)
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rotation = rotate_toward(rotation ,atan2(horizontal, vertical), 0.5)
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rotation = rotate_toward(rotation ,atan2(horizontal, vertical), 0.4)
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if Input.is_action_pressed("ui_accept") and delay >= 0.5:
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if (( not player_2 and Input.is_action_pressed("ui_accept")) or ( player_2 and Input.is_action_pressed("accept_player_2"))) and delay >= 0.5:
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shoot()
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delay = 0
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if !is_inv() and is_currently_hit:
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GameController.emit_signal("player_hit")
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GameController.emit_signal("player_hit", player_2)
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move_and_slide()
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@@ -71,5 +74,6 @@ func shoot()->void:
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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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func start_inv(type : bool)->void:
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if type == player_2 :
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delay_inv = 0.0
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