Rewriting ships: Added shields and weapons holder
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17 changed files with 396 additions and 24 deletions
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@ -20,7 +20,7 @@ var acceleration_axis: float = 0.0
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## Rotation control variable
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var rotation_axis: float = 0.0
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func _physics_process(_delta):
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func _physics_process(_delta) -> void:
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# apply movement and rotation
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ship.hull.apply_central_force(Vector2.from_angle(ship.hull.rotation) * acceleration_speed * acceleration_axis)
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ship.hull.apply_torque(rotation_speed * rotation_axis)
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@ -14,14 +14,25 @@ class_name Hull
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## Maximum amount of ammunition to be carried
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@export var max_ammunition: Dictionary = {
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"n/a": 0, # don't change this k thx
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"Laser Energy": 100,
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"Laser Energy": 100.0,
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"Rockets": 10,
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}
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## Current ammunition. Change this with set_ammunition
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@onready var ammunition: Dictionary = max_ammunition
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## Current HP of the hull. If it reaches zero, it emits parent's destroyed signal
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var hp: float = max_hp:
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@onready var hp: float = max_hp:
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set(new_hp):
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if new_hp > 0:
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hp = new_hp
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else:
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ship.destroyed.emit()
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## Adds amount to ammunition, returns true if it was successful
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func add_ammunition(which: String, value: float) -> bool:
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if ammunition[which] + value < 0:
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return false
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ammunition[which] += value;
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if ammunition[which] > max_ammunition[which]:
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ammunition[which] = max_ammunition[which]
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return true
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@ -3,6 +3,6 @@ extends Node2D
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## Shortcut to get_parent()
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@onready var ship: Ship = get_parent()
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func _physics_process(_delta):
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func _physics_process(_delta) -> void:
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ship.engine.acceleration_axis = Input.get_axis("deccelerate", "accelerate")
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ship.engine.rotation_axis = Input.get_axis("rotateleft", "rotateright")
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56
scripts/Ship/shield.gd
Normal file
56
scripts/Ship/shield.gd
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@ -0,0 +1,56 @@
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extends Node2D
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class_name Shield
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## Shield ID to be used with Game.get_module()
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@export var id: String = "shield"
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## Maximum damage shield can take before running out of energy
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@export var max_capacity: int = 8
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## Shield is charged by this amount every second
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@export var shield_charge_rate: float = 1.0
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## One-shot timer which holds shield recharge cooldown
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@export var shield_recharge_timer: Timer
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## Laser energy is charged by this amount every second
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@export var laser_charge_rate: float = 20.0
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## One-shot timer which hold laser recharge cooldown
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@export var laser_recharge_timer: Timer
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## Shortcut to get_parent()
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@onready var ship = get_parent()
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## Current shield capacity
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@onready var capacity: float = max_capacity:
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set(new_capacity):
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capacity = new_capacity
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if capacity < 0:
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ship.hull.hp += capacity
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capacity = 0
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if capacity > max_capacity:
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capacity = max_capacity
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## Indicates if shield will charge
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var can_recharge_shield: bool = false
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## Indicates if laser will charge
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var can_recharge_laser: bool = true
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func _ready() -> void:
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shield_recharge_timer.timeout.connect(shield_timer_out)
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laser_recharge_timer.timeout.connect(laser_timer_out)
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## This function deals damage to the shield
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func deal_damage(damage: float) -> void:
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capacity -= damage
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can_recharge_shield = false
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shield_recharge_timer.start()
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laser_recharge_timer.start()
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## Allows shield to charge
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func shield_timer_out() -> void:
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can_recharge_shield = true
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## Allows laser to charge
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func laser_timer_out() -> void:
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can_recharge_laser = true
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func _physics_process(delta) -> void:
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if can_recharge_shield:
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capacity += shield_charge_rate * delta
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if can_recharge_laser:
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ship.hull.add_ammunition("Laser Energy", laser_charge_rate * delta)
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@ -13,25 +13,22 @@ signal destroyed
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@onready var hull: Hull = $Hull
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## Reference to the shield module
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@onready var shield: Shield = $Shield
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## Reference to primary weapon
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#@onready var primary_weapon: Weapon = $PrimaryWeapon
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## Reference to secondary weapon
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#@onready var secondary_weapon: Weapon = $SecondaryWeapon
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## Reference to weapons node
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@onready var weapons: Node2D = $Weapons
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## Faction which this ship belongs to
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var faction : Game.Faction = Game.Faction.Player
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func _ready():
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#shield.material = material
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func _ready() -> void:
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destroyed.connect(destroy)
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## Reset all required variables
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func destroy():
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func destroy() -> void:
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hull.hp = hull.max_hp
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shield.capacity = shield.max_capacity
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## Swaps old hull with the new one
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func change_hull(new_hull_id: String):
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func change_hull(new_hull_id: String) -> void:
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var new_hull: Hull = Game.get_module(new_hull_id, 'hull').instantiate()
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var old_hull: Hull = hull
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add_child(new_hull)
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@ -40,7 +37,7 @@ func change_hull(new_hull_id: String):
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get_tree().create_timer(0.05).timeout.connect(old_hull.queue_free)
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## Swaps old engine with the new one
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func change_engine(new_engine_id: String):
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func change_engine(new_engine_id: String) -> void:
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var new_engine: ShipEngine = Game.get_module(new_engine_id, 'engine').instantiate()
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var old_engine: ShipEngine = engine
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add_child(new_engine)
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@ -48,7 +45,7 @@ func change_engine(new_engine_id: String):
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get_tree().create_timer(0.05).timeout.connect(old_engine.queue_free)
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## Swaps old shield with the new one
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func change_shield(new_shield_id: String):
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func change_shield(new_shield_id: String) -> void:
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var new_shield: Shield = Game.get_module(new_shield_id, 'shield').instantiate()
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var old_shield: Shield = shield
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add_child(new_shield)
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25
scripts/Ship/weapons.gd
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25
scripts/Ship/weapons.gd
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@ -0,0 +1,25 @@
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extends Node2D
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# TODO: implement add_weapon
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## Shortcut to get_parent()
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@onready var ship = get_parent()
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## List of weapons
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var list: Array[Weapon] = get_children() as Array[Weapon]
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## Updates list with actual children of this node
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func update_weapon_list() -> void:
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list = get_children() as Array[Weapon]
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## Removes weapon with given ID and returns true if successful
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func remove_weapon(id: String) -> bool:
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for weapon in list:
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if weapon.id == id:
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list.erase(weapon)
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weapon.free()
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return true
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return false
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## Adds weapon with given ID to list
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func add_weapon(id: String) -> void:
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pass
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@ -4,6 +4,7 @@ class_name Game
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enum ITEM_TYPE {VALUABLE, WEAPON, HULL, SHIELD, ENGINE, AMMUNITION}
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enum AMMO_TYPE {NULL, LASER_ENERGY, ROCKETS}
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enum BASE_TYPE {POWER, MINING, FOOD, TRADING, MODULE}
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enum Faction {Player, Peaceful, Neutral, Aggressive}
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const DEFAULT_ITEM = preload("res://items/test_item.tres")
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const DEFAULT_WEAPON = preload("res://scenes/weapons/presets/SingleLaserMk1.tscn")
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@ -12,7 +13,7 @@ const DEFAULT_ENGINE = preload("res://scenes/engines/starterengine.tscn")
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const DEFAULT_SHIELD = preload("res://scenes/shields/startershield.tscn")
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const salt = "2ndbeam"
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const gameversion = "Ictar 1.1"
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const gameversion = "Ifre 1.0"
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const beta = false
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static var profile : Profile = Profile.new()
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@ -1,6 +1,6 @@
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extends Node2D
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class_name Hull
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#class_name Hull
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@export var max_hp : float = 30
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@export var max_fuel : float = 1000
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@ -1,6 +1,6 @@
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extends Node2D
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class_name Shield
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#class_name Shield
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@export var max_capacity : int = 8
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@export var shield_charge_rate : float = 1
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@ -2,7 +2,7 @@ extends Node2D
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# TODO: rewrite movement system to be impulse based
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class_name ShipEngine
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# class_name ShipEngine
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@export var max_speed : float = 200
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@export var max_turbo_speed : float = 300
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@ -26,7 +26,6 @@ func create(type : TYPE, progress_max : int, reward_money : float, restrictions
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func do_progress() -> void:
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progress += 1
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print("sheesh")
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if progress >= progress_max:
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quest_ended.emit(true)
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