Equipment menu
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28 changed files with 809 additions and 48 deletions
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@ -17,6 +17,11 @@ var money : float = 1000
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var quest : Quest = Quest.new()
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var quest_completed : bool = false
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var hulls : Array[String] = ["starterhull"]
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var engines : Array[String] = ["starterengine"]
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var shields : Array[String] = ["startershield"]
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var weapons : Array[String] = ["SingleLaserMk1"]
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signal destroyed
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func _ready():
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@ -24,9 +29,6 @@ func _ready():
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quest.quest_ended.connect(kill_quest)
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quest.quest_failed.connect(kill_quest)
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destroyed.connect(quest._restriction_no_deaths)
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secondary_slot.add_child(Game.get_weapon("SingleRocketMk1").instantiate())
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#quest.create(Quest.TYPE.ELIMINATION, 2, 200)
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func _process(_delta):
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@ -64,3 +66,40 @@ func enemy_destroyed(_enemy):
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return
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if quest.type == quest.TYPE.ELIMINATION:
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quest.do_progress()
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func change_hull(new):
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var new_hull = Game.get_module(new, 'hull').instantiate()
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var old_hull = hull
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add_child(new_hull)
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hull = new_hull
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hull.hp = old_hull.hp
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hull.fuel = old_hull.fuel
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get_tree().create_timer(0.05).timeout.connect(old_hull.queue_free)
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func change_engine(new):
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var new_engine = Game.get_module(new, 'engine').instantiate()
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var old_engine = engine
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add_child(new_engine)
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engine = new_engine
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get_tree().create_timer(0.05).timeout.connect(old_engine.queue_free)
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func change_shield(new):
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var new_shield = Game.get_module(new, 'shield').instantiate()
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var old_shield = shield
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add_child(shield)
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shield = new_shield
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get_tree().create_timer(0.05).timeout.connect(old_shield.queue_free)
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func change_primary_weapon(new):
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var weapon = Game.get_weapon(new).instantiate()
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if primary_slot.get_child_count() > 0:
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for child in primary_slot.get_children():
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child.queue_free()
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primary_slot.add_child(weapon)
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func change_secondary_weapon(new):
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var weapon = Game.get_weapon(new).instantiate()
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if secondary_slot.get_child_count() > 0:
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for child in secondary_slot.get_children():
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child.queue_free()
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secondary_slot.add_child(weapon)
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