refactor class names
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@ -1,12 +1,14 @@
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[gd_scene load_steps=3 format=3 uid="uid://dvwo26vsk46tl"]
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[gd_scene load_steps=3 format=3 uid="uid://dvwo26vsk46tl"]
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[ext_resource type="Script" path="res://scripts/AbilityPH.gd" id="1_6jbus"]
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[ext_resource type="Texture2D" uid="uid://b10c1776j6j60" path="res://assets/icon.svg" id="1_eoss7"]
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[ext_resource type="Texture2D" uid="uid://b10c1776j6j60" path="res://assets/icon.svg" id="1_eoss7"]
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[ext_resource type="Script" path="res://scripts/AbilityPlayer.gd" id="2_l8ort"]
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[node name="AbilityPH" type="TextureRect"]
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[node name="AbilityPH" type="TextureRect"]
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offset_right = 128.0
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offset_bottom = 128.0
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scale = Vector2(0.5, 0.5)
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scale = Vector2(0.5, 0.5)
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texture = ExtResource("1_eoss7")
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texture = ExtResource("1_eoss7")
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script = ExtResource("1_6jbus")
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script = ExtResource("2_l8ort")
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[node name="IdleCooldown" type="Timer" parent="."]
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[node name="IdleCooldown" type="Timer" parent="."]
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autostart = true
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autostart = true
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@ -1,13 +1,13 @@
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[gd_scene load_steps=4 format=3 uid="uid://55qfhbliodhn"]
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[gd_scene load_steps=4 format=3 uid="uid://55qfhbliodhn"]
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[ext_resource type="Script" path="res://scripts/Enemy.gd" id="1_4u60d"]
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[ext_resource type="Script" path="res://scripts/NPCEnemy.gd" id="1_ec4cy"]
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[ext_resource type="Texture2D" uid="uid://b10c1776j6j60" path="res://assets/icon.svg" id="2_twdr5"]
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[ext_resource type="Texture2D" uid="uid://b10c1776j6j60" path="res://assets/icon.svg" id="2_twdr5"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_tv6kf"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_tv6kf"]
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size = Vector2(196, 175)
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size = Vector2(196, 175)
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[node name="NPC" type="Node2D"]
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[node name="NPCEnemy" type="Node2D"]
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script = ExtResource("1_4u60d")
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script = ExtResource("1_ec4cy")
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[node name="CharacterBody2D" type="CharacterBody2D" parent="."]
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[node name="CharacterBody2D" type="CharacterBody2D" parent="."]
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@ -1,5 +0,0 @@
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class_name Ability
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extends Sprite2D
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# basis for the 6 abilities
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@ -1,5 +0,0 @@
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class_name AbilityA1
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extends Ability
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# defines the unique characteristics of the A1 abilities
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@ -1,5 +1,5 @@
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# placerholder test ability
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# placerholder test ability
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class_name Ability
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class_name AbilityPlayer
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extends TextureRect
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extends TextureRect
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@ -12,6 +12,9 @@ var playerPos
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func _ready() -> void:
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func _ready() -> void:
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middleX = get_viewport_rect().size.x/2
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middleX = get_viewport_rect().size.x/2
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func _process(_delta: float) -> void:
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playerPos = Vector2(middleX, get_viewport_rect().size.y*(0.75))
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playerPos = Vector2(middleX, get_viewport_rect().size.y*(0.75))
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@ -33,10 +36,9 @@ func _get_target(enemies) -> Node:
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# var numEnemies := _get_num_enemies()
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# var numEnemies := _get_num_enemies()
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var enemyDists
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var enemyDists
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var closestEnemy
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var closestEnemy
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# get array of difficulties using map
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# get list of distances by mapping distance to each node in enemies
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# get list of distances by mapping distance to each node in enemies
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enemyDists = enemies.map(_get_distance_to_player)
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enemyDists = enemies.map(_get_distance_to_player)
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# get closest enemy by finding index with min dist
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# get closest enemy by finding first index with min dist
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closestEnemy = enemies[enemyDists.find(enemyDists.min())]
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closestEnemy = enemies[enemyDists.find(enemyDists.min())]
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return closestEnemy
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return closestEnemy
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@ -1,14 +0,0 @@
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class_name Character
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extends Node2D
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# TODO: do the thing
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@export var charName := "Character"
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@export var maxHealth := 10
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@export var dmgTaken := 0
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func _init() -> void:
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pass
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#%NameLabel.text = self.charName
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#%CharacterMaxHealth.text = str(self.maxHealth)
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#%CharacterCurrHealth.text = str(self.maxHealth - self.dmgTaken)
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@ -1,4 +1,4 @@
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class_name Enemy
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class_name NPCEnemy
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extends NPC
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extends NPC
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@ -1,4 +1,4 @@
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class_name Area
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class_name WorldArea
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extends Sprite2D
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extends Sprite2D
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@ -1,4 +1,4 @@
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class_name Zone
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class_name WorldZone
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extends Sprite2D
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extends Sprite2D
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