mirror of https://github.com/profan/ld-39-jam.git
				
				
				
			add owner thing to bullets and guns as stopgap measure to stop players bullets from killin him
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								Bullet.gd
								
								
								
								
							
							
						
						
									
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								Bullet.gd
								
								
								
								
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					@ -6,13 +6,15 @@ var velocity = Vector2(1, 0)
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var lifetime = 16 # seconds
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					var lifetime = 16 # seconds
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var bullet_dmg = 25
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					var bullet_dmg = 25
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					var bullet_owner
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onready var sprite = get_node("Sprite")
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					onready var sprite = get_node("Sprite")
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func _ready():
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					func _ready():
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	set_fixed_process(true)
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						set_fixed_process(true)
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func fire(delta, vel, dir, speed):
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					func fire(o, delta, vel, dir, speed):
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						bullet_owner = o
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	velocity = (vel.length() * dir + (dir * speed * delta))
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						velocity = (vel.length() * dir + (dir * speed * delta))
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	sprite.set_rot(dir.angle())
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						sprite.set_rot(dir.angle())
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					@ -36,8 +38,12 @@ func on_impact(e):
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	# new_bi.rotate(deg2rad(180))
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						# new_bi.rotate(deg2rad(180))
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	# damage and free
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						if bullet_owner == "Player" and e.type() == "Player":
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	e.do_damage(bullet_dmg)
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							pass
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						else:
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							# damage and free
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							e.do_damage(bullet_dmg)
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	queue_free()
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						queue_free()
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func _fixed_process(delta):
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					func _fixed_process(delta):
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					@ -28,6 +28,8 @@ func _ready():
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	var t = get_tree().get_root().get_node("Game/MinimapControl").register_entity(self)
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						var t = get_tree().get_root().get_node("Game/MinimapControl").register_entity(self)
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	set_fixed_process(true)
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						set_fixed_process(true)
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						gun.set_owner(type())
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	cur_kinematic = km.Kinematic.new(self, grunt_max_speed)
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						cur_kinematic = km.Kinematic.new(self, grunt_max_speed)
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	steering = km.Steering.new()
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						steering = km.Steering.new()
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										6
									
								
								Gun.gd
								
								
								
								
							
							
						
						
									
										6
									
								
								Gun.gd
								
								
								
								
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					@ -6,12 +6,16 @@ var gun_cooldown = 0
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var gun_delay = 0.1125
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					var gun_delay = 0.1125
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var gun_spread_max = deg2rad(4) # degrees max
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					var gun_spread_max = deg2rad(4) # degrees max
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var gun_bullet_speed = 384
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					var gun_bullet_speed = 384
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					var gun_owner
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func _ready():
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					func _ready():
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	set_fixed_process(true)
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						set_fixed_process(true)
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func _fixed_process(delta):
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					func _fixed_process(delta):
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	gun_cooldown = clamp(gun_cooldown - delta, 0, 1)
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						gun_cooldown = clamp(gun_cooldown - delta, 0, 1)
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					func set_owner(o):
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						gun_owner = o
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func fire(delta, vel, dir):
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					func fire(delta, vel, dir):
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	if gun_cooldown <= 0:
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						if gun_cooldown <= 0:
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					@ -20,5 +24,5 @@ func fire(delta, vel, dir):
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		new_bullet.set_pos(gun_pos + vel)
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							new_bullet.set_pos(gun_pos + vel)
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		get_tree().get_root().add_child(new_bullet)
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							get_tree().get_root().add_child(new_bullet)
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		var rot = rand_range(-gun_spread_max, gun_spread_max)
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							var rot = rand_range(-gun_spread_max, gun_spread_max)
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		new_bullet.fire(delta, vel, dir.rotated(rot), gun_bullet_speed)
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							new_bullet.fire(gun_owner, delta, vel, dir.rotated(rot), gun_bullet_speed)
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		gun_cooldown += gun_delay
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							gun_cooldown += gun_delay
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					@ -34,6 +34,8 @@ func _ready():
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	set_fixed_process(true)
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						set_fixed_process(true)
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	left_particles.set_emitting(false)
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						left_particles.set_emitting(false)
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	right_particles.set_emitting(false)
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						right_particles.set_emitting(false)
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						left_gun.set_owner(type())
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						right_gun.set_owner(type())
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func type():
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					func type():
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	return "Player"
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						return "Player"
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