added simulated drop to arrows
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@@ -96,6 +96,7 @@ size = Vector3(1, 3.50049, 1.52917)
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collision_layer = 20
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collision_mask = 5
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script = ExtResource("1_5wxv7")
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arrows = 100
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[node name="OmniLight3D" type="OmniLight3D" parent="."]
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transform = Transform3D(1, -1.74846e-07, 0, 1.74846e-07, 1, 0, 0, 0, 1, -2.406e-07, 1.87607, 0.0537765)
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@@ -120,6 +121,7 @@ script = ExtResource("5_hck1p")
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[node name="Ranged Attack" type="Node" parent="State Machine"]
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script = ExtResource("6_08u7w")
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fired_object = ExtResource("7_kgmex")
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object_speed = 40.0
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[node name="Body" type="MeshInstance3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0.0537765)
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@@ -9,6 +9,7 @@ class_name Arrow
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var follow_target
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var spawn_out = false
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const SPEED_DRAIN_RATE : float = 10.0
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func _ready() -> void:
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pickup_collision.monitorable = false
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@@ -23,14 +24,19 @@ func _physics_process(delta: float) -> void:
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reparent(body_hit)
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var stick_point = hit_ray.get_collision_point()
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if land_depth.global_position.distance_to(stick_point) > .2:
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global_position += global_transform.basis * Vector3(0,0,-speed) * delta
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arrow_move(delta)
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else:
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global_position += global_transform.basis * Vector3(0,0,-speed) * delta
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arrow_move(delta)
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else:
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pickup_collision.monitorable = true
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pickup_follow(delta)
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func arrow_move(delta):
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current_speed = clamp(current_speed - (delta * SPEED_DRAIN_RATE),0,1000)
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var applied_gravity = -9.8 * ((start_speed - current_speed) / current_speed)
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global_position += global_transform.basis * Vector3(0,applied_gravity,-current_speed) * delta
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func pickup_follow(delta):
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if follow_target != null:
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follow_target.arrows += 1
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@@ -13,7 +13,7 @@ var gold = 0
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const MAX_HEALTH : float = 100
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var health = MAX_HEALTH
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var arrows = 10
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@export var arrows = 10
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const MAX_STAMINA : float = 100
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var stamina = MAX_STAMINA
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@@ -9,6 +9,7 @@ var dodge_timer = DODGE_TIME
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func Enter():
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character.anim_player.play("dodge")
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character.visible = false
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func Physics_Update(delta):
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if dodge_timer > 0:
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@@ -19,3 +20,6 @@ func Physics_Update(delta):
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character.velocity.x = character.dodge_direction.x * DODGE_SPEED
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character.velocity.z = character.dodge_direction.y * DODGE_SPEED
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func Exit():
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character.visible = true
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@@ -2,5 +2,7 @@ extends Node3D
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class_name Projectile
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var damage = 1
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var speed
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var power
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var start_speed
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var current_speed
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var despawn = false
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@@ -5,6 +5,10 @@ class_name PlayerRangedAttack
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@export var object_speed : float = 20.0
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@export var arrow_damage : float = 1
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var charged_power = 0.0
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const CHARGE_RATE = 25.0
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func Enter():
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character.velocity = Vector3.ZERO
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@@ -15,12 +19,21 @@ func Physics_Update(delta):
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fire_projectile()
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Transitioned.emit(self,"on floor")
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charge_shot(delta)
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func charge_shot(delta):
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charged_power = clamp(charged_power + delta * CHARGE_RATE,0,100)
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func fire_projectile():
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var arrow_spawn = fired_object.instantiate()
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get_tree().current_scene.add_child(arrow_spawn)
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character.arrows -= 1
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arrow_spawn.speed = object_speed
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arrow_spawn.start_speed = object_speed
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arrow_spawn.current_speed = object_speed
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arrow_spawn.power = charged_power
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arrow_spawn.transform.basis = character.body.global_transform.basis
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arrow_spawn.global_position = character.body.global_position
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print("ARROW POS :", arrow_spawn.global_position)
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func Exit():
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print("CHARGE POWER: ",charged_power)
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