added ammo type models
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assets/Textures/ObjectTextures/heavy_ammo.png
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assets/Textures/ObjectTextures/heavy_ammo.png
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assets/Textures/ObjectTextures/heavy_ammo.png.import
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assets/Textures/ObjectTextures/heavy_ammo.png.import
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assets/Textures/ObjectTextures/medium_ammo.png
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assets/Textures/ObjectTextures/medium_ammo.png
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assets/Textures/ObjectTextures/medium_ammo.png.import
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assets/Textures/ObjectTextures/medium_ammo.png.import
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assets/Textures/ObjectTextures/shotgun_ammo.png
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assets/Textures/ObjectTextures/shotgun_ammo.png
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assets/Textures/ObjectTextures/shotgun_ammo.png.import
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assets/Textures/ObjectTextures/shotgun_ammo.png.import
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File diff suppressed because one or more lines are too long
@@ -702,7 +702,7 @@ audio_empty = NodePath("Audio/Empty")
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audio_reload = NodePath("Audio/Reload")
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[node name="mac10" parent="." index="0"]
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transform = Transform3D(-1.08301e-06, -8.05104e-08, -0.3, -0.0225093, 0.299154, 9.75766e-10, 0.299154, 0.0225093, -1.086e-06, -0.00876398, 0.0748287, -0.0557729)
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transform = Transform3D(-1.08301e-06, -8.051e-08, -0.3, -0.0225093, 0.299154, 9.76167e-10, 0.299154, 0.0225093, -1.086e-06, -0.00876398, 0.0748287, -0.0557729)
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cast_shadow = 0
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lod_bias = 10.0
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mesh = SubResource("ArrayMesh_pcg38")
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@@ -2,7 +2,7 @@
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[ext_resource type="Script" path="res://scripts/pickup_item_indicator.gd" id="1_3ji4d"]
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[ext_resource type="Texture2D" uid="uid://cmnhd40dvn3l3" path="res://assets/Textures/ObjectTextures/rocket.png" id="1_xksdo"]
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[ext_resource type="Theme" uid="uid://buma708jpxqrn" path="res://Clean_theme.tres" id="3_etc64"]
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[ext_resource type="Theme" uid="uid://clek42ofxr45f" path="res://DefaultTheme.tres" id="3_eqj3t"]
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[node name="PickupItemIndicator" type="Control"]
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z_index = -1
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@@ -38,7 +38,7 @@ offset_bottom = 63.0
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grow_horizontal = 2
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grow_vertical = 2
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size_flags_horizontal = 4
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theme = ExtResource("3_etc64")
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theme = ExtResource("3_eqj3t")
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theme_override_colors/font_outline_color = Color(0, 0, 0, 1)
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theme_override_constants/outline_size = 19
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theme_override_font_sizes/font_size = 100
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@@ -679,4 +679,4 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -17.4244, 1.087, -30.9826)
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transform = Transform3D(0.978792, -0.185004, 0.0879728, 0, 0.42944, 0.903096, -0.204855, -0.883943, 0.420332, 31.5816, 0.696903, -7.64441)
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CANNON_MIN_POWER = 20
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CANNON_MAX_POWER = 50
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TIMER_MAX = 1.0
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TIMER_MAX = 10.0
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@@ -13,6 +13,9 @@ var ammo_type
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## MESHES
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#AMMO
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@onready var light_ammo: MeshInstance3D = $Meshes/Ammo/light_ammo
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@onready var medium_ammo: MeshInstance3D = $Meshes/Ammo/medium_ammo
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@onready var heavy_ammo: MeshInstance3D = $Meshes/Ammo/heavy_ammo
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@onready var shotgun_ammo: MeshInstance3D = $Meshes/Ammo/shotgun_ammo
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@onready var rocket: MeshInstance3D = $Meshes/Ammo/rocket
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@onready var stamina: MeshInstance3D = $Meshes/stamina
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@@ -40,11 +43,11 @@ func _ready():
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0:
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light_ammo.visible = true
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1:
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light_ammo.visible = true #medium
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medium_ammo.visible = true #medium
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2:
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light_ammo.visible = true #heavy
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heavy_ammo.visible = true #heavy
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3:
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light_ammo.visible = true #shotgun
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shotgun_ammo.visible = true #shotgun
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4:
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rocket.visible = true #rocket
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1:
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@@ -7,6 +7,9 @@ extends Control
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## ITEM TEXTURES
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#AMMO
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const LIGHT_AMMO = preload("res://assets/Textures/ObjectTextures/light_ammo.png")
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const MEDIUM_AMMO = preload("res://assets/Textures/ObjectTextures/medium_ammo.png")
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const HEAVY_AMMO = preload("res://assets/Textures/ObjectTextures/heavy_ammo.png")
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const SHOTGUN_AMMO = preload("res://assets/Textures/ObjectTextures/shotgun_ammo.png")
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const ROCKET = preload("res://assets/Textures/ObjectTextures/rocket.png")
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const MONEY = preload("res://assets/Textures/ObjectTextures/money.png")
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@@ -30,11 +33,11 @@ func _ready() -> void:
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0:
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image.texture = LIGHT_AMMO
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1:
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image.texture = LIGHT_AMMO #medium
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image.texture = MEDIUM_AMMO #medium
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2:
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image.texture = LIGHT_AMMO #heavy
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image.texture = HEAVY_AMMO #heavy
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3:
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image.texture = LIGHT_AMMO #shotgun
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image.texture = SHOTGUN_AMMO #shotgun
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4:
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image.texture = ROCKET
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1:
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@@ -52,10 +55,10 @@ func _ready() -> void:
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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alpha_amt = lerp(alpha_amt, 0.0,delta * 1)
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alpha_amt = lerp(alpha_amt, 0.0,delta * 1.5)
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modulate = Color(1, 1, 1, alpha_amt)
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position += random_point * delta * 2
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scale -= Vector2(.2,.2) * delta
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position += random_point * delta * 1.5
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scale = lerp(scale,Vector2(0,0), delta * .5)
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if alpha_amt <= .01:
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queue_free()
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