2018-05-29 00:08:30 -04:00
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#
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# Copyright (C) 2018 Sage Vaillancourt, sagev9000@gmail.com
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#
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# This file is part of Fronter.
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#
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# Fronter is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# Fronter is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with Fronter. If not, see <http://www.gnu.org/licenses/>.
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#
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2018-05-26 04:15:20 -04:00
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extends Area2D
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signal update_display # tells parent to update points display
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signal refund # will tell parent a refund is occuring, for display
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signal shooting_speed_upgrade # signals that a shooting speed upgrade has occured
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signal ship_speed_upgrade
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signal shooting_speed_fully_upgraded
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signal ship_speed_fully_upgraded
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signal restart_game
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signal multiplayer_movement
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export (PackedScene) var Laser
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################################
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#THINGS THAT MAY NEED ADJUSTING
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#################################
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#Default ship strengths and costs
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const BULLET_DELAY_TIER1 = 0.8
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const BULLET_DELAY_TIER2 = 0.5
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const BULLET_DELAY_TIER3 = 0.2
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const BULLET_DELAY_TIER4 = 0.1
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const BULLET_DELAY_TIER5 = 0.05
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const SHOOTING_SPEED_UPGRADE_DEFAULT = 1500
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const BULLET_DELAY_MINIMUM = 0.01
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const BULLET_DELAY_TIER2_COST = 100
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const BULLET_DELAY_TIER3_COST = 200
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const BULLET_DELAY_TIER4_COST = 400
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const BULLET_DELAY_TIER5_COST = 1000
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const SHIP_SPEED_TIER1 = 150
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const SHIP_SPEED_TIER2 = 200
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const SHIP_SPEED_TIER3 = 300
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const SHIP_SPEED_TIER4 = 500
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const SHIP_SPEED_TIER5 = 800
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const SHIP_SPEED_UPGRADE_DEFAULT = 1500
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const SHIP_SPEED_MAXIMUM = 1200
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const SHIP_SPEED_TIER2_COST = 200
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const SHIP_SPEED_TIER3_COST = 400
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const SHIP_SPEED_TIER4_COST = 600
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const SHIP_SPEED_TIER5_COST = 800
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const STARTING_MONEY = 100
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#################################
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var screensize
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var ship_speed = SHIP_SPEED_TIER1
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var ship_speed_tier = 0
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var bullet_delay = BULLET_DELAY_TIER1
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var bullet_delay_tier = 0
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var laser_penetration = 0
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var double_laser = false
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var ship_value = 0
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var refund_percentage = 1
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var money = STARTING_MONEY
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var shooting_speed_upgrade = SHOOTING_SPEED_UPGRADE_DEFAULT
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var ship_speed_upgrade = SHIP_SPEED_UPGRADE_DEFAULT
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func upgradeMenu():
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var upgmenu = preload("res://UpgradeMenu.tscn").instance()
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add_child(upgmenu)
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upgmenu.connect("refund", self, "_refund_button")
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upgmenu.connect("bullet_delay_upgrade", self, "upgradeBulletDelay_button")
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upgmenu.connect("ship_speed_upgrade", self, "upgradeShipSpeed_button")
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upgmenu.bullet_delay_tier = bullet_delay_tier
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upgmenu.ship_speed_tier = ship_speed_tier
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get_tree().paused = true
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func upgradeShipSpeed_button():
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upgradeShipSpeed()
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emit_signal("update_display")
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get_tree().paused = true
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func upgradeBulletDelay_button():
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upgradeBulletDelay()
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emit_signal("update_display")
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get_tree().paused = true
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func upgradeBulletDelay():
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if (bullet_delay == BULLET_DELAY_TIER1 && money >= BULLET_DELAY_TIER2_COST):
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bullet_delay = BULLET_DELAY_TIER2
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money -= BULLET_DELAY_TIER2_COST
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ship_value += BULLET_DELAY_TIER2_COST
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bullet_delay_tier = 1
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elif (bullet_delay == BULLET_DELAY_TIER2 && money >= BULLET_DELAY_TIER3_COST):
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bullet_delay = BULLET_DELAY_TIER3
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money -= BULLET_DELAY_TIER3_COST
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ship_value += BULLET_DELAY_TIER3_COST
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bullet_delay_tier = 2
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elif (bullet_delay == BULLET_DELAY_TIER3 && money >= BULLET_DELAY_TIER4_COST):
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bullet_delay = BULLET_DELAY_TIER4
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money -= BULLET_DELAY_TIER4_COST
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ship_value += BULLET_DELAY_TIER4_COST
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bullet_delay_tier = 3
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elif (bullet_delay == BULLET_DELAY_TIER4 && money >= BULLET_DELAY_TIER5_COST):
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bullet_delay = BULLET_DELAY_TIER5
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money -= BULLET_DELAY_TIER5_COST
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ship_value += BULLET_DELAY_TIER5_COST
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bullet_delay_tier = 4
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elif (bullet_delay <= BULLET_DELAY_MINIMUM):
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emit_signal("bullet_delay_fully_upgraded")
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elif (bullet_delay <= BULLET_DELAY_TIER5 && money >= shooting_speed_upgrade):
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bullet_delay = bullet_delay*0.95
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money -= shooting_speed_upgrade
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ship_value += shooting_speed_upgrade
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shooting_speed_upgrade *= 1.1
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bullet_delay_tier += 1
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timer.set_wait_time(bullet_delay)
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prints(bullet_delay)
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func upgradeShipSpeed():
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prints("func upgradeShipSpeed():")
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if (ship_speed == SHIP_SPEED_TIER1 && money >= SHIP_SPEED_TIER2_COST):
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ship_speed = SHIP_SPEED_TIER2
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money -= SHIP_SPEED_TIER2_COST
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ship_value += SHIP_SPEED_TIER2_COST
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ship_speed_tier = 1
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elif (ship_speed == SHIP_SPEED_TIER2 && money >= SHIP_SPEED_TIER3_COST):
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ship_speed = SHIP_SPEED_TIER3
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money -= SHIP_SPEED_TIER3_COST
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ship_value += SHIP_SPEED_TIER3_COST
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ship_speed_tier = 2
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elif (ship_speed == SHIP_SPEED_TIER3 && money >= SHIP_SPEED_TIER4_COST):
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ship_speed = SHIP_SPEED_TIER4
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money -= SHIP_SPEED_TIER4_COST
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ship_value += SHIP_SPEED_TIER4_COST
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ship_speed_tier = 3
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elif (ship_speed == SHIP_SPEED_TIER4 && money >= SHIP_SPEED_TIER5_COST):
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ship_speed = SHIP_SPEED_TIER5
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money -= SHIP_SPEED_TIER5_COST
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ship_value += SHIP_SPEED_TIER5_COST
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ship_speed_tier = 4
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elif (ship_speed >= SHIP_SPEED_MAXIMUM):
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emit_signal("ship_speed_fully_upgraded")
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elif (ship_speed >= SHIP_SPEED_TIER5 && money >= ship_speed_upgrade):
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ship_speed = ship_speed*1.05
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money -= ship_speed_upgrade
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ship_value += ship_speed_upgrade
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ship_speed_upgrade *= 1.1
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prints(ship_speed)
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func _ready():
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timer = Timer.new()
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timer.set_one_shot(true)
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timer.set_wait_time(bullet_delay)
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timer.connect("timeout", self, "on_timeout_complete")
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add_child(timer)
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timer.start()
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position.x = 100
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position.y = 250
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screensize = get_viewport_rect().size
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$AnimatedSprite.play()
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func _refund_button():
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bullet_delay = BULLET_DELAY_TIER1
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bullet_delay_tier = 0
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timer.set_wait_time(bullet_delay)
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ship_speed = SHIP_SPEED_TIER1
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shooting_speed_upgrade = SHOOTING_SPEED_UPGRADE_DEFAULT
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money += ship_value*refund_percentage
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prints("Refunded ", ship_value*refund_percentage)
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ship_value = 0
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emit_signal("update_display")
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get_tree().paused = true
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var timer = null
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var can_shoot = false
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var shoot_down = false
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func on_timeout_complete():
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can_shoot = true
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#func _unhandled_input(event):
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# if (event is InputEventScreenTouch):
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# gravity_point = true
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# gravity_vec = Vector2(0.5, 0.5)
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var x_up = false
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var y_up = false
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var x_down = false
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var y_down = false
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func moveto(finger_position):
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if (finger_position.x > position.x && finger_position.x < 800):
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velocity.x += 1
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x_up = true
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if position.x > finger_position.x:
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velocity.x -= 1
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x_down = true
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if (finger_position.y - 100 > position.y && finger_position.x < 800):
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velocity.y += 1
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y_up = true
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if (position.y > finger_position.y - 100 && finger_position.x < 800):
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velocity.y -= 1
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y_down = true
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# if (finger_position.x >= 800 && can_shoot):
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# shoot()
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if get_tree().has_network_peer():
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rpc("move_player", get_tree().get_network_unique_id(), position)
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remote func move_player(id, position):
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prints("PLAYER SAYS:", id, position)
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emit_signal("multiplayer_movement", id, position)
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var velocity = Vector2() # the player's movement vector
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func _process(delta):
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velocity = Vector2()
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if (Input.is_action_pressed("ui_right") || x_up):
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velocity.x += 1
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x_up = false
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if (Input.is_action_pressed("ui_left") || x_down):
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velocity.x -= 1
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x_down = false
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if (Input.is_action_pressed("ui_down") || y_up):
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velocity.y += 1
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y_up = false
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if (Input.is_action_pressed("ui_up") || y_down):
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velocity.y -= 1
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y_down = false
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if (velocity.length() > 0):
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velocity = velocity.normalized() * ship_speed
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position += velocity * delta
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position.x = clamp(position.x, 0, screensize.x)
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position.y = clamp(position.y, 0, screensize.y)
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if get_tree().has_network_peer():
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rpc("move_player", get_tree().get_network_unique_id(), position)
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if ((Input.is_action_pressed("ui_accept") || shoot_down == true) && can_shoot == true):
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shoot()
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if (Input.is_action_pressed("ui_reset") && can_shoot == true):
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upgradeMenu()
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var x_up = false
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var y_up = false
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var x_down = false
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var y_down = false
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func _on_Player_body_entered(body):
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prints("hit")
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func shootDown():
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shoot_down = true
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func shootUp():
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shoot_down = false
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func shoot():
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var laser = Laser.instance()
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get_node("../").add_child(laser)
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laser.current_pen = laser_penetration
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laser.position.y = position.y - 27
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laser.position.x = position.x + 46
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#MAYBE THE LASERS SHOULD BE THEIR OWN NODES
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#Would allow for more simple additions in the future
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if double_laser == true:
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var laser2 = Laser.instance()
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get_node("../").add_child(laser2)
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laser2.position.y = position.y + 28
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laser2.position.x = position.x + 46
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laser2.current_pen = laser_penetration
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can_shoot = false
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timer.start()
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func gameOver():
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var gameover = preload("res://GameOver.tscn").instance()
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add_child(gameover)
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gameover.connect("restart", self, "restart_game")
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# gameover.connect("bullet_delay_upgrade", self, "upgradeBulletDelay_button")
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get_tree().paused = true
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func restart_game():
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_refund_button()
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get_tree().paused = false
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money = STARTING_MONEY
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emit_signal("restart_game")
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