✨ Better bullet
This commit is contained in:
		@@ -7,6 +7,8 @@ public partial class Brick : StaticBody2D
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	[Export] public int MaxDecayProgress = 50;
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	[Export] public int DecayProgress;
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	[Export] public int PlayerId;
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	public override void _Ready()
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	{
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		DecayProgress = MaxDecayProgress;
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@@ -15,14 +17,14 @@ public partial class Brick : StaticBody2D
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		{
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			DecayProgress--;
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			if (DecayProgress > 0) return;
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			GetNode<Timer>("DecayTimer").Stop();
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			QueueFree();
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		};
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	}
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	public override void _Process(double delta)
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	{
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		if(DecayProgress <= 0) QueueFree();
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		var sprite = GetNode<Sprite2D>("Sprite2D");
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		sprite.SelfModulate = new Color(sprite.SelfModulate, (float)DecayProgress / MaxDecayProgress);
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	}
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@@ -23,6 +23,12 @@ public partial class Bullet : Area2D
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				player.TakeDamage(Damage);
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			}
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			if (body is Brick brick)
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			{
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				if (brick.PlayerId == PlayerId) return;
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				brick.DecayProgress--;
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			}
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			QueueFree();
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		};
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	}
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@@ -42,7 +42,7 @@ public partial class PlayerInput : MultiplayerSynchronizer
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		if (Input.IsActionJustPressed("move_dash"))
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			Rpc(nameof(Dash));
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		if (Input.IsActionJustPressed("weapon_shoot"))
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		if (Input.IsActionPressed("weapon_shoot"))
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			Rpc(nameof(Shoot));
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		if (Input.IsActionJustPressed("weapon_reload"))
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			Rpc(nameof(Reload));
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@@ -6,195 +6,205 @@ namespace AceField.Scripts;
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public partial class Player : CharacterBody2D
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{
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    private int _currentPlayerId = 1;
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	private int _currentPlayerId = 1;
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    [Export] public float MaxSpeed = 400f;
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    [Export] public float Acceleration = 500f;
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    [Export] public float Deceleration = 500f;
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    [Export] public float RotationSpeed = 5f;
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	[Export] public float MaxSpeed = 400f;
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	[Export] public float Acceleration = 500f;
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	[Export] public float Deceleration = 500f;
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	[Export] public float RotationSpeed = 5f;
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    [Export] public int Reach = 5;
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	[Export] public int Reach = 5;
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    [Export] public double Health = 100;
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    [Export] public double MaxHealth = 100;
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    [Export] public double ActionPoints = 20;
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    [Export] public double MaxActionPoints = 20;
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    [Export] public int AmmoAmount = 30;
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    [Export] public int MaxAmmoAmount = 30;
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	[Export] public double Health = 100;
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	[Export] public double MaxHealth = 100;
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	[Export] public double ActionPoints = 20;
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	[Export] public double MaxActionPoints = 20;
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	[Export] public int AmmoAmount = 30;
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	[Export] public int MaxAmmoAmount = 30;
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    [Export] public Camera2D PlayerCamera;
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    [Export] public PlayerInput PlayerInput;
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	[Export] public Camera2D PlayerCamera;
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	[Export] public PlayerInput PlayerInput;
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    [Export] public float PlayerDashAcceleration = 2f;
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	[Export] public float PlayerDashAcceleration = 2f;
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    [Export] public PackedScene BulletScene;
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    [Export] public PackedScene TileScene;
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	[Export] public PackedScene BulletScene;
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	[Export] public PackedScene TileScene;
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    [Export] public float TileSize;
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	[Export] public float TileSize;
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    [Export] public string PlayerName;
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	[Export] public string PlayerName;
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    [Export]
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    public int PlayerId
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    {
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        get => _currentPlayerId;
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        set
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        {
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            _currentPlayerId = value;
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            PlayerInput.SetMultiplayerAuthority(value);
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        }
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    }
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	[Export]
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	public int PlayerId
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	{
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		get => _currentPlayerId;
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		set
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		{
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			_currentPlayerId = value;
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			PlayerInput.SetMultiplayerAuthority(value);
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		}
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	}
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    public bool IsCurrentPlayer => _currentPlayerId == Multiplayer.GetUniqueId();
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	public bool IsCurrentPlayer => _currentPlayerId == Multiplayer.GetUniqueId();
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    public bool IsReloading
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        => !GetNode<Timer>("ReloadTimer").IsStopped();
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	public bool IsReloading
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		=> !GetNode<Timer>("ReloadTimer").IsStopped();
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    public double TimeRemainingOfReload
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        => GetNode<Timer>("ReloadTimer").TimeLeft;
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	public double TimeRemainingOfReload
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		=> GetNode<Timer>("ReloadTimer").TimeLeft;
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    public override void _Ready()
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    {
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        Health = MaxHealth;
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        ActionPoints = MaxActionPoints;
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	public override void _Ready()
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	{
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		Health = MaxHealth;
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		ActionPoints = MaxActionPoints;
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        if (PlayerId == Multiplayer.GetUniqueId())
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            PlayerCamera.Enabled = true;
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		if (PlayerId == Multiplayer.GetUniqueId())
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			PlayerCamera.Enabled = true;
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        PlayerName ??= $"Player#{PlayerId}";
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        GetNode<Label>("Overlay/NameTag").Text = PlayerName;
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		PlayerName ??= $"Player#{PlayerId}";
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		GetNode<Label>("Overlay/NameTag").Text = PlayerName;
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        GetNode<ProgressBar>("Overlay/HealthBar").Value = Health / MaxHealth * 100;
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		GetNode<ProgressBar>("Overlay/HealthBar").Value = Health / MaxHealth * 100;
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        GetNode<Timer>("ReloadTimer").Timeout += () =>
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        {
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            AmmoAmount = MaxAmmoAmount;
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            PlayerInput.IsReloading = false;
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        };
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    }
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		GetNode<Timer>("ReloadTimer").Timeout += () =>
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		{
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			AmmoAmount = MaxAmmoAmount;
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			PlayerInput.IsReloading = false;
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		};
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	}
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    public override void _Process(double delta)
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    {
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        if (PlayerInput.IsShooting)
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        {
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            PlayerInput.IsShooting = false;
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	public override void _Process(double delta)
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	{
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		if (PlayerInput.IsShooting)
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		{
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			PlayerInput.IsShooting = false;
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            var name = GD.Randi();
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            Rpc(nameof(Shoot), name.ToString());
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        }
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			var timer = GetNode<Timer>("WeaponCountdown");
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        if (PlayerInput.IsReloading)
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        {
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            if (AmmoAmount == MaxAmmoAmount)
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            {
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                PlayerInput.IsReloading = false;
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            }
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            else
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            {
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                var timer = GetNode<Timer>("ReloadTimer");
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                if (timer.IsStopped())
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                {
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                    AmmoAmount = 0;
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                    timer.Start();
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                }
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            }
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        }
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			if (timer.IsStopped())
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			{
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				var name = GD.Randi();
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				Shoot(name.ToString());
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				timer.Start();
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			}
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		}
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        if (PlayerInput.IsBuilding)
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        {
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            PlayerInput.IsBuilding = false;
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		if (PlayerInput.IsReloading)
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		{
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			if (AmmoAmount == MaxAmmoAmount)
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			{
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				PlayerInput.IsReloading = false;
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			}
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			else
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			{
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				var timer = GetNode<Timer>("ReloadTimer");
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				if (timer.IsStopped())
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				{
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					AmmoAmount = 0;
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					timer.Start();
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				}
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			}
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		}
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            var target = GetGlobalMousePosition();
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            var distance = Position.DistanceTo(target);
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            if (distance <= Reach * TileSize)
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            {
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                var name = GD.Randi();
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                if (GetParent<World>().GetTileByPosition<Node2D>(target) == null)
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                    Rpc(nameof(AddTile), target, PlayerId, name.ToString());
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            }
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        }
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    }
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		if (PlayerInput.IsBuilding)
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		{
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			PlayerInput.IsBuilding = false;
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    public override void _PhysicsProcess(double delta)
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    {
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        var input = PlayerInput.MovementDirection;
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			var target = GetGlobalMousePosition();
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			var distance = Position.DistanceTo(target);
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			if (distance <= Reach * TileSize)
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			{
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				var name = GD.Randi();
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				if (GetParent<World>().GetTileByPosition<Node2D>(target) == null)
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					Rpc(nameof(AddTile), target, PlayerId, name.ToString());
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			}
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		}
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	}
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        if (input != Vector2.Zero)
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        {
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            input = input.Normalized();
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            Velocity = Velocity.MoveToward(input * MaxSpeed, Acceleration * (float)delta);
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	public override void _PhysicsProcess(double delta)
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	{
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		var input = PlayerInput.MovementDirection;
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            var centre = GetNode<Node2D>("RotationCentre");
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            var finalRotation = input.Angle() + Mathf.Pi / 2;
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            centre.Rotation = Mathf.LerpAngle(centre.Rotation, finalRotation, RotationSpeed * (float)delta);
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        }
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        else
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        {
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            Velocity = Velocity.MoveToward(Vector2.Zero, Deceleration * (float)delta);
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        }
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		if (input != Vector2.Zero)
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		{
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			input = input.Normalized();
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			Velocity = Velocity.MoveToward(input * MaxSpeed, Acceleration * (float)delta);
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        var dashCountdown = GetNode<Timer>("DashCountdown");
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        if (PlayerInput.IsDashing && dashCountdown.IsStopped() && ActionPoints > 0)
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        {
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            PlayerInput.IsDashing = false;
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            Velocity *= PlayerDashAcceleration;
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            ActionPoints--;
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            dashCountdown.Start();
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        }
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			var centre = GetNode<Node2D>("RotationCentre");
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			var finalRotation = input.Angle() + Mathf.Pi / 2;
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			centre.Rotation = Mathf.LerpAngle(centre.Rotation, finalRotation, RotationSpeed * (float)delta);
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		}
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		else
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		{
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			Velocity = Velocity.MoveToward(Vector2.Zero, Deceleration * (float)delta);
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		}
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        Position += Velocity * (float)delta;
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        MoveAndSlide();
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    }
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		var dashCountdown = GetNode<Timer>("DashCountdown");
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		if (PlayerInput.IsDashing && dashCountdown.IsStopped() && ActionPoints > 0)
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		{
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			PlayerInput.IsDashing = false;
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			Velocity *= PlayerDashAcceleration;
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			ActionPoints--;
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			dashCountdown.Start();
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		}
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    public void TakeDamage(double damage)
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    {
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        Rpc(nameof(GotDamage), damage);
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    }
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		if (IsReloading)
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		{
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			Velocity *= 0.8f;
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		}
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    [Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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    private void Shoot(string name)
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    {
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        if (AmmoAmount <= 0) return;
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		Position += Velocity * (float)delta;
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		MoveAndSlide();
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	}
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        var marker = GetNode<Marker2D>("RotationCentre/Muzzle");
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        var projectile = BulletScene.Instantiate<Bullet>();
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        projectile.Name = $"Bullet@{name}";
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        projectile.Transform = marker.GlobalTransform;
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        projectile.PlayerId = PlayerId;
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	public void TakeDamage(double damage)
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	{
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		Rpc(nameof(GotDamage), damage);
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	}
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        GetParent().AddChild(projectile);
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        AmmoAmount--;
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    }
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	private void Shoot(string name)
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	{
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		if (AmmoAmount <= 0) return;
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    [Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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    public void AddTile(Vector2 pos, int playerId, string name)
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    {
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        var tiles = GetParent<World>();
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        var tileVec = new Vector2(50, 50);
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        var instance = TileScene.Instantiate<Node2D>();
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        instance.SetMultiplayerAuthority(playerId);
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        instance.Name = $"Brick@{name}";
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        instance.Position = pos.Snapped(tileVec);
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        tiles.AddChild(instance);
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    }
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		var marker = GetNode<Marker2D>("RotationCentre/Muzzle");
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		var projectile = BulletScene.Instantiate<Bullet>();
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		projectile.Name = $"Bullet@{name}";
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		projectile.Transform = marker.GlobalTransform;
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		projectile.PlayerId = PlayerId;
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    [Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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    private void GotDamage(double damage)
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    {
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        var protection = GetNode<Timer>("ProtectionCountdown");
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		GetParent().AddChild(projectile);
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		AmmoAmount--;
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	}
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        if (protection.IsStopped())
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        {
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            Health -= damage;
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	[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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	public void AddTile(Vector2 pos, int playerId, string name)
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	{
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		var tiles = GetParent<World>();
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		var tileVec = new Vector2(50, 50);
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		var instance = TileScene.Instantiate<Brick>();
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		instance.Name = $"Brick@{name}";
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		instance.Position = pos.Snapped(tileVec);
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		instance.PlayerId = playerId;
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		tiles.AddChild(instance);
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	}
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            var tween = CreateTween();
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            var bar = GetNode<ProgressBar>("Overlay/HealthBar");
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            tween.TweenProperty(bar, "value", Health / MaxHealth * 100, 0.3);
 | 
			
		||||
	[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
 | 
			
		||||
	private void GotDamage(double damage)
 | 
			
		||||
	{
 | 
			
		||||
		var protection = GetNode<Timer>("ProtectionCountdown");
 | 
			
		||||
 | 
			
		||||
            protection.Start();
 | 
			
		||||
        }
 | 
			
		||||
		if (protection.IsStopped())
 | 
			
		||||
		{
 | 
			
		||||
			Health -= damage;
 | 
			
		||||
 | 
			
		||||
        var shakableCamera = GetNode<CameraShake>("Camera2D");
 | 
			
		||||
        shakableCamera.AddTrauma(0.5f);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
			var tween = CreateTween();
 | 
			
		||||
			var bar = GetNode<ProgressBar>("Overlay/HealthBar");
 | 
			
		||||
			tween.TweenProperty(bar, "value", Health / MaxHealth * 100, 0.3);
 | 
			
		||||
 | 
			
		||||
			protection.Start();
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		var shakableCamera = GetNode<CameraShake>("Camera2D");
 | 
			
		||||
		shakableCamera.AddTrauma(0.5f);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -13,28 +13,29 @@ public partial class HUD : Control
 | 
			
		||||
 | 
			
		||||
		Position = new Vector2(0, 0);
 | 
			
		||||
		Size = screenSize;
 | 
			
		||||
		GetNode<HBoxContainer>("TopBox").Size = new Vector2(screenSize.X-16*2, 16);
 | 
			
		||||
		GetNode<HBoxContainer>("TopBox").Size = new Vector2(screenSize.X - 16 * 2, 16);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	public override void _Process(double delta)
 | 
			
		||||
	{
 | 
			
		||||
		var player = World.GetCurrentPlayer();
 | 
			
		||||
		if (player == null) return;
 | 
			
		||||
		
 | 
			
		||||
 | 
			
		||||
		var healthBar = GetNode<ProgressBar>("TopBox/HealthBox/Bar");
 | 
			
		||||
		var healthLabel = GetNode<Label>("TopBox/HealthBox/Label");
 | 
			
		||||
		healthBar.Value = player.Health / player.MaxHealth * 100;
 | 
			
		||||
		healthLabel.Text = $"Health {player.Health}/{player.MaxHealth}";
 | 
			
		||||
		
 | 
			
		||||
 | 
			
		||||
		var actionBar = GetNode<ProgressBar>("TopBox/ActionPointBox/Bar");
 | 
			
		||||
		var actionLabel = GetNode<Label>("TopBox/ActionPointBox/Label");
 | 
			
		||||
		actionBar.Value = player.ActionPoints / player.MaxActionPoints * 100;
 | 
			
		||||
		actionLabel.Text = $"AP {player.ActionPoints}/{player.MaxActionPoints}";
 | 
			
		||||
		
 | 
			
		||||
 | 
			
		||||
		var ammoBar = GetNode<ProgressBar>("TopBox/AmmoBox/Bar");
 | 
			
		||||
		var ammoLabel = GetNode<Label>("TopBox/AmmoBox/Label");
 | 
			
		||||
		ammoBar.Value = player.AmmoAmount / player.MaxAmmoAmount * 100;
 | 
			
		||||
		if (player.IsReloading) ammoLabel.Text = $"Reloading... {player.TimeRemainingOfReload:F2}";
 | 
			
		||||
		else ammoLabel.Text = $"Ammo {player.AmmoAmount}/{player.MaxAmmoAmount}";
 | 
			
		||||
		ammoBar.Value = (float)player.AmmoAmount / player.MaxAmmoAmount * 100;
 | 
			
		||||
		ammoLabel.Text = player.IsReloading
 | 
			
		||||
			? $"Reloading... {player.TimeRemainingOfReload:F2}"
 | 
			
		||||
			: $"Ammo {player.AmmoAmount}/{player.MaxAmmoAmount}";
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user