Extensive work done on basically everything. Attacks prototyped, animations prototyped, pawnbody split out, all traps but pitfall implemented, UI hooked up more.
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@@ -1,6 +1,7 @@
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class_name HealthBar extends TextureProgressBar
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@export var healthy_gradient : GradientTexture1D
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@export var poisoned_gradient : GradientTexture1D
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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@@ -13,3 +14,6 @@ func _process(delta: float) -> void:
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func _on_health_changed(current : int, max : int) -> void:
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max_value = max
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value = current
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func _on_poison_status_changed(poisoned : bool) -> void:
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texture_progress = poisoned_gradient if poisoned else healthy_gradient
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