Gotta fix the hurt for player but otherwise done.
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@@ -1,7 +1,13 @@
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class_name Enemy extends QuestSprite
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func attack(target : QuestSprite) -> void:
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print("Attack by %s to %s" % [name, target.name])
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hitting.connect(hit.bind(target), CONNECT_ONE_SHOT)
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anim_player.play("attack")
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func set_animation(anim_name : String) -> void:
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anim_player.play(anim_name)
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func hit(target : QuestSprite) -> void:
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target.take_damage(self, 2)
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@@ -14,6 +14,8 @@ var data : Adventurer
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func _ready() -> void:
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Game.player = self
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data = Adventurer.new()
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data.life = 20
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data.max_life = 20
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data.inventory_size = Vector2(4,2)
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data.name = "Player"
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setup.call_deferred()
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@@ -63,14 +63,6 @@ func approach(target, offset) -> void:
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tween.tween_callback(anim_player.play.bind("idle"))
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tween.tween_callback(arrived.emit)
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func attack(target : QuestSprite) -> void:
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print("Attack by %s to %s" % [name, target.name])
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hitting.connect(spear_hit.bind(target), CONNECT_ONE_SHOT)
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anim_player.play("spear attack")
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func spear_hit(target : QuestSprite) -> void:
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target.take_damage(self, 5)
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func take_damage(source : QuestSprite, amount : int) -> void:
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busy.emit()
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var damage_banner = damage_banner_template.instantiate()
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@@ -61,3 +61,11 @@ func _on_level_up() -> void:
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func _on_questor_changed() -> void:
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pass
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func attack(target : QuestSprite) -> void:
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print("Attack by %s to %s" % [name, target.name])
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hitting.connect(spear_hit.bind(target), CONNECT_ONE_SHOT)
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anim_player.play("spear attack")
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func spear_hit(target : QuestSprite) -> void:
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target.take_damage(self, 5)
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