More work on portraits and on combat in quest views
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@@ -9,6 +9,8 @@ var energy : int = 1
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var max_energy : int = 1
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var level : int = 1
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var exp : int = 0
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var reset_position : Vector2
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var melee_range : float = 100
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@export var stats : StatBlock
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var gold : int = 0
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@@ -18,7 +20,33 @@ var gold : int = 0
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signal died(killer :QuestSprite)
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signal action_complete(requeue : bool)
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signal busy()
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signal arrived()
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func position_reset() -> void:
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var tween = create_tween()
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#TODO: Vary movement animations?
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tween.tween_callback(anim_player.play.bind("running"))
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tween.tween_property(self, "position", reset_position,.75)
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if reset_position.x < position.x:
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$Sprite.flip_h = true
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tween.tween_property($Sprite, "flip_h", false, 0)
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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 approach(target, offset) -> void:
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var tween = create_tween()
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if target.position.x > position.x:
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#TODO: Switch facing direction
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offset = -offset
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#TODO: Vary movement animations?
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tween.tween_callback(anim_player.play.bind("running"))
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var target_position = target.position + Vector2(offset, 0)
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tween.tween_property(self, "position", target_position,.75)
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if target_position.x < position.x:
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$Sprite.flip_h = true
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tween.tween_property($Sprite, "flip_h", false, 0)
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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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