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50
laser_enemy.gd
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50
laser_enemy.gd
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extends StaticBody2D
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@onready var player = $"../Player"
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var aiming = true
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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if aiming:
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look_at(player.global_position)
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func fire_laser():
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var tween = get_tree().create_tween()
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aiming = false
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tween.set_parallel(true)
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tween.tween_property($Sprite2D/TextureRect, "position", Vector2(-2000, -370), 1).set_ease(Tween.EASE_IN_OUT)
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tween.tween_property($Line2D, "modulate", Color.WHITE, 1).set_ease(Tween.EASE_IN)
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tween.set_parallel(false)
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tween.tween_callback($Line2D.fire)
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tween.tween_interval(0.2)
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tween.tween_callback(check_player)
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tween.set_parallel(true)
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tween.tween_property($Line2D, "modulate", Color(Color.WHITE, 0.2), 0.2).set_ease(Tween.EASE_OUT)
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tween.tween_property($Sprite2D/TextureRect, "position", Vector2(-1700, -370), 0.5).set_ease(Tween.EASE_IN_OUT)
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tween.set_parallel(false)
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tween.tween_callback(start_aim)
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func start_aim():
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aiming = true
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func check_player():
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var body = $Line2D/RayCast2D.get_collider()
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if body != null and body.is_in_group("destructible"):
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if body.has_method("destroy"):
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body.destroy()
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else:
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body.queue_free()
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func hit(body: Node2D):
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if body.name == "Clock":
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queue_free()
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elif body.name == "Bullet":
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body.queue_free()
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queue_free()
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