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@@ -26,7 +26,9 @@ func find_target():
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target_position_buff = data[0].global_position
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return data[0]
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-func _ready(): find_target()
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+func _ready():
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+ enemy_id = get_tree().get_nodes_in_group('enemy').size()+1
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+ find_target()
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var bullet = preload('res://bullet.tscn')
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var firerate = 30
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@@ -51,7 +53,12 @@ var clock = 1
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var onceacycle = true
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func sprite_loader(anim,pos,id):
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- get_tree().get_nodes_in_group('server')[0].spriter_request(anim,pos,id)
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+ for x in get_tree().get_nodes_in_group('server'):
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+ x.spriter_request(anim,pos,id)
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+
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+func nuker_loader(time):
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+ for x in get_tree().get_nodes_in_group('server'):
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+ x.spriter_nuke_request(time, enemy_id)
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func _physics_process(delta):
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clock -= 1
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@@ -59,15 +66,19 @@ func _physics_process(delta):
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'walkleft':
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sprite_loader('walk',global_position,enemy_id)
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motion.x = 75
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+ motion.y = 40
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'walkright':
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sprite_loader('walk',global_position,enemy_id)
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motion.x = -75
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+ motion.y = 40
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'idle':
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sprite_loader('idle',global_position,enemy_id)
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motion.x = 0
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+ motion.y = 40
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'knockback':
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sprite_loader('knockback',global_position,enemy_id)
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motion.x = 0
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+ motion.y = 40
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'canon':
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if onceacycle:
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sprite_loader('canon',global_position,enemy_id)
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@@ -76,6 +87,7 @@ func _physics_process(delta):
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add_child(instancer)
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instancer.global_position = global_position
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motion.x = 0
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+ motion.y = 40
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'die':
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sprite_loader('die',global_position,enemy_id)
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motion.x = 0
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@@ -94,12 +106,13 @@ func _physics_process(delta):
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func _on_Area2D_body_entered(body):
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+ sprite_loader('explosion',global_position,enemy_id)
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if body.is_in_group('player'):
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- sprite_loader('explosion',global_position,enemy_id)
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body.damage(-20, enemy_id)
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+ nuker_loader(1.0)
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queue_free()
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if body.is_in_group('terrain'):
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- sprite_loader('explosion',global_position,enemy_id)
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+ nuker_loader(1.0)
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queue_free()
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pass # Replace with function body.
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