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@@ -48,11 +48,6 @@ _global_script_classes=[{
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"class": &"TrainEngine",
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"class": &"TrainEngine",
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"language": &"GDScript",
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"language": &"GDScript",
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"path": "res://scripts/Modules/Engine.gd"
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"path": "res://scripts/Modules/Engine.gd"
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}, {
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"base": "StraightMapNode",
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"class": &"TurnMapNode",
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"language": &"GDScript",
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"path": "res://scripts/Logic/TurnMapNode.gd"
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}]
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}]
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_global_script_class_icons={
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_global_script_class_icons={
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"Cannon": "",
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"Cannon": "",
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@@ -62,8 +57,7 @@ _global_script_class_icons={
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"Storage": "",
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"Storage": "",
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"StraightMapNode": "",
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"StraightMapNode": "",
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"Train": "",
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"Train": "",
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"TrainEngine": "",
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"TrainEngine": ""
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"TurnMapNode": ""
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}
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}
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[application]
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[application]
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@@ -1,10 +1,16 @@
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extends Node
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extends Node
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class_name Game
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class_name Game
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const CHILL = 0
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const FIGHTING = 1
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#Signals
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#Signals
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signal ammo_pickup
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signal ammo_pickup
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signal shoot
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signal shoot
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var fight_state = CHILL
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var t = 0.0
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var t = 0.0
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@onready var p1_train = $Player1 as Train
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@onready var p1_train = $Player1 as Train
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@@ -19,6 +25,7 @@ func _ready():
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p2_node = StartNode
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p2_node = StartNode
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p2_train.get_node("CharacterBody3D").is_player1 = false
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p2_train.get_node("CharacterBody3D").is_player1 = false
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p2_train.is_P1 = false
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p2_train.is_P1 = false
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p1_train.current_speed = 10
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p1_train.hit.connect(_on_hit_player)
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p1_train.hit.connect(_on_hit_player)
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p2_train.hit.connect(_on_hit_player)
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p2_train.hit.connect(_on_hit_player)
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@@ -43,6 +50,20 @@ func _process(delta):
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p2_node = p2_node._on_train_exit(p2_train)
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p2_node = p2_node._on_train_exit(p2_train)
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p2_train.current_distance = distance_delta
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p2_train.current_distance = distance_delta
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if(p1_node == p2_node && p1_train.current_distance - p2_train.current_distance < 2):
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if(fight_state == CHILL):
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var tween = create_tween()
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tween.tween_property($Camera3D, "position", Vector3(0,10,0), 1)
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fight_state = FIGHTING
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else:
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fight_state = CHILL
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var tween = create_tween()
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tween.tween_property($Camera3D, "position", Vector3(0,20,0), 1)
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if Input.is_action_pressed("test"):
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if Input.is_action_pressed("test"):
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emit_signal("shoot")
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emit_signal("shoot")
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