2023-11-20 09:35:59 +00:00
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using Godot;
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using System;
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public partial class game : Node2D
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{
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public Node Lasers = null;
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public CharacterBody2D Player = null;
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2023-12-08 14:21:45 +00:00
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public Node Asteroids = null;
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private readonly PackedScene AsteroidScene = GD.Load<PackedScene>("res://scenes/asteroid.tscn");
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2023-11-20 09:35:59 +00:00
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public override void _Ready()
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{
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2023-12-08 14:21:45 +00:00
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Asteroids = GetNode<Node>("Asteroids");
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var a = new asteroid();
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for (int i = 0; i == Asteroids.GetChildCount() - 1; i++){
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a = (asteroid)Asteroids.GetChild(i);
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a.Exploded += OnAsteroidExploded;
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}
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2023-11-25 13:40:50 +00:00
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Lasers = GetNode<Node>("Lasers");
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Player = GetNode<CharacterBody2D>("Player");
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var p = new player();
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2023-12-08 14:21:45 +00:00
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p.LaserShot += OnPlayerLaserShot;
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2023-11-25 13:40:50 +00:00
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2023-12-08 14:21:45 +00:00
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}
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2023-11-20 09:35:59 +00:00
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2023-12-08 14:21:45 +00:00
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public void SpawnAsteroid(Vector2 position, int size)
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{
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var a = new asteroid();
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a = AsteroidScene.Instantiate<asteroid>();
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a.GlobalPosition = position;
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a.size = (asteroid.AsteroidSize)size;
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a.Exploded += OnAsteroidExploded;
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Asteroids.CallDeferred("add_child", a);
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2023-11-20 09:35:59 +00:00
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}
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2023-12-08 14:21:45 +00:00
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//Signals and Connections
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public void OnPlayerLaserShot(Area2D Laser)
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2023-11-20 09:35:59 +00:00
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{
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Lasers.AddChild(Laser);
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2023-11-25 13:40:50 +00:00
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GD.Print(Laser.Position);
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GD.Print(Player.Position);
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2023-11-20 09:35:59 +00:00
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}
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2023-12-08 14:21:45 +00:00
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public void OnAsteroidExploded(Vector2 pos, int size)
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{
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GD.Print(size);
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for(int i = 0; i < 2; i++){
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if (size == 0){
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SpawnAsteroid(pos, (int)asteroid.AsteroidSize.MEDIUM);
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}
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else if (size == 1){
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SpawnAsteroid(pos, (int)asteroid.AsteroidSize.SMALL);
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}
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}
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}
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2023-11-20 09:35:59 +00:00
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}
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