upgrade: godot 4.5
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72060a090b
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579fc26423
13 changed files with 25 additions and 25 deletions
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@ -5,8 +5,9 @@ class_name Enemy
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signal died
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@onready var death_vfx_packed : PackedScene = preload("res://VFX/death_particles.tscn")
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@onready var sad_vfx_packed : PackedScene = preload("res://VFX/sad_particles.tscn")
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const DEATH_PARTICLE : PackedScene = preload("uid://ddm57pv5ox171")
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const SAD_PARTICLE : PackedScene = preload("uid://m0vj2ac5oesx")
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@export var speed : float = 1
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@export var base_attack_damage : int = 1
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@ -62,7 +63,7 @@ func death() -> void:
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died.emit()
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Game.money += money
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$Sprite3D.visible = false
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var death_vfx : CPUParticles3D = death_vfx_packed.instantiate()
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var death_vfx : CPUParticles3D = DEATH_PARTICLE.instantiate()
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get_tree().current_scene.add_child(death_vfx)
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death_vfx.global_position = global_position
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path.queue_free()
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@ -9,7 +9,7 @@ signal lose
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signal allowed_tower_has_change
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var upgrades : Array[CubeUpgrade] = load("res://Upgrades/cube_upgrades.tres").upgrades
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var upgrades : Array[CubeUpgrade] = load("uid://py454tq2ghgx").upgrades
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var towerPackedScenes : Dictionary
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var enmies : Dictionary
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var towers : Dictionary
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@ -2,7 +2,7 @@
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class_name Helper
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const confirmPopupScene : PackedScene = preload("res://UI/confirm_popup.tscn")
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const CONFIRM_POPUP : PackedScene = preload("uid://cxn3x8dq8vawa")
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const SCENE_DIR_PATTERN : String = "res://\\w+/(Scenes|Map \\d+)/$"
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@ -75,7 +75,7 @@ static func showConfirmPopup(
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confirmCallback : Callable,
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cancelCallback : Callable = func(): null
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) -> void:
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var confirmPopup : ConfirmPopup = confirmPopupScene.instantiate()
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var confirmPopup : ConfirmPopup = CONFIRM_POPUP.instantiate()
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nodeToAppend.add_child(confirmPopup)
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confirmPopup.label.text = text
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confirmPopup.confirmed.connect(confirmCallback)
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@ -2,7 +2,7 @@ extends ColorRect
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enum LOAD_STATE { NO_LOAD, BASIC_LOAD, MAP_LOAD, MAP_LOADED }
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const worldManager = preload("res://Levels/world_manager.tscn")
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const WORLD_MANAGER = preload("uid://bph5gpic1arod")
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@export var opaque := 0.0
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@export var transparent := 11.0
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@ -78,7 +78,7 @@ func _process(_delta: float) -> void:
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var scene = ResourceLoader.load_threaded_get(target_scene_path)
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if loadState == LOAD_STATE.MAP_LOAD:
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mapScene = scene
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get_tree().change_scene_to_packed(worldManager)
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get_tree().change_scene_to_packed(WORLD_MANAGER)
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loadState = LOAD_STATE.MAP_LOADED
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if loadState == LOAD_STATE.BASIC_LOAD:
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get_tree().change_scene_to_packed(scene)
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@ -1,6 +1,6 @@
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extends Sprite3D
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var impact : GPUParticles3D = preload("res://Projectiles/Draft/ImpactPierre.tscn").instantiate()
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var impact : GPUParticles3D = preload("uid://c5rx5scnkh3fb").instantiate()
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func _ready() -> void:
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$SFXCreate.play()
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@ -1,7 +1,7 @@
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extends HBoxContainer
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const upgradeBtnScene : PackedScene = preload("res://UI/upgrade_button.tscn")
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const UPGRADE_BTN : PackedScene = preload("uid://dfp5q5gek4ve7")
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var tower : Tower
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@ -59,7 +59,7 @@ func createTowerUpgradeButtons(upgrades : Array) -> void:
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%UpgradeContainer.visible = true
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%UpgradeContainer.get_children().map(func(btn): btn.queue_free())
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for upgrade in upgrades:
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var btn : UpgradeButton = upgradeBtnScene.instantiate()
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var btn : UpgradeButton = UPGRADE_BTN.instantiate()
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%UpgradeContainer.add_child(btn)
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btn.setUpgrade(upgrade)
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if tower:
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@ -3,7 +3,7 @@ extends Control
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const BUTTON_QTY = 4
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const guiButton : PackedScene = preload("res://UI/gui_button.tscn")
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const GUI_BUTTON : PackedScene = preload("uid://dqb5o8w7u50hc")
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@onready var buttonContainer : GridContainer = %ButtonContainer
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@onready var cubeIntegrity : ProgressBar = %CubeIntegrity
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@ -77,7 +77,7 @@ func addTowerButtonNodes() -> void:
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func createTowerButton(towerType : Tower.TYPE) -> void:
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var btn : GuiButton = guiButton.instantiate()
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var btn : GuiButton = GUI_BUTTON.instantiate()
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btn.set_meta("dynamicButton", true)
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if towerType:
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@ -1,12 +1,12 @@
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extends Resource
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class_name Upgrade
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@abstract
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class_name Upgrade extends Resource
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enum SCALE_TYPE { LINEAR, EXP, LOG }
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enum UPGRADE_DIRECTION { INCREASE = 1, DECREASE = -1 }
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@export var icon : Texture2D = preload("res://Assets/Icones/medal2.png")
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@export var icon : Texture2D = preload("uid://dqvou7t7o1t5d")
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@export var text : String
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@export var baseCost : int :
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set(value):
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@ -32,9 +32,8 @@ var level : int = 0
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func isLevelMax() -> bool :
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return not tierLock.is_empty() && level == tierLock[Game.tier]
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func upgrade(_subject = null) -> bool:
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return false
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@abstract
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func upgrade(_subject = null) -> bool
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func upgradeProperty(subject: Variant, property: String) -> void:
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@ -1,6 +1,6 @@
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extends Path3D
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var particle_np := preload("res://VFX/paint_brush_particle.tscn")
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var particle_np := preload("uid://drnc0eus8n2oy")
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@export var duration : float = 6.0
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@export var spawn_timer : float = 0.1
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@ -10,7 +10,7 @@ extends Node2D
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var time := 0.0
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var rain_drop_packed := preload("res://VFX/pixel_drop.tscn")
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const RAIN_DROP : PackedScene = preload("uid://cqn4xrehqnuso")
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func _physics_process(delta: float) -> void:
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@ -21,7 +21,7 @@ func _physics_process(delta: float) -> void:
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func make_it_rain() -> void:
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var rain_drop : RainDrop = rain_drop_packed.instantiate()
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var rain_drop : RainDrop = RAIN_DROP.instantiate()
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var screen_width = get_viewport().get_camera_2d().position.x + get_viewport().size.x/2
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var screen_height = get_viewport().get_camera_2d().position.y - get_viewport().size.y/2 - 100 #Offset
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rain_drop.speed = speed
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@ -3,7 +3,7 @@ extends EditorPlugin
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# Replace this value with a PascalCase autoload name, as per the GDScript style guide.
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#const AUTOLOAD_NAME = "LevelEditorAutoload"
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const ui = preload("res://addons/LevelEditor/wave_maker.tscn")
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const ui = preload("uid://dh24t8804isms")
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var main_panel_instance
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@ -6,7 +6,7 @@ class_name WaveMaker
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signal spawnQtyChanged(newQty : int)
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const TROOP_SCENE = preload("res://addons/LevelEditor/UI/Troop/Troop.tscn")
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const TROOP_SCENE = preload("uid://djrbvm8gmhly3")
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var level : Level
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@ -25,7 +25,7 @@ resources_spreadsheet_view/freeze_first_column=true
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config/name="Pole Pixel Defense Force"
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run/main_scene="uid://2xw1yn1tmlcy"
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config/features=PackedStringArray("4.4")
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config/features=PackedStringArray("4.5")
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config/icon="res://icon.svg"
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[audio]
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