feat: them skeletons man + reload after dancing
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@ -11,6 +11,9 @@ var jump_velocity = 400.0
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@export_range(0, 10, 0.1, "or_greater")
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var gravity_modifier = 1
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@onready var hitting: Timer = $Hitting
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@onready var hitbox: Area2D = $Hitbox
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@onready var sword: AnimatedSprite2D = $Sword
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@onready var damageable: Damageable = $Damageable
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@onready var shield: AnimatedSprite2D = $Shield
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@ -20,6 +23,7 @@ var current_sprite: AnimatedSprite2D
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var is_in_cutscene = false # back to true on build
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var current_animation = "idle"
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var is_hitting = false
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var has_shield = false
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var has_sword = false
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var has_armor = false
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@ -62,6 +66,12 @@ func _physics_process(delta: float) -> void:
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move_and_slide()
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return
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if is_hitting:
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current_animation = "hit"
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velocity.x = move_toward(velocity.x, 0, speed)
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move_and_slide()
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return
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if not is_on_floor():
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velocity += get_gravity() * delta * gravity_modifier
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@ -95,8 +105,15 @@ func _physics_process(delta: float) -> void:
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move_and_slide()
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func hit():
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print("hit")
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current_animation = "hit"
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is_hitting = true
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hitting.start()
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hitbox.monitorable = true
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hitbox.monitoring = true
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func _on_hitting_timeout() -> void:
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is_hitting = false
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hitbox.monitorable = false
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hitbox.monitoring = false
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func _on_dialogue_manager_dialogue_ended() -> void:
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set_in_play()
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