cleanup, folder restructure and ui restructure
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6ce579026b
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28 changed files with 473 additions and 367 deletions
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@ -1,13 +0,0 @@
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extends Control
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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Inventory.connect("inventory_changed", update_inventory)
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pass # Replace with function body.
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func update_inventory() -> void:
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var m = Inventory.monsters[0]
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var string = "%s Lvl %s, %s/%s" % [m.name, m.level, m.health, m.max_health]
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$MonsterList/Monster1.text = string
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print("Updating inventory")
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@ -1,53 +0,0 @@
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class_name Monster
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extends CharacterBody3D
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@export var stats: MonsterStats
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var spawn_point: Vector3 = Vector3(0, 0, 0)
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# DEBUG MOVEMENT
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@onready var time: float = 16.0
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@onready var frequency: float = 1.0
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@onready var amplitude: float = 0.5
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var in_battle: bool = false
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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var model_instance = stats.model.instantiate()
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frequency = randf_range(1.0, 4.0)
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amplitude = randf_range(1.0, 6.0)
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spawn_point = position
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add_child(model_instance)
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func _physics_process(delta: float) -> void:
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if in_battle:
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velocity = Vector3.ZERO
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return
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time += delta
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var x_movement = sin(time * frequency) * amplitude
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var z_movement = cos(time * frequency) * amplitude
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velocity = Vector3(x_movement, 0, z_movement)
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# if move_and_slide reports collisions
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if move_and_slide():
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var collision = get_slide_collision(0)
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var collider = collision.get_collider()
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# if the monster collided with the player...
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if collider.name == "Player":
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velocity = Vector3.ZERO
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in_battle = true
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# calculate players new position
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# from the camera 3 units backwards
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var camera = collider.find_child("Camera3D")
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# local z axis of the camera
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var local_z = camera.global_transform.basis.z
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var new_player_position = camera.global_transform.origin + local_z * 3
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collider.start_battle(self, new_player_position)
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#rotate_toward(rotation.z, collider.rotation.z, 1.0)
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@ -1,16 +1,23 @@
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extends MarginContainer
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class_name MonsterList
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@onready var monster_list_entry_container: MarginContainer = $MarginContainer/PanelContainer/VBoxContainer/MonsterListEntryContainer
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@onready var monster_list_entry = preload("res://scenes/ui/monster_list_entry.tscn")
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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visible = false
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func _on_close_button_pressed() -> void:
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visible = false
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pass # Replace with function body.
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func _update_monster_list() -> void:
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for i in Inventory.monsters.size():
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var monster = Inventory.monsters[i]
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var entry = monster_list_entry.instantiate()
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# populate the new entry
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entry.populate(Inventory.monsters[i])
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# add it to the list
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monster_list_entry_container.add_child(entry)
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@ -1,82 +0,0 @@
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class_name MonsterSpawnpoint
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extends Node3D
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@onready var monster_tscn = preload("res://scenes/monster.tscn")
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# a spawnpoint that can spawn monsters
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# monsters are only spawned, if the player is not looking
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# list that holds all spawnable monsters
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@export var spawnable_monsters: Array[MonsterStats]
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# ignore spawning only if visible
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@export var ignore_visibility: bool = false
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# the maximum amount of spawned monsters
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# no monsters will spawn, when this number is reached
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@export var max_monsters: int = 5
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# the maximum lifetime a monster can be in the world
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# a monster is then deleted if the following conditions are met:
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# the monster has exceeded its maximum lifetime and it is not on screen
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# TODO: figure out how to check for the exceeded lifetime and delete
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@export var max_lifetime: float = 60.0 # seconds
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# only spawn a monster every x seconds
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@export var spawn_cooldown: float = 3.0 # seconds
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@onready var spawn_timer: Timer = Timer.new()
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@onready var time: float = 16.0
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@onready var frequency: float = 1.0
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@onready var amplitude: float = 0.5
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@onready var spawn_point: Vector3 = Vector3(0, 0, 0)
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@onready var label: Label3D = $Label3D
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# a spawnpoint should keep track of spawned entities
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var active_monsters: Array[Monster] = []
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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spawn_timer.wait_time = spawn_cooldown
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spawn_timer.autostart = true
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spawn_timer.timeout.connect(spawn)
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add_child(spawn_timer)
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spawn_timer.start()
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spawn_point = position
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func spawn() -> void:
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if len(active_monsters) >= max_monsters:
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print("Spawnpoint reached maximum amount of monsters")
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return
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if ignore_visibility == false and $VisibleOnScreenNotifier3D.is_on_screen():
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print("Spawnpoint is visible on screen. Not spawning a monster.")
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return
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# TODO: Add a check to not spawn enemies X units near the player
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# instantiate a monster .tscn scene
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var monster_to_spawn = monster_tscn.instantiate()
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monster_to_spawn.stats = spawnable_monsters[0]
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# keep track of the current monster
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active_monsters.append(monster_to_spawn)
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label.text = "%s / %s" % [len(active_monsters), max_monsters]
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# calculate the position of the monster and add the offset of the spawnpoint itself
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var monster_position = Vector3(position.x, position.y + 1, position.z)
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monster_to_spawn.position = monster_position
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var debug_level_node = get_parent_node_3d()
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debug_level_node.add_child(monster_to_spawn)
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print("Spawning Mob \"%s\"" % monster_to_spawn.stats.name)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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time += delta
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var diamond_rotation: float = sin(time * frequency) * amplitude
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var diamond_height: float = sin(time * frequency) * amplitude
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$Diamond.rotation.y = diamond_rotation
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$Diamond.position.y = 2.0 + diamond_height
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@ -1,76 +0,0 @@
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extends CharacterBody3D
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@onready var animated_mesh = $GobotSkin
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var in_battle: bool = false
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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func _physics_process(delta: float) -> void:
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if in_battle == true:
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return
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animated_mesh.idle()
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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animated_mesh.fall()
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# Handle jump.
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if Input.is_action_just_pressed("ui_accept"):
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print("jump")
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animated_mesh.run()
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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# Camera rotation
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var camera_input_dir := Input.get_vector("joystick_right_left", "joystick_right_right", "joystick_right_left", "joystick_right_right")
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$CameraRoot.rotation.y += camera_input_dir.x * 0.2
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# Get the input direction and handle the movement / deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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if input_dir.length() > 0 and is_on_floor():
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animated_mesh.run()
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if input_dir.length() > 0 and not is_on_floor():
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animated_mesh.fall()
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var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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# Rotate the direction with the camera, so that the cameras forward direction
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# is the joysticks and the players forward direction
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direction = direction.rotated(Vector3.UP, $CameraRoot.rotation.y)
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# Move character to the direction
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if direction.length() != 0:
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$GobotSkin.rotation.y = atan2(direction.x,direction.z)
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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move_and_slide()
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if velocity.length() < 0.05:
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animated_mesh.idle()
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# what happens when a battle starts?
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# the player is positioned (mostly somewhere else than the current position)
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# ui changes
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# music changes
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func start_battle(enemy: Node3D, player_position: Vector3) -> void:
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position = Vector3(player_position.x, position.y, player_position.z)
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in_battle = true
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velocity = Vector3.ZERO
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animated_mesh.idle()
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await get_tree().create_timer(2.0).timeout
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print("timer over")
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in_battle = false
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