new transition to phase 2
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@@ -193,8 +193,6 @@ spot_angle = 42.0126
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[node name="revolver" parent="." instance=ExtResource("4_jjvhh")]
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transform = Transform3D(-4.37114e-09, -0.1, 0, 0.1, -4.37114e-09, 0, 0, 0, 0.1, 1.02871, 3.34454, 0.425178)
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down_pos = Vector3(1.029, 3.345, 0.425)
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target_angle_up = Vector3(0, 0, -180)
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is_player_revolver = true
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[node name="BulletStack" type="Node3D" parent="."]
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@@ -245,10 +243,6 @@ transform = Transform3D(-4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, 0.0599
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[node name="enemy_revolver" parent="." instance=ExtResource("4_jjvhh")]
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transform = Transform3D(0.00193719, -0.0999812, 1.50996e-08, -0.0999812, -0.00193719, -8.74064e-09, 9.0315e-09, -1.49274e-08, -0.1, 1.01994, 3.38413, -0.496572)
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up_pos = Vector3(0.354, 4.248, -0.497)
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down_pos = Vector3(1.02, 3.384, -0.497)
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target_angle_up = Vector3(0, -180, 180)
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target_angle_down = Vector3(0, 180, -90)
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[node name="MainGame" parent="." instance=ExtResource("6_21xkr")]
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@@ -18,9 +18,12 @@ var is_player2_loaded: bool = false
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var bullet_stack: Node3D
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var animPl: AnimationPlayer
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var last_turn: int
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func _ready() -> void:
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bullet_shoot.connect(on_bullet_shoot)
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bullet_selected.connect(on_bullet_selected)
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func _input(event: InputEvent) -> void:
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if event.is_action_released("load"):
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@@ -66,23 +69,22 @@ func check_loaded_bullets(revolver: Node3D):
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return false
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func end_player_turn():
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if !is_player2_loaded:
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set_state(GameState.PLAYER2_GUN_LOAD)
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animPl.play("player_revolver_down")
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end_turn()
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#end_turn()
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func end_enemy_turn():
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if is_player1_loaded == false:
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print("Player Turn")
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set_player_turn()
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end_turn()
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animPl.play("enemey_rev_down")
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#set_player_turn()
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#end_turn()
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func end_turn():
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if check_unloaded_bullets():
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if is_player1_loaded and is_player2_loaded:
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print("Phase 2")
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get_phase2_player_start()
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if !player1_revolver.can_be_loaded() and !player2_revolver.can_be_loaded():
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print("Phase 2")
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else:
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set_state(GameState.PLAYER2_UNLOAD)
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if last_turn == 0:
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set_enemy_turn()
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else:
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set_player_turn()
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func get_enemy_revolver() -> Node3D:
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return player2_revolver
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@@ -101,8 +103,17 @@ func on_bullet_shoot(target):
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func set_player_turn():
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animPl.play("player_revolver_up")
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func set_enemy_turn():
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animPl.play("enemey_rev_up")
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func on_animation_finished(anim_name):
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if anim_name == "player_revolver_up":
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set_state(GameState.PLAYER1_GUN_LOAD)
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elif anim_name == "player_revolver_down":
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last_turn = 0
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end_turn()
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elif anim_name == "enemey_rev_up":
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set_state(GameState.PLAYER2_GUN_LOAD)
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elif anim_name == "enemey_rev_down":
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last_turn = 1
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end_turn()
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@@ -4,16 +4,12 @@ enum revolver_state {UP, DOWN, LOADING}
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var state: int = revolver_state.DOWN
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var game_state: int
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var bullet_target_pos = Vector3(1.95,0.03,4.612) #2.231
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@export var up_pos: Vector3 = Vector3(0.354,4.248,0.425)
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@export var down_pos: Vector3
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var loaded_bullets = Array()
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var max_bullets: int = 6
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var current_round: int = 0
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var timer: Timer
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var target_angle: Vector3 = Vector3(0,0,90)
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@export var target_angle_up: Vector3 = Vector3(0,0,90)
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@export var target_angle_down: Vector3 = Vector3(0,0,90)
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@export var is_player_revolver: bool = false
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@export var cylinder: Node3D
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