optimized enemy code
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@@ -228,7 +228,7 @@ _data = {
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[node name="Level1" type="Node2D"]
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[node name="PlayArea" type="TileMapLayer" parent="."]
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tile_map_data = PackedByteArray("AAD//wAAAAAAAAAAAAAAAAAAAAAAAAAAAAABAAAAAAAAAAAAAAACAAAAAAAAAAAAAAADAAAAAAAAAAAAAAAEAAAAAAAAAAAAAAAFAAAAAAAAAAAAAAAGAAAAAAAAAAAAAAAHAAAAAAAAAAAAAAAIAAAAAAAAAAAAAAAJAAAAAAAAAAEAAAAKAAAAAAAAAAEAAAD//wEAAAAAAAEAAAAAAAEAAAAAAAEAAAABAAEAAAAAAAEAAAACAAEAAAAAAAEAAAADAAEAAAAAAAEAAAAEAAEAAAAAAAEAAAAFAAEAAAAAAAEAAAAGAAEAAAAAAAEAAAAHAAEAAAAAAAEAAAAIAAEAAAAAAAEAAAAJAAEAAAAAAAEAAAAKAAEAAAAAAAEAAAALAAEAAAAAAAAAAAAMAAEAAAAAAAAAAAANAAEAAAAAAAAAAAAOAAEAAAAAAAAAAAAPAAEAAAAAAAAAAAAQAAEAAAAAAAAAAAARAAEAAAAAAAAAAAASAAEAAAAAAAEAAAASAAAAAAAAAAEAAAATAAAAAAAAAAEAAAAUAAAAAAAAAAAAAAAUAAEAAAAAAAEAAAATAAEAAAAAAAEAAAASAP//AAAAAAEAAAASAP7/AAAAAAEAAAASAP3/AAAAAAEAAAASAPz/AAAAAAEAAAATAPz/AAAAAAEAAAATAP3/AAAAAAEAAAATAP7/AAAAAAEAAAATAP//AAAAAAEAAAASAPv/AAAAAAAAAAATAPv/AAAAAAAAAAAKAP//AAAAAAAAAAAJAP//AAAAAAAAAAD+/wEAAAAAAAEAAAD+/wAAAAAAAAEAAAD+////AAAAAAEAAAD+//7/AAAAAAEAAAD+//3/AAAAAAEAAAD+//z/AAAAAAEAAAD9//z/AAAAAAEAAAD9//v/AAAAAAAAAAD+//v/AAAAAAAAAAD9//3/AAAAAAEAAAD9//7/AAAAAAEAAAD9////AAAAAAEAAAD9/wAAAAAAAAEAAAD9/wEAAAAAAAEAAAAHAPz/AAAAAAAAAAAGAPz/AAAAAAAAAAAMAPz/AAAAAAAAAAADAPv/AAAAAAAAAAACAPv/AAAAAAAAAAANAPz/AAAAAAAAAAAOAPz/AAAAAAAAAAA=")
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tile_map_data = PackedByteArray("AAD//wAAAAAAAAAAAAAAAAAAAAAAAAAAAAABAAAAAAAAAAAAAAACAAAAAAAAAAAAAAADAAAAAAAAAAAAAAAEAAAAAAAAAAAAAAAFAAAAAAAAAAAAAAAGAAAAAAAAAAAAAAAHAAAAAAAAAAAAAAAIAAAAAAAAAAAAAAAJAAAAAAAAAAEAAAAKAAAAAAAAAAEAAAD//wEAAAAAAAEAAAAAAAEAAAAAAAEAAAABAAEAAAAAAAEAAAACAAEAAAAAAAEAAAADAAEAAAAAAAEAAAAEAAEAAAAAAAEAAAAFAAEAAAAAAAEAAAAGAAEAAAAAAAEAAAAHAAEAAAAAAAEAAAAIAAEAAAAAAAEAAAAJAAEAAAAAAAEAAAAKAAEAAAAAAAEAAAALAAEAAAAAAAAAAAAMAAEAAAAAAAAAAAANAAEAAAAAAAAAAAAOAAEAAAAAAAAAAAAPAAEAAAAAAAAAAAAQAAEAAAAAAAAAAAARAAEAAAAAAAAAAAASAAEAAAAAAAEAAAASAAAAAAAAAAEAAAATAAAAAAAAAAEAAAAUAAAAAAAAAAAAAAAUAAEAAAAAAAEAAAATAAEAAAAAAAEAAAASAP//AAAAAAEAAAASAP7/AAAAAAEAAAASAP3/AAAAAAEAAAASAPz/AAAAAAEAAAATAPz/AAAAAAEAAAATAP3/AAAAAAEAAAATAP7/AAAAAAEAAAATAP//AAAAAAEAAAASAPv/AAAAAAAAAAATAPv/AAAAAAAAAAAKAP//AAAAAAAAAAAJAP//AAAAAAAAAAD+/wEAAAAAAAEAAAD+/wAAAAAAAAEAAAD+////AAAAAAEAAAD+//7/AAAAAAEAAAD+//3/AAAAAAEAAAD+//z/AAAAAAEAAAD9//z/AAAAAAEAAAD9//v/AAAAAAAAAAD+//v/AAAAAAAAAAD9//3/AAAAAAEAAAD9//7/AAAAAAEAAAD9////AAAAAAEAAAD9/wAAAAAAAAEAAAD9/wEAAAAAAAEAAAAMAPz/AAAAAAAAAAADAPv/AAAAAAAAAAACAPv/AAAAAAAAAAANAPz/AAAAAAAAAAAOAPz/AAAAAAAAAAAGAP3/AAAAAAAAAAAHAP3/AAAAAAAAAAA=")
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tile_set = SubResource("TileSet_q0ben")
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[node name="Background" type="TileMapLayer" parent="."]
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@@ -243,6 +243,13 @@ tile_set = SubResource("TileSet_q0ben")
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position = Vector2(208, -7)
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metadata/IQ = 40
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[node name="IQEnemy2" parent="Enemies" instance=ExtResource("8_s63xy")]
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position = Vector2(90, -19)
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[node name="IQEnemy3" parent="Enemies" instance=ExtResource("8_s63xy")]
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position = Vector2(115, -83)
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metadata/IQ = 30
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[node name="StaticThreats" type="Node" parent="."]
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[node name="TextInteractables" type="Node" parent="."]
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@@ -100,16 +100,21 @@ public partial class IQEnemy : CharacterBody2D
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// Add gravity.
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if (GroundDetected == false){Velocity = new Vector2(Velocity[0],Velocity[1] + 10);}
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#region 20IQ
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if (IQ >= 0 && IQ <= 20){ // Goomba ahh diddy blud
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if (GroundDetected && LedgeDetected == false){Flip();}
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if (WallDetected){Flip();}
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if (GroundDetected && LedgeDetected == false){Flip();} // Flip when presented with a ledge
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if (WallDetected){Flip();} // Flip when comeing in contact with a wall
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if (GroundDetected){Velocity = new Vector2(WalkSpeed * VAH.Scale[0], Velocity[1]);} // Walk
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}
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#endregion
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#region 30IQ
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if (IQ > 20 && IQ <= 30){ // Goomba w/ hopps (no judy)
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Velocity = new Vector2(WalkSpeed * VAH.Scale[0], Velocity[1]); // Walk
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if (WallDetected && GroundDetected && Velocity[1] == 0){Velocity = new Vector2(Velocity[0], JumpHeight);} // Jump
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if (WallDetected && GroundDetected && Velocity[1] > 0){Flip();} // Wall too high
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}
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#endregion
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#region 40IQ
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if (IQ > 30 && IQ <= 40){ // Adds jumping when reaching edge as feature (also adding directional x force)
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if (GroundDetected){Velocity = new Vector2(WalkSpeed * VAH.Scale[0], Velocity[1]);} // Walk on ground
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else{Velocity = new Vector2(WalkSpeed * VAH.Scale[0] * 2, Velocity[1]);} // Walk on air
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@@ -118,6 +123,27 @@ public partial class IQEnemy : CharacterBody2D
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if (GroundDetected && LedgeDetected == false && Velocity[1] == 0){Velocity = new Vector2(Velocity[0], JumpHeight);} // Jump at ledge
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if (WallDetected && GroundDetected && Velocity[1] > 0){Flip();} // Wall too high
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}
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#endregion
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#region 60IQ
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if (IQ > 40 && IQ <= 60){ // Concious of what side of the enemy the player is on
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}
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#endregion
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#region 80IQ
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if (IQ > 60 && IQ <= 80){ // Maintan distance to avoid melee attacks and optimise ranged attacks
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}
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#endregion
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#region 1000IQ
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if (IQ > 80 && IQ <= 100){ // Basic Pathfinding
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}
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#endregion
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#region 120IQ
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if (IQ > 100 && IQ <= 120){ // Advanced Pathfindinhg
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}
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#endregion
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#region 140IQ
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if (IQ > 120 && IQ <= 140){ // Advanced movement options
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}
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#endregion
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MoveAndSlide(); // Updates physics applied this frame
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}
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@@ -4,6 +4,7 @@
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[ext_resource type="Texture2D" uid="uid://c0pno0ac25r7i" path="res://Assets/Sprites/knight.png" id="2_o0b1e"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_41iyt"]
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size = Vector2(14, 16)
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[sub_resource type="AtlasTexture" id="AtlasTexture_a1e3t"]
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atlas = ExtResource("2_o0b1e")
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@@ -133,8 +134,10 @@ collision_mask = 3
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script = ExtResource("1_p53ib")
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metadata/IQ = 20
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metadata/AbilityRegenerate = true
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metadata/_edit_vertical_guides_ = [-36.0]
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[node name="Hitbox" type="CollisionShape2D" parent="."]
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position = Vector2(0, 2)
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shape = SubResource("RectangleShape2D_41iyt")
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[node name="VisualsAndHitboxes" type="Node2D" parent="."]
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@@ -161,7 +164,7 @@ shape = SubResource("RectangleShape2D_bc7hl")
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collision_layer = 0
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[node name="CollisionShape2D" type="CollisionShape2D" parent="VisualsAndHitboxes/LedgeDetector"]
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position = Vector2(12, 12)
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position = Vector2(11, 13)
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scale = Vector2(0.1, 0.1)
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shape = SubResource("RectangleShape2D_bc7hl")
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@@ -169,6 +172,6 @@ shape = SubResource("RectangleShape2D_bc7hl")
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collision_layer = 0
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[node name="CollisionShape2D" type="CollisionShape2D" parent="VisualsAndHitboxes/WallDetector"]
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position = Vector2(12, 9.536743e-07)
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position = Vector2(11, 9.536743e-07)
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scale = Vector2(0.1, 0.1)
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shape = SubResource("RectangleShape2D_bc7hl")
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@@ -130,7 +130,8 @@ animations = [{
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size = Vector2(12, 28)
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[node name="Player" type="CharacterBody2D"]
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collision_layer = 2
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collision_layer = 4
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collision_mask = 3
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script = ExtResource("1_b2ifw")
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[node name="AreaDetector" type="Area2D" parent="."]
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