Fixed critical oversight in timer management and implimented global timer system
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100
Assets/Scenes/DEVSCENES/IQEnemy.cs
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100
Assets/Scenes/DEVSCENES/IQEnemy.cs
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using Godot;
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using System;
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public partial class IQEnemy : RigidBody2D
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{
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// Misc
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float GlobalTimer;
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// Enemy Stats
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public int IQ;
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public float HP;
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public float MaxHP;
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float RegenerationAmmount;
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float RegenerationInterval;
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// Enemy Conditions
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float CurrentYVelocity;
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float PreviousYVelocity;
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public bool IsGrounded;
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// Enemy Abilities
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bool AbilityJump = false;
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bool AbilityMove = false;
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bool AbilityAttack = false;
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bool AbilityDash = false;
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bool AbilityCloak = false;
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bool AbilityTeleport = false;
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bool AbilityRegenerate = false;
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public override void _Ready()
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{
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// Read & Set Abilities
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if (HasMeta("AbilityJump")) AbilityJump = (bool)GetMeta("AbilityJump");
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if (HasMeta("AbilityMove")) AbilityMove = (bool)GetMeta("AbilityMove");
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if (HasMeta("AbilityAttack")) AbilityAttack = (bool)GetMeta("AbilityAttack");
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if (HasMeta("AbilityDash")) AbilityDash = (bool)GetMeta("AbilityDash");
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if (HasMeta("AbilityCloak")) AbilityCloak = (bool)GetMeta("AbilityCloak");
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if (HasMeta("AbilityTeleport")) AbilityTeleport = (bool)GetMeta("AbilityTeleport");
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if (HasMeta("AbilityRegenerate")) AbilityRegenerate = (bool)GetMeta("AbilityRegenerate");
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if (HasMeta("RegenerationAmmount")) RegenerationAmmount = (float)GetMeta("RegenerationAmmount");
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else RegenerationAmmount = 1.0f;
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if (HasMeta("RegenerationInterval")) RegenerationInterval = (float)GetMeta("RegenerationInterval");
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else RegenerationInterval = 1.0f;
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// Read and set stats
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if (HasMeta("MaxHP")) MaxHP = (float)GetMeta("MaxHP");
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// Set up ground detection
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GetNode<Area2D>("GroundDetector").AreaEntered += OnGroundEntered;
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GetNode<Area2D>("GroundDetector").AreaExited += OnGroundExited;
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IsGrounded = true;
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// Apply IQ based permenant modifiers
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IQ = (int)GetMeta("IQ"); // Read IQ
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if (IQ >= 100) MaxHP += 20;
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HP = MaxHP;
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if (IQ >= 100 && HasMeta("RegenerationInterval")) RegenerationInterval *= 0.9f;
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if (IQ >= 100 && HasMeta("RegenerationAmmount")) RegenerationAmmount *= 1.05f; // 5% increase
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}
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public override void _Process(double delta)
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{
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// Update Timer
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GlobalTimer = GetTree().Root.GetNode<CommonData>("CommonData").GlobalTimer;
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// Show current hp for testing purposes
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if (HasMeta("CurrentHP")) SetMeta("CurrentHP", HP);
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// Regenerate Health
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if (AbilityRegenerate){
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if (GlobalTimer % RegenerationInterval == 0){Regenerate(RegenerationAmmount);}
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}
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}
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void Flip(string facing){
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if (facing == "RIGHT") Scale = new Vector2(1,1);
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if (facing =="LEFT") Scale = new Vector2(-1,1);
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}
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public void Regenerate(float ammount){
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if (HP < MaxHP) HP += ammount;
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if (HP > MaxHP) HP = MaxHP; // Catch errors
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}
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public void Damage(float ammount){
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HP -= ammount;
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if (HP <= 0) Kill();
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}
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public void Kill(){
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QueueFree(); // Change to proper death w/ corpse
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}
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// Ground Detection
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public void OnGroundEntered(Area2D area){if (area.CollisionLayer == 0) IsGrounded = true;}
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public void OnGroundExited(Area2D area){if (area.CollisionLayer == 0) IsGrounded = false;}
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}
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