added win/lose text and fixed several bugs
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@@ -2,13 +2,17 @@ extends Node3D
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static var FUSE_SOUND:AudioStream = preload("res://assets/sounds/fuse.ogg")
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static var EXPLOSION_SOUND:AudioStream = preload("res://assets/sounds/explode.wav")
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static var JITTER_AMOUNT:int = 10
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static var ENFORCEMENT_DEVICE_JITTER_AMOUNT:float = 0.005
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var grow_explosion:bool = false
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var original_position:Vector3
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func reset_rule_enforcement_device() -> void:
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'''
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Start the fuse sound
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'''
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%SOUNDS.stream = FUSE_SOUND
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%SOUNDS.volume_db = -10
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%SOUNDS.play()
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@@ -29,12 +33,23 @@ func explode() -> void:
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%EXPLOSION.visible = true
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func _ready() -> void:
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original_position = position
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reset_rule_enforcement_device()
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func _process(_delta: float) -> void:
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%TIME_LEFT.text = ("%.02f" % GLOBALVARS.seconds_left).replace(".",":")
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position = original_position + Vector3(
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randf_range(-ENFORCEMENT_DEVICE_JITTER_AMOUNT,ENFORCEMENT_DEVICE_JITTER_AMOUNT),
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randf_range(-ENFORCEMENT_DEVICE_JITTER_AMOUNT,ENFORCEMENT_DEVICE_JITTER_AMOUNT),
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randf_range(-ENFORCEMENT_DEVICE_JITTER_AMOUNT,ENFORCEMENT_DEVICE_JITTER_AMOUNT)
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)
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if grow_explosion and %EXPLOSION.scale < Vector3(3,3,3):
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%EXPLOSION.scale += Vector3(0.2,0.2,0.2)
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%EXPLOSION.scale += Vector3(0.25,0.25,0.25)
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%EXPLOSION.rotation_degrees += Vector3(
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randf_range(-JITTER_AMOUNT,JITTER_AMOUNT),
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randf_range(-JITTER_AMOUNT,JITTER_AMOUNT),
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randf_range(-JITTER_AMOUNT,JITTER_AMOUNT)
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)
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elif grow_explosion:
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%EXPLOSION.visible = false
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visible = false
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