fix: move get_damage logic from player to the enemy;
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@@ -31,7 +31,14 @@ func animate_slime():
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$AnimatedSprite2D.play("move_up")
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$AnimatedSprite2D.play("move_up")
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func take_damage():
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func take_damage():
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pass
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HP -= 1
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var flash_red_color: Color = Color(20, 0, 0)
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modulate = flash_red_color
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await get_tree().create_timer(0.2).timeout
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var original_color: Color = Color(1, 1, 1)
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modulate = original_color
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if (HP <= 0):
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queue_free()
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func _on_player_detect_area_body_entered(body):
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func _on_player_detect_area_body_entered(body):
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if body is Player:
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if body is Player:
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@@ -98,14 +98,7 @@ func _on_sword_area_2d_body_entered(body: Node2D) -> void:
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var knockback_direction: Vector2 = distance_to_enemy.normalized()
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var knockback_direction: Vector2 = distance_to_enemy.normalized()
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var knockback_strength = 150
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var knockback_strength = 150
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body.velocity += knockback_direction * knockback_strength
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body.velocity += knockback_direction * knockback_strength
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body.HP -= 1
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body.take_damage()
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var flash_red_color: Color = Color(20, 0, 0)
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body.modulate = flash_red_color
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await get_tree().create_timer(0.2).timeout
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var original_color: Color = Color(1, 1, 1)
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body.modulate = original_color
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if (body.HP <= 0):
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body.queue_free()
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func attack():
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func attack():
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$Sword/SwordSFX.play()
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$Sword/SwordSFX.play()
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