Add hit component and effects; update player and enemy scenes to integrate hit feedback
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40
objects/fxs/hit_particles.tscn
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40
objects/fxs/hit_particles.tscn
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[gd_scene load_steps=6 format=3 uid="uid://b12tppjkkqpt4"]
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[sub_resource type="Gradient" id="Gradient_qb72p"]
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colors = PackedColorArray(1, 1, 1, 1, 1, 1, 1, 0)
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[sub_resource type="GradientTexture1D" id="GradientTexture1D_f1fvy"]
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gradient = SubResource("Gradient_qb72p")
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[sub_resource type="Curve" id="Curve_82d6e"]
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_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
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point_count = 2
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[sub_resource type="CurveTexture" id="CurveTexture_7b7mt"]
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curve = SubResource("Curve_82d6e")
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_p34xd"]
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resource_local_to_scene = true
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lifetime_randomness = 1.0
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particle_flag_disable_z = true
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emission_shape = 1
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emission_sphere_radius = 8.0
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direction = Vector3(0.1, -0.5, 0)
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initial_velocity_min = 200.0
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initial_velocity_max = 400.0
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gravity = Vector3(0, 80, 0)
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damping_min = 400.0
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damping_max = 800.0
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scale_max = 3.0
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scale_curve = SubResource("CurveTexture_7b7mt")
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color_ramp = SubResource("GradientTexture1D_f1fvy")
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[node name="HitParticles" type="GPUParticles2D"]
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emitting = false
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amount = 32
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lifetime = 0.6
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one_shot = true
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explosiveness = 1.0
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randomness = 1.0
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fixed_fps = 24
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process_material = SubResource("ParticleProcessMaterial_p34xd")
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