Add fire effect component to enemies and update game manager with initial coin count
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33
objects/fire_fx.tscn
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33
objects/fire_fx.tscn
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[gd_scene load_steps=6 format=3 uid="uid://dx80ivlvuuew4"]
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[sub_resource type="Gradient" id="Gradient_5woy1"]
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offsets = PackedFloat32Array(0, 0.173759, 0.521277, 0.687943, 0.886525, 1)
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colors = PackedColorArray(0.635294, 0.188235, 0, 1, 0.890196, 0.317647, 0, 1, 1, 0.470588, 0.188235, 1, 1, 0.635294, 0, 1, 1, 0.858824, 0.635294, 1, 1, 1, 1, 1)
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[sub_resource type="GradientTexture1D" id="GradientTexture1D_mar4t"]
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gradient = SubResource("Gradient_5woy1")
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[sub_resource type="Curve" id="Curve_xeno3"]
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_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 0.5), 0.0, 0.0, 0, 0]
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point_count = 2
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[sub_resource type="CurveTexture" id="CurveTexture_igm87"]
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curve = SubResource("Curve_xeno3")
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_dq33o"]
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lifetime_randomness = 0.25
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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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angle_min = -70.0
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angle_max = -40.0
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spread = 0.0
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gravity = Vector3(0, -100, 0)
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scale_curve = SubResource("CurveTexture_igm87")
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color_ramp = SubResource("GradientTexture1D_mar4t")
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[node name="FireFX" type="GPUParticles2D"]
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amount = 512
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process_material = SubResource("ParticleProcessMaterial_dq33o")
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lifetime = 0.5
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fixed_fps = 24
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