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https://github.com/kristoferssolo/FuncIt.git
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[Major] Player movement - overhaul - v1
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@ -1,5 +1,7 @@
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extends KinematicBody2D
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export var debugMode = false
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var hp = 100 setget set_hp
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var player_bullet = load("res://source/entities/bullet/player_bullet.tscn")
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@ -34,21 +36,18 @@ var VDIR = {}
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var user_input = {}
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var user_state = {}
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var dimensions = {}
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var gravityVector = Vector2(0,0)
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var movementVector = Vector2(0,0)
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var movementSpeed = 0
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var maxMovementSpeed = 200
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var accelerationSpeed = 5
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var deccelerationSpeed = 4.25
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var jumpState = false
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var jumpSpeed = 0
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var maxJumpSpeed = 400
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var time = 0
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var timeOut = 1
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var timedOut = true
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var movementRight = false
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var movementLeft = true
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var currentMovementSpeed = 0
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var maxMovementSpeed = Vector2(200,400)
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var accelerationSpeed = 5
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var deccelerationSpeed = 8
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var rotationSpeed = 5
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var currentRotation = 0
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var rotationalHolder = 0
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var velocityVDIR = Vector2(0,0)
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var characterStates = {"onGround": false, "jumped": false, "faceDirection": true}
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var reverseControls = false
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func _ready():
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get_tree().connect("network_peer_connected", self, "_network_peer_connected")
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@ -92,6 +91,7 @@ func get_dimensions():
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func process_rotation():
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if rotation_degrees > 360 or rotation_degrees < -360: rotation_degrees = 0
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var VDIR_ray_positive_y = VDIR["1"]["1"]["ray"]["position"].y - user_state["global_position"].y
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var VDIR_ray_negative_y = VDIR["1"]["2"]["ray"]["position"].y - user_state["global_position"].y
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var VDIR_ray_positive_x = VDIR["1"]["1"]["ray"]["position"].x - user_state["global_position"].x
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@ -111,7 +111,6 @@ func _process(delta: float) -> void:
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user_input = UIN_preset_pre_processor_instance.update()
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user_state = get_user_state()
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dimensions = get_dimensions()
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time += delta
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VDIR = VDIR_preset_pre_processor_instance.update(user_state, dimensions)
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for vector_type in VDIR:
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var v_t = str(vector_type)
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@ -138,52 +137,53 @@ func _physics_process(delta) -> void:
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if get_tree().has_network_peer():
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if is_network_master() and visible:
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if "0" in VDIR:
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if VDIR["1"]["0"]["ray"]["length"] - dimensions["collider"]["radius"] > 2 and jumpState == false:
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gravityVector = (VDIR["1"]["0"]["ray"]["position"] - user_state["global_position"]).normalized()
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#print("Gravity on")
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elif jumpState == false:
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gravityVector = Vector2(0,0)
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movementVector = Vector2(0,0)
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if user_input["right"] == true:
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movementVector = Vector2(1,0)
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elif user_input["left"] == true:
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movementVector = Vector2(-1,0)
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if VDIR["1"]["0"]["ray"]["length"] - dimensions["collider"]["radius"] > 5:
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characterStates["onGround"] = false
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else:
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movementVector = Vector2(0,0)
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if movementVector.x == 1 and movementRight == false:
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movementRight = true
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movementLeft = false
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$player_animated_sprite.flip_h = true
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elif movementVector.x == -1 and movementLeft == false:
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movementLeft = true
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movementRight = false
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$player_animated_sprite.flip_h = false
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if movementVector != Vector2(0,0) and jumpState == false:
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movementSpeed = move_toward(movementSpeed, maxMovementSpeed, accelerationSpeed)
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elif movementVector != Vector2(0,0) and jumpState == true:
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movementSpeed = move_toward(movementSpeed, maxMovementSpeed * 2, accelerationSpeed)
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characterStates["onGround"] = true
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characterStates["jumped"] = false
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if characterStates["onGround"] and abs(velocityVDIR.x) < 5:
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if rotation_degrees > 90 or rotation_degrees < -90:
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reverseControls = true
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else:
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reverseControls = false
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if VDIR["1"]["0"]["ray"]["collided"]:
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rotationalHolder = rotation
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if user_input["boost"] and not characterStates["jumped"]:
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maxMovementSpeed.x = move_toward(maxMovementSpeed.x, 350, accelerationSpeed)
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else:
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movementSpeed = move_toward(movementSpeed, 0, deccelerationSpeed)
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if timedOut == true and user_input["up"] == true and jumpState == false and VDIR["1"]["0"]["ray"]["length"] - dimensions["collider"]["radius"] < 2:
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gravityVector = (VDIR["1"]["0"]["ray"]["position"] - user_state["global_position"]).normalized() * -1
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jumpSpeed = 0
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jumpState = true
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time = 0
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if jumpState == true and jumpSpeed < maxJumpSpeed:
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rotation_degrees = move_toward(rotation_degrees, 0, accelerationSpeed/10)
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jumpSpeed = move_toward(jumpSpeed, maxJumpSpeed, accelerationSpeed * 10)
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else:
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jumpState = false
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jumpSpeed = 100
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if user_input["boost"] == true:
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maxMovementSpeed = move_toward(maxMovementSpeed,120,accelerationSpeed)
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else:
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maxMovementSpeed = move_toward(maxMovementSpeed,60,deccelerationSpeed)
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if time < timeOut:
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timedOut = false
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else:
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timedOut = true
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move_and_slide(gravityVector * jumpSpeed + movementVector.rotated(rotation).normalized() * movementSpeed)
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maxMovementSpeed.x = move_toward(maxMovementSpeed.x, 200, accelerationSpeed)
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if characterStates["onGround"] and not characterStates["jumped"] and user_input["up"]:
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velocityVDIR.y = -maxMovementSpeed.y
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characterStates["jumped"] = true
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rotationalHolder = rotation
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if user_input["left"] and not reverseControls or user_input["right"] and reverseControls:
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if velocityVDIR.x > 0:
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velocityVDIR.x -= deccelerationSpeed
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else:
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velocityVDIR.x -= accelerationSpeed
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if velocityVDIR.y < maxMovementSpeed.x and not characterStates["onGround"] and characterStates["jumped"]:
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rotation_degrees -= rad2deg(rotationSpeed*delta)
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if user_input["right"] and not reverseControls or user_input["left"] and reverseControls:
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if velocityVDIR.x < 0:
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velocityVDIR.x += deccelerationSpeed
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else:
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velocityVDIR.x += accelerationSpeed
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if velocityVDIR.y < maxMovementSpeed.x and not characterStates["onGround"] and characterStates["jumped"]:
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rotation_degrees += rad2deg(rotationSpeed*delta)
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if characterStates["jumped"] and not characterStates["onGround"] and velocityVDIR.y > maxMovementSpeed.x:
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if rotation_degrees > rad2deg(rotationalHolder): rotation_degrees -= rotationSpeed
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elif rotation_degrees < rad2deg(rotationalHolder): rotation_degrees = move_toward(rotation_degrees, rad2deg(rotationalHolder), rotationSpeed)
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if not user_input["right"] and not user_input["left"]:
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velocityVDIR.x = move_toward(velocityVDIR.x, 0, deccelerationSpeed)
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if not characterStates["onGround"]:
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velocityVDIR.y += accelerationSpeed
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elif characterStates["onGround"] and velocityVDIR.y > 0:
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velocityVDIR.y -= deccelerationSpeed
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velocityVDIR = Vector2(clamp(velocityVDIR.x, -maxMovementSpeed.x, maxMovementSpeed.x), clamp(velocityVDIR.y, -maxMovementSpeed.y, maxMovementSpeed.y))
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move_and_slide(velocityVDIR.rotated(rotationalHolder))
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if Input.is_action_pressed("input_shoot") and can_shoot and not is_reloading:
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rpc("instance_bullet", get_tree().get_network_unique_id())
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@ -193,7 +193,7 @@ func _physics_process(delta) -> void:
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rotation = lerp_angle(rotation, puppet_rotation, delta * 8)
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if not tween.is_active():
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move_and_slide(puppet_velocity * movementSpeed)
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move_and_slide(puppet_velocity * currentMovementSpeed)
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if hp <= 0:
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if get_tree().is_network_server():
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rpc("destroy")
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@ -201,12 +201,13 @@ func _physics_process(delta) -> void:
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func _draw():
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for vector_type in VDIR:
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var v_t = str(vector_type)
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for vector in VDIR[v_t]:
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var v = str(vector)
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if v_t == "1":
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draw_line(VDIR[v_t][v]["start"] - user_state["global_position"],(VDIR[v_t][v]["ray"]["position"] - user_state["global_position"]).rotated(-rotation),Color(255,255,255,1),1)
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if debugMode:
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for vector_type in VDIR:
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var v_t = str(vector_type)
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for vector in VDIR[v_t]:
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var v = str(vector)
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if v_t == "1":
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draw_line(VDIR[v_t][v]["start"] - user_state["global_position"],(VDIR[v_t][v]["ray"]["position"] - user_state["global_position"]).rotated(-rotation),Color(255,255,255,1),1)
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func lerp_angle(from, to, weight):
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@ -1,7 +1,7 @@
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extends CanvasLayer
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# if 0, then singleplayer will work, if 1, then multiplayer only
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var winner_amount = 1
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var winner_amount = 0
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onready var win_timer = $Control/winner/win_timer
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onready var winner = $Control/winner
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@ -34,7 +34,7 @@ z_index = -5
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texture = ExtResource( 7 )
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[node name="trinity_site_level_layout-level_design_z-index_0-version_ct_f_hd_3840_2160" type="Sprite" parent="trinity_site_body/trinity_site_level_layout-level_design_z-index_-2-version_ct_f_hd_3840_2160 – 01"]
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z_index = 3
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z_index = 5
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texture = ExtResource( 3 )
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[node name="trinity_site_level_layout-level_design_z-index_-1-version_ct_f_hd_3840_2160" type="Sprite" parent="trinity_site_body/trinity_site_level_layout-level_design_z-index_-2-version_ct_f_hd_3840_2160 – 01"]
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