mirror of
https://github.com/kristoferssolo/FuncIt.git
synced 2026-03-22 00:26:23 +00:00
Fixed some debugger problems
This commit is contained in:
@@ -95,6 +95,7 @@ func _ready():
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weaponPositionalOffset = Vector2(-$"weaponHolder/Player-character-theme-gun-na3".texture.get_width() * $"weaponHolder/Player-character-theme-gun-na3".scale.x / 2,-$"weaponHolder/Player-character-theme-gun-na3".texture.get_height() * $"weaponHolder/Player-character-theme-gun-na3".scale.y / 2) + Vector2(-$weaponHolder.get_shape().get_radius(), 0)
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$"weaponHolder/Player-character-theme-gun".position = weaponPositionalOffset
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# warning-ignore:return_value_discarded
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get_tree().connect("network_peer_connected", self, "_network_peer_connected")
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username_text_instance = Global.instance_node_at_location(username_text, PersistentNodes, global_position)
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username_text_instance.player_following = self
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@@ -115,7 +116,7 @@ func _ready():
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func get_user_state():
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# Create a dictionary of all variables that relate to clients' active state.
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var user_state = {
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user_state = {
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"global_position": global_transform.origin
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}
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return user_state
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@@ -123,7 +124,7 @@ func get_user_state():
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func get_dimensions():
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# Create a dictionary of all (required) sizes in regards to the client.
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var dimensions = {
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dimensions = {
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"sprite": {
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"width":$player_sprite.texture.get_width(),
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"height":$player_sprite.texture.get_height(),
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@@ -150,7 +151,7 @@ func process_rotation():
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rotation_degrees += VDIR_ray_offset / 10
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func _process(delta: float) -> void:
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func _process(_delta: float) -> void:
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user_input = UIN_preset_pre_processor_instance.update(Global.get_current_phase())
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if get_tree().is_network_server():
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Global.phase_update_global()
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@@ -261,12 +262,13 @@ func _physics_process(delta) -> void:
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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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# warning-ignore:return_value_discarded
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move_and_slide(velocityVDIR.rotated(rotationalHolder))
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rotate_weapon()
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choose_trajectory()
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enable_trajectory_line(trajectory_line)
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if user_input["shoot"] and can_shoot and not is_reloading:
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rpc("shoot", trajectory, get_tree().get_network_unique_id())
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rpc("shoot", trajectory)
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is_reloading = true
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reload_timer.start()
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else:
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@@ -312,16 +314,15 @@ func choose_trajectory():
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trajectory_line = 'hyper'
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sync func shoot(trajectory:String, id):
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bullet = bullet_env[trajectory].instance()
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sync func shoot(new_trajectory:String):
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bullet = bullet_env[new_trajectory].instance()
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get_parent().add_child(bullet)
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bullet.global_position = shoot_point.global_position
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bullet.global_rotation = shoot_point.global_rotation
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# bullet.player_owner = id
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func enable_trajectory_line(trajectory_line:String):
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var x = bullet_trajectory[trajectory_line].instance()
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func enable_trajectory_line(new_trajectory_line:String):
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var x = bullet_trajectory[new_trajectory_line].instance()
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get_parent().add_child(x)
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x.global_position = shoot_point.global_position
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x.global_rotation = shoot_point.global_rotation
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@@ -4,7 +4,7 @@ var VDIR = {}
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func update(userState, userDimensions):
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var bSP = 0
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var bHO = userDimensions["sprite"]["width"] / 2 * userDimensions["sprite"]["scale"].x
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var _bHO = userDimensions["sprite"]["width"] / 2 * userDimensions["sprite"]["scale"].x
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var bVVO = userDimensions["sprite"]["height"] * userDimensions["sprite"]["scale"].y
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var spHO = userDimensions["collider"]["radius"]
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VDIR = {
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@@ -28,8 +28,11 @@ func _ready() -> void:
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if ip.begins_with("192.168.") and not ip.ends_with(".1"):
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ip_address = ip
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# warning-ignore:return_value_discarded
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get_tree().connect("connected_to_server", self, "_connected_to_server")
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# warning-ignore:return_value_discarded
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get_tree().connect("server_disconnected", self, "_server_disconnected")
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# warning-ignore:return_value_discarded
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get_tree().connect("connection_failed", self, "_connection_failed")
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@@ -37,6 +40,7 @@ func create_server() -> void:
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server = NetworkedMultiplayerENet.new()
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server.create_server(DEFAULT_PORT, MAX_CLIENTS)
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get_tree().set_network_peer(server)
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# warning-ignore:return_value_discarded
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Global.instance_node(load("res://source/scenes/GUI/server_handlers/server_advertiser.tscn"), get_tree().current_scene)
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@@ -25,12 +25,14 @@ func _ready() -> void:
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background_lobby.hide()
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device_ip_address.hide()
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text.hide()
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menu_botton.hide()
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Global.start_game(false)
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# warning-ignore:return_value_discarded
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get_tree().connect("network_peer_connected", self, "_player_connected")
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# warning-ignore:return_value_discarded
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get_tree().connect("network_peer_disconnected", self, "_player_disconnected")
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# warning-ignore:return_value_discarded
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get_tree().connect("connected_to_server", self, "_connected_to_server")
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device_ip_address.text = Network.ip_address
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@@ -41,6 +43,7 @@ func _ready() -> void:
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device_ip_address.show()
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text.show()
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current_spawn_location_instance_number = 1
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# warning-ignore:shadowed_variable
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for player in PersistentNodes.get_children():
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if player.is_in_group("Player"):
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for spawn_location in $spawn_locations.get_children():
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@@ -116,6 +119,7 @@ sync func switch_to_game() -> void:
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if child.is_in_group("Player"):
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child.update_shoot_mode(true)
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# warning-ignore:return_value_discarded
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get_tree().change_scene("res://source/levels/trinity_site/trinity_site_level.tscn")
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@@ -128,6 +132,7 @@ func _on_confirm_pressed():
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instance_player(get_tree().get_network_unique_id())
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elif mode == "join":
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if username_text_edit.text != "":
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# warning-ignore:return_value_discarded
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Global.instance_node(load("res://source/scenes/GUI/server_handlers/server_browser.tscn"), self)
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@@ -140,5 +145,6 @@ func show_lobby():
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func _on_return_pressed():
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# warning-ignore:return_value_discarded
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get_tree().change_scene("res://source/scenes/GUI/main_menu.tscn")
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@@ -29,7 +29,7 @@ func _ready():
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print("GameServer LAN service: Listening port: " + str(listen_port))
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func _process(delta):
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func _process(_delta):
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if socket_udp.get_available_packet_count() > 0:
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var server_ip = socket_udp.get_packet_ip()
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var server_port = socket_udp.get_packet_port()
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@@ -33,7 +33,5 @@ func _draw():
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time += 0.06944
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func _process(delta):
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func _process(_delta):
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update()
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pass
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@@ -12,6 +12,7 @@ var pos
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func _ready():
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pos = Global.get("player").get_node('weaponHolder/Player-character-theme-gun').position
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func follow_hyperbolic_trajectory():
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if pos.x > 0:
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velocity.x = 5
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@@ -20,11 +21,12 @@ func follow_hyperbolic_trajectory():
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velocity.x = 5
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velocity.y = -a_parameter/(time*b_parameter)
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func _process(delta):
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follow_hyperbolic_trajectory()
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time += delta
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position += velocity * speed_hyper * delta
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func _on_hitbox_body_entered(body):
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func _on_hitbox_body_entered(_body):
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queue_free()
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@@ -16,6 +16,6 @@ func _draw():
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draw_circle(dot_position, 2, Color(225, 225, 225))
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time += 0.06944
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func _process(delta):
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func _process(_delta):
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update()
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@@ -20,5 +20,5 @@ func _process(delta):
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position += velocity * speed_line * delta
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func _on_hitbox_body_entered(body):
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func _on_hitbox_body_entered(_body):
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queue_free()
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@@ -28,7 +28,7 @@ func _draw():
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draw_circle(dot_position, 2, Color(225, 225, 225))
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time += 0.06944
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func _process(delta):
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func _process(_delta):
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update()
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@@ -29,5 +29,5 @@ func _process(delta):
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position += velocity * speed_parab * delta
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func _on_hitbox_body_entered(body):
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func _on_hitbox_body_entered(_body):
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queue_free()
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@@ -18,5 +18,5 @@ func _draw():
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draw_circle(dot_position, 2, Color(225, 225, 225))
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time += 0.06944
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func _process(delta):
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func _process(_delta):
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update()
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@@ -1,6 +1,6 @@
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extends Node
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func _process(delta):
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func _process(_delta):
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if Input.is_action_just_pressed("fullscreen_toggle"):
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OS.window_fullscreen = !OS.window_fullscreen
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pass
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@@ -8,7 +8,7 @@ var distanceToPlayerOffset = -150
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onready var health_bar = $health_bar
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func _process(delta: float) -> void:
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func _process(_delta) -> void:
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if player_following != null:
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global_position = player_following.global_position + Vector2(0,distanceToPlayerOffset).rotated(player_following.rotation) + Vector2(0,45)
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@@ -1,15 +1,17 @@
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extends Control
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func _on_play_pressed():
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func _on_play_pressed() -> void:
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# warning-ignore:return_value_discarded
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get_tree().change_scene("res://source/scenes/GUI/singleplayer_setup.tscn")
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func _on_LAN_party_pressed():
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func _on_LAN_party_pressed() -> void:
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# warning-ignore:return_value_discarded
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get_tree().change_scene("res://source/scenes/GUI/network_setup.tscn")
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func _on_exit_pressed():
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func _on_exit_pressed() -> void:
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get_tree().quit()
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@@ -5,4 +5,5 @@ extends TextureButton
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# Global.instance_node(load("res://source/scenes/OVERLAY/elements/menu_button_overlay.tscn"), Global.ui)
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func _on_menu_button_pressed():
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# warning-ignore:return_value_discarded
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Global.instance_node(load("res://source/scenes/OVERLAY/elements/menu_button_overlay.tscn"), Global.ui)
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@@ -8,7 +8,7 @@ var distanceToPlayerOffset = -150
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onready var label = $Label
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func _process(delta: float) -> void:
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func _process(_delta) -> void:
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if player_following != null:
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global_position = player_following.global_position + Vector2(0,distanceToPlayerOffset).rotated(player_following.rotation)
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