added the pigs
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708d89e5be
commit
0a5c111615
3 changed files with 224 additions and 11 deletions
86
objects/enemy/cop.gd
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86
objects/enemy/cop.gd
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extends "res://objects/enemy/enemy.gd"
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export var walk_speed = 25.0
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export var left_boundary = 0.0
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export var right_boundary = 0.0
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export var direction = 1.0
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export var idle_turns = 4
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export var turn_time = 0.5
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export var shoot_time = 1.0
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onready var sprite = $AnimatedSprite
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onready var shoot_position = $"%ShootPosition"
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onready var shoot_cast = $"%ShootCast"
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onready var graphics_cast = $"%GraphicsCast"
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onready var shoot_line = $"%ShootLine"
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onready var sparks = $SparkParticles
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var shooting = false
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var turns = 0
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func _ready():
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# convert boundaries into actual coordinate positions
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left_boundary = position.x - left_boundary * 8.0
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right_boundary = position.x + right_boundary * 8.0
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# make facing match direction
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sprite.scale.x = direction
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# make animation speed sync to walk speed
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sprite.speed_scale = inverse_lerp(0.0, 25.0, walk_speed)
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func _physics_process(delta):
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if !shooting:
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# check for player in raycast
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var collider = shoot_cast.get_collider()
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if collider != null && collider.is_in_group("player"):
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# kill player and enter shooting state temporarily
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collider.get_parent().die()
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shooting = true
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get_tree().create_timer(0.05, false).connect("timeout", self, "_stop_shoot")
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sprite.play("shoot")
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# check other raycast to find collision passing through player
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graphics_cast.force_raycast_update()
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var hit_position = graphics_cast.to_global(Vector2(256.0, 0.0))
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if graphics_cast.is_colliding():
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hit_position = graphics_cast.get_collision_point()
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# set line point to point of collision
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var hit_x = shoot_line.to_local(hit_position).x
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shoot_line.points[1].x = hit_x
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# shoot_line.visible = true
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# get_tree().create_timer(0.05, false).connect("timeout", shoot_line, "set_visible", [false], CONNECT_DEFERRED)
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# move and play sparks
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sparks.global_position = hit_position
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sparks.emitting = true
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return
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# if there aren't turns, walk around
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if turns == 0:
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sprite.play("walk")
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position.x += direction * walk_speed * delta
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if position.x <= left_boundary:
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position.x = left_boundary
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direction = 1.0
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_do_turn()
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elif position.x >= right_boundary:
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position.x = right_boundary
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direction = -1.0
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_do_turn()
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func _do_turn():
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if shooting:
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get_tree().create_timer(turn_time, false).connect("timeout", self, "_do_turn")
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return
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sprite.play("idle")
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sprite.scale.x *= -1.0
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if turns < idle_turns * 2:
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turns += 1
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get_tree().create_timer(turn_time, false).connect("timeout", self, "_do_turn")
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else:
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turns = 0
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func _stop_shoot():
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shooting = false
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shoot_line.visible = false
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if turns == 0:
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sprite.play("walk")
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else:
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sprite.play("idle")
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127
objects/enemy/cop.tscn
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127
objects/enemy/cop.tscn
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[gd_scene load_steps=17 format=2]
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[ext_resource path="res://objects/enemy/cop.gd" type="Script" id=1]
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[ext_resource path="res://graphics/enemy/cop/cop_idle.png" type="Texture" id=2]
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[ext_resource path="res://graphics/enemy/cop/cop_walk.png" type="Texture" id=3]
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[ext_resource path="res://graphics/enemy/cop/cop_shoot.png" type="Texture" id=4]
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[ext_resource path="res://shaders/1px_border.gdshader" type="Shader" id=5]
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[ext_resource path="res://graphics/particles/dust.png" type="Texture" id=6]
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[sub_resource type="ShaderMaterial" id=7]
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shader = ExtResource( 5 )
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shader_param/border_color = Color( 0, 0, 0, 1 )
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shader_param/border_corners = true
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[sub_resource type="AtlasTexture" id=1]
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atlas = ExtResource( 2 )
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region = Rect2( 0, 0, 20, 21 )
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[sub_resource type="AtlasTexture" id=2]
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atlas = ExtResource( 3 )
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region = Rect2( 0, 0, 20, 21 )
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[sub_resource type="AtlasTexture" id=3]
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atlas = ExtResource( 3 )
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region = Rect2( 20, 0, 20, 21 )
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[sub_resource type="AtlasTexture" id=4]
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atlas = ExtResource( 3 )
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region = Rect2( 40, 0, 20, 21 )
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[sub_resource type="AtlasTexture" id=5]
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atlas = ExtResource( 3 )
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region = Rect2( 60, 0, 20, 21 )
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[sub_resource type="SpriteFrames" id=6]
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animations = [ {
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"frames": [ SubResource( 1 ) ],
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"loop": false,
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"name": "idle",
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"speed": 5.0
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}, {
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"frames": [ ExtResource( 4 ) ],
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"loop": false,
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"name": "shoot",
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"speed": 1.0
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}, {
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"frames": [ SubResource( 2 ), SubResource( 3 ), SubResource( 4 ), SubResource( 5 ) ],
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"loop": true,
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"name": "walk",
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"speed": 5.0
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} ]
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[sub_resource type="RectangleShape2D" id=8]
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extents = Vector2( 3, 8 )
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[sub_resource type="Curve" id=9]
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_data = [ Vector2( 0, 1 ), 0.0, -1.45746, 0, 0, Vector2( 1, 0 ), 0.00323196, 0.0, 0, 0 ]
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[sub_resource type="Gradient" id=10]
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offsets = PoolRealArray( 0, 0.515152 )
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colors = PoolColorArray( 1, 1, 1, 1, 1, 1, 0.290196, 1 )
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[node name="Cop" type="Node2D"]
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script = ExtResource( 1 )
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idle_turns = 2
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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material = SubResource( 7 )
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position = Vector2( 5, -2 )
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frames = SubResource( 6 )
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animation = "shoot"
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playing = true
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[node name="ShootPosition" type="Position2D" parent="AnimatedSprite"]
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unique_name_in_owner = true
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position = Vector2( 7, 0.5 )
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__meta__ = {
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"_gizmo_extents_": 4.0
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}
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[node name="ShootCast" type="RayCast2D" parent="AnimatedSprite/ShootPosition"]
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unique_name_in_owner = true
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visible = false
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enabled = true
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cast_to = Vector2( 256, 0 )
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collision_mask = 8
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collide_with_areas = true
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[node name="GraphicsCast" type="RayCast2D" parent="AnimatedSprite/ShootPosition"]
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unique_name_in_owner = true
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visible = false
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cast_to = Vector2( 256, 0 )
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collision_mask = 8
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[node name="ShootLine" type="Line2D" parent="AnimatedSprite/ShootPosition"]
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unique_name_in_owner = true
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visible = false
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points = PoolVector2Array( 0, 0, 8, 0 )
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width = 1.0
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default_color = Color( 1, 1, 0.290196, 1 )
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[node name="Hitbox" type="Area2D" parent="." groups=["enemy_hitbox"]]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Hitbox"]
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position = Vector2( 4, 0 )
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shape = SubResource( 8 )
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[node name="SparkParticles" type="CPUParticles2D" parent="."]
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position = Vector2( 4, 0 )
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emitting = false
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amount = 16
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lifetime = 0.5
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one_shot = true
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explosiveness = 1.0
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texture = ExtResource( 6 )
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spread = 180.0
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gravity = Vector2( 0, 0 )
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initial_velocity = 30.0
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initial_velocity_random = 0.5
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damping = 50.0
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angle = 720.0
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angle_random = 1.0
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scale_amount = 0.5
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scale_amount_curve = SubResource( 9 )
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color_ramp = SubResource( 10 )
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[connection signal="area_entered" from="Hitbox" to="." method="_on_Hitbox_area_entered"]
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