moved debug to scene
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parent
42acd93b1d
commit
56d03ac23d
4 changed files with 122 additions and 25 deletions
11
game.gd
11
game.gd
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@ -109,17 +109,6 @@ func _process(delta):
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#CRT FILTER
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#CRT FILTER
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if Input.is_action_just_pressed("crt"):
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if Input.is_action_just_pressed("crt"):
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viewport_container.material.set_shader_param("enabled",!viewport_container.material.get_shader_param("enabled"))
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viewport_container.material.set_shader_param("enabled",!viewport_container.material.get_shader_param("enabled"))
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#Restart scene
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if Input.is_action_just_pressed("debug_restart"):
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if Game.score > Game.high_score: Game.high_score = Game.score
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Game.score = 0
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Game.golds = 0
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Game.stars = [false,false,false,false,false]
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Game.shards = 0
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Game.arrows = 0
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Game.lives = 2
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Game.ac_climb.stop()
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get_tree().reload_current_scene()
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#Fullscreen
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#Fullscreen
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if Input.is_action_just_pressed("fullscreen"):
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if Input.is_action_just_pressed("fullscreen"):
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print(fullscreen)
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print(fullscreen)
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115
objects/debug.tscn
Normal file
115
objects/debug.tscn
Normal file
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@ -0,0 +1,115 @@
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[gd_scene load_steps=4 format=2]
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[sub_resource type="GDScript" id=5]
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script/source = "extends CanvasLayer
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#Console by hazel
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export var max_lines: int = 10
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export var opacity: float = 0.5
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onready var console: Label = $Console
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onready var line_edit = $LineEdit
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var lines: int = 0
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var time: float = 0.0
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var n: int = 0
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var debug = false
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func _ready():
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#Auto do debug when playtesting
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if not OS.is_debug_build():
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console.visible = false
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debug = false
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else:
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console.visible = false
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debug = true
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$Console/Panel.modulate.a = opacity
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console.modulate.a = opacity
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func _physics_process(delta):
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#DEBUG
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if debug == true:
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#Show console
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if Input.is_action_just_pressed(\"debug_show\"):
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console.visible = !console.visible
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#Restart scene
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if Input.is_action_just_pressed(\"debug_restart\"):
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if Game.score > Game.high_score: Game.high_score = Game.score
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Game.score = 0
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Game.golds = 0
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Game.stars = [false,false,false,false,false]
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Game.shards = 0
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Game.arrows = 0
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Game.lives = 2
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Game.ac_climb.stop()
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get_tree().reload_current_scene()
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#Move player to mouse
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if Input.is_action_pressed(\"debug_move_player\"):
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Game.get_map().get_node(\"Player\").position = get_viewport().get_mouse_position()
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Debug.print(get_viewport().get_mouse_position())
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#Debug 1
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if Input.is_action_just_pressed(\"debug_1\"):
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Game.save()
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#Debug 2
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if Input.is_action_just_pressed(\"debug_2\"):
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var save = ConfigFile.new()
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save.load(str(\"user://file\") + str(1) + str(\".pr\"))
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Game.score = save.get_value(str(Game.current_level),\"Score\",0)
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func print(text):
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lines += 1
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if lines > 1:
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console.text += \"\\n\"
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if lines > 10:
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var n = console.text.find(\"\\n\")
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var t = console.text
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t.erase(0, n+1)
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lines -= 1
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console.text = t + str(text)
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else:
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console.text += str(text)
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func _on_visible_toggled(button_pressed):
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if button_pressed:
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console.visible = true
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else:
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console.visible = false
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"
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[sub_resource type="InputEventAction" id=4]
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action = "toggle_console"
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[sub_resource type="ShortCut" id=3]
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shortcut = SubResource( 4 )
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[node name="Debug" type="CanvasLayer"]
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layer = 128
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script = SubResource( 5 )
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[node name="Console" type="Label" parent="."]
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anchor_right = 1.0
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margin_bottom = 14.0
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size_flags_vertical = 0
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[node name="Panel" type="Panel" parent="Console"]
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show_behind_parent = true
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anchor_right = 1.0
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anchor_bottom = 1.0
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[node name="VisibleToggle" type="CheckBox" parent="."]
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visible = false
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anchor_left = 1.0
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anchor_right = 1.0
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margin_left = -22.0
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margin_top = 173.0
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margin_right = 57.0
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margin_bottom = 197.0
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pressed = true
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shortcut = SubResource( 3 )
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text = "Console"
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[connection signal="toggled" from="VisibleToggle" to="." method="_on_visible_toggled"]
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@ -74,8 +74,6 @@ func _physics_process(delta):
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velocity.y = 0
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velocity.y = 0
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#Apply velocity
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#Apply velocity
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move_and_slide(velocity,Vector2.UP)
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move_and_slide(velocity,Vector2.UP)
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#Debug
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debug()
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func _process_idle():
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func _process_idle():
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if anims.get_current_animation() != "idle": anims.play("idle")
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if anims.get_current_animation() != "idle": anims.play("idle")
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@ -253,7 +251,7 @@ func die():
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Game.arrows = 0
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Game.arrows = 0
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Game.lives = 2
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Game.lives = 2
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Game.ac_climb.stop()
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Game.ac_climb.stop()
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get_tree().reload_current_scene()
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Game.change_map(load("res://maps/map01.tscn"))
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func _on_AnimationPlayer_animation_finished(anim_name):
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func _on_AnimationPlayer_animation_finished(anim_name):
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@ -273,14 +271,3 @@ func _on_AnimationPlayer_animation_finished(anim_name):
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else:
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else:
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current_state = State.FALL
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current_state = State.FALL
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return
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return
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func debug():
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#Move player to mouse
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if Input.is_action_pressed("debug_move_player"):
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position = get_viewport().get_mouse_position()
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print(get_viewport().get_mouse_position())
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if Input.is_action_just_pressed("debug_1"):
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Game.save()
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if Input.is_action_just_pressed("debug_2"):
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var save = ConfigFile.new()
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save.load(str("user://file") + str(1) + str(".pr"))
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Game.score = save.get_value(str(Game.current_level),"Score",0)
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@ -17,6 +17,7 @@ config/icon="res://icon.png"
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[autoload]
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[autoload]
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Game="*res://game.tscn"
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Game="*res://game.tscn"
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Debug="*res://objects/debug.tscn"
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[display]
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[display]
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@ -108,6 +109,11 @@ debug_2={
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"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":50,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
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"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":50,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
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]
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]
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}
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}
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debug_show={
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"deadzone": 0.5,
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"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":72,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
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]
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}
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[physics]
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[physics]
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