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306cde4a8a
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feef84ebbe
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@ -89,5 +89,6 @@ common/enable_pause_aware_picking=true
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[rendering]
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[rendering]
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quality/driver/driver_name="GLES2"
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environment/default_clear_color=Color( 0, 0, 0, 1 )
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environment/default_clear_color=Color( 0, 0, 0, 1 )
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environment/default_environment="res://default_env.tres"
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environment/default_environment="res://default_env.tres"
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@ -15,5 +15,5 @@ void fragment(){
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[resource]
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[resource]
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shader = SubResource( 3 )
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shader = SubResource( 3 )
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shader_param/active = true
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shader_param/active = false
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shader_param/color = Color( 1, 1, 1, 0 )
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shader_param/color = Color( 1, 1, 1, 1 )
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@ -3,6 +3,7 @@
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[ext_resource path="res://res/fonts/silkscreen/Silkscreen-Regular.ttf" type="DynamicFontData" id=1]
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[ext_resource path="res://res/fonts/silkscreen/Silkscreen-Regular.ttf" type="DynamicFontData" id=1]
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[sub_resource type="DynamicFont" id=1]
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[sub_resource type="DynamicFont" id=1]
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size = 8
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font_data = ExtResource( 1 )
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font_data = ExtResource( 1 )
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[resource]
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[resource]
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@ -2,15 +2,13 @@ extends KinematicBody2D
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var velocity = Vector2.ZERO
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var velocity = Vector2.ZERO
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var speed = 128
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var speed = 128
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var poison_damage = 0
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var poisoned = false
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var damage = 5
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var damage = 5
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var freeze_modifier = 1
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var frozen = false
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var bounced = 0
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var bounced = false
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var ricochet_count = 0
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var ricochet = false
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var prev_target
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var prev_target
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var target
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var target
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var explosive_damage = 0
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var speed_modifier = 1
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func choose_target():
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func choose_target():
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target = null
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target = null
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@ -31,7 +29,7 @@ func _physics_process(delta):
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var target_center = target.global_position + (target_sprite_size / 2)
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var target_center = target.global_position + (target_sprite_size / 2)
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if target.is_in_group("rat"):
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if target.is_in_group("rat"):
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target_center = target.global_position + Vector2(0, 2)
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target_center = target.global_position + Vector2(0, 2)
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self.global_position = self.global_position.move_toward(target_center, delta * speed * speed_modifier)
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self.global_position = self.global_position.move_toward(target_center, delta * speed)
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else:
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else:
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self.call_deferred("free")
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self.call_deferred("free")
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@ -40,10 +38,9 @@ func area_entered(area):
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if parent.is_in_group("enemy") and parent != prev_target:
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if parent.is_in_group("enemy") and parent != prev_target:
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prev_target = parent
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prev_target = parent
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parent.deal_damage(damage)
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parent.deal_damage(damage)
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parent.freeze_modifier = freeze_modifier
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parent.frozen = frozen
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parent.poison_damage = poison_damage
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parent.poisoned = poisoned
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if ricochet_count >= bounced:
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if bounced or not ricochet:
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call_deferred("free")
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call_deferred("free")
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choose_target()
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choose_target()
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bounced += 1
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bounced = true
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damage *= 0.5
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@ -1,4 +1,4 @@
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[gd_scene load_steps=5 format=2]
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://src/models/fireball/fireball.png" type="Texture" id=1]
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[ext_resource path="res://src/models/fireball/fireball.png" type="Texture" id=1]
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[ext_resource path="res://src/models/fireball/fireball.gd" type="Script" id=2]
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[ext_resource path="res://src/models/fireball/fireball.gd" type="Script" id=2]
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@ -6,12 +6,7 @@
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[sub_resource type="RectangleShape2D" id=1]
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 2, 2 )
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extents = Vector2( 2, 2 )
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[sub_resource type="RectangleShape2D" id=2]
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extents = Vector2( 2, 2 )
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[node name="Fireball" type="KinematicBody2D"]
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[node name="Fireball" type="KinematicBody2D"]
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collision_layer = 4
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collision_mask = 4
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script = ExtResource( 2 )
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script = ExtResource( 2 )
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[node name="Sprite" type="Sprite" parent="."]
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[node name="Sprite" type="Sprite" parent="."]
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@ -24,7 +19,4 @@ centered = false
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
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shape = SubResource( 1 )
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shape = SubResource( 1 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource( 2 )
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[connection signal="area_entered" from="Area2D" to="." method="area_entered"]
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[connection signal="area_entered" from="Area2D" to="." method="area_entered"]
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@ -2,9 +2,8 @@ extends KinematicBody2D
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onready var fireball_preload = preload("res://src/models/fireball/Fireball.tscn")
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onready var fireball_preload = preload("res://src/models/fireball/Fireball.tscn")
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onready var bullet_preload = preload("res://src/models/bullet/Bullet.tscn")
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onready var bullet_preload = preload("res://src/models/bullet/Bullet.tscn")
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onready var spell_holder = $"../../UIWrapper/UI/Center/SpellHolder"
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#var outline_material = load("res://res/shaders/outline_material.tres")
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var outline_material = load("res://res/shaders/outline_material.tres")
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var outline_material = load("res://res/shaders/empty_material.tres")
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#var outline_material = load("res://res/shaders/empty_material.tres")
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var speed_multiplier: float = 1.0
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var speed_multiplier: float = 1.0
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var invincibility_timer = .0
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var invincibility_timer = .0
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var velocity = Vector2.ZERO
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var velocity = Vector2.ZERO
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@ -67,41 +66,11 @@ func area_entered(area):
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get_tree().get_root().get_node("Game/View/Camera2D").current = true
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get_tree().get_root().get_node("Game/View/Camera2D").current = true
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func get_recharge():
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func get_recharge():
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var recharge = 2.0
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return 2.0
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for modifier in spell_holder.modifiers:
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if modifier == "rapidfire":
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recharge /= 2.0
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return recharge
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func _shoot():
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func _shoot():
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var ricochet_count = 0
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var dmg_multiplier = 1
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var explosive_damage = 0
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var fireball_amount = 0
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var freeze_modifier = 1
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var poison_damage = 0
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var speed_modifier = 1
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for modifier in spell_holder.modifiers:
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match modifier:
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"ricochet": ricochet_count += 1
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"big_magic": dmg_multiplier *= 1.25
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"explode": explosive_damage += 10
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"fireball": fireball_amount += 1
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"freeze": freeze_modifier /= 2.0
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"poison": poison_damage += 5
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"quick_magic": speed_modifier *= 1.5
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bullet = bullet_preload.instance()
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bullet = bullet_preload.instance()
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bullet.target = target
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bullet.target = target
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bullet.damage *= dmg_multiplier
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bullet.scale = Vector2(dmg_multiplier, dmg_multiplier)
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bullet.explosive_damage = explosive_damage
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bullet.freeze_modifier = freeze_modifier
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bullet.poison_damage = poison_damage
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bullet.speed_modifier = speed_modifier
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get_parent().add_child(bullet)
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get_parent().add_child(bullet)
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bullet.global_position.x = self.global_position.x + 8
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bullet.global_position.x = self.global_position.x + 8
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bullet.global_position.y = self.global_position.y + 8
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bullet.global_position.y = self.global_position.y + 8
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@ -32,14 +32,14 @@ extents = Vector2( 140, 10.125 )
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atlas = ExtResource( 6 )
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atlas = ExtResource( 6 )
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region = Rect2( 155, 0, 31, 11 )
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region = Rect2( 155, 0, 31, 11 )
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[sub_resource type="AtlasTexture" id=8]
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atlas = ExtResource( 6 )
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region = Rect2( 124, 0, 31, 11 )
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[sub_resource type="AtlasTexture" id=9]
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[sub_resource type="AtlasTexture" id=9]
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atlas = ExtResource( 6 )
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atlas = ExtResource( 6 )
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region = Rect2( 93, 0, 31, 11 )
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region = Rect2( 93, 0, 31, 11 )
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[sub_resource type="AtlasTexture" id=8]
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atlas = ExtResource( 6 )
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region = Rect2( 124, 0, 31, 11 )
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[sub_resource type="AtlasTexture" id=10]
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[sub_resource type="AtlasTexture" id=10]
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atlas = ExtResource( 6 )
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atlas = ExtResource( 6 )
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region = Rect2( 62, 0, 31, 11 )
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region = Rect2( 62, 0, 31, 11 )
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@ -54,10 +54,10 @@ region = Rect2( 0, 0, 31, 11 )
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[sub_resource type="SpriteFrames" id=4]
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[sub_resource type="SpriteFrames" id=4]
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animations = [ {
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animations = [ {
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"frames": [ SubResource( 7 ), SubResource( 8 ), SubResource( 9 ), SubResource( 10 ), SubResource( 11 ), SubResource( 12 ) ],
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"frames": [ SubResource( 7 ), SubResource( 9 ), SubResource( 8 ), SubResource( 10 ), SubResource( 11 ), SubResource( 12 ) ],
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"loop": true,
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"loop": false,
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"name": "default",
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"name": "idle",
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"speed": 5.0
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"speed": 0.0
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} ]
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} ]
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[sub_resource type="Animation" id=5]
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[sub_resource type="Animation" id=5]
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