completed l4 win condition
This commit is contained in:
174
Player/Player.gd
174
Player/Player.gd
@@ -14,137 +14,137 @@ var velocity: Vector2 = Vector2.ZERO
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func _ready() -> void:
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set_weapon_position(Vector2(1, 0))
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return
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set_weapon_position(Vector2(1, 0))
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return
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func _physics_process(delta: float) -> void:
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var input_vector: Vector2 = Vector2.ZERO
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var input_vector: Vector2 = Vector2.ZERO
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input_vector.x = Input.get_action_strength('player_right') \
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- Input.get_action_strength('player_left')
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input_vector.y = Input.get_action_strength('player_down') \
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- Input.get_action_strength('player_up')
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input_vector = input_vector.normalized()
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input_vector.x = Input.get_action_strength('player_right') \
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- Input.get_action_strength('player_left')
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input_vector.y = Input.get_action_strength('player_down') \
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- Input.get_action_strength('player_up')
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input_vector = input_vector.normalized()
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if input_vector != Vector2.ZERO:
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$AnimationTree.set('parameters/Idle/blend_position', input_vector)
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velocity = velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
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set_weapon_position(input_vector)
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else:
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velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
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if input_vector != Vector2.ZERO:
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$AnimationTree.set('parameters/Idle/blend_position', input_vector)
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velocity = velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
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set_weapon_position(input_vector)
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else:
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velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
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velocity = move_and_slide(velocity)
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return
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velocity = move_and_slide(velocity)
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return
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func load_hud(node: CanvasLayer) -> void:
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hud = node
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if hud.connect('add_currency', self, 'add_currency') != OK:
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print('ERROR: HUD "add_currency" signal already connected.')
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hud = node
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if hud.connect('add_currency', self, 'add_currency') != OK:
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print('ERROR: HUD "add_currency" signal already connected.')
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hud.update_health(HEALTH_SLICES[health_index])
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hud.update_currency($Inventory.get_currency())
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return
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hud.update_health(HEALTH_SLICES[health_index])
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hud.update_currency($Inventory.get_currency())
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return
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func set_weapon_position(pos: Vector2) -> void:
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# Facing left
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if pos[0] < 0:
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$Sword.rotation_degrees = -90
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$Javelin.rotation_degrees = -90
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# Facing left
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if pos[0] < 0:
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$Sword.rotation_degrees = -90
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$Javelin.rotation_degrees = -90
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# Facing right
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elif pos[0] > 0:
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$Sword.rotation_degrees = 90
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$Javelin.rotation_degrees = 90
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# Facing right
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elif pos[0] > 0:
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$Sword.rotation_degrees = 90
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$Javelin.rotation_degrees = 90
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# Facing up
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elif pos[1] < 0:
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$Sword.rotation_degrees = 0
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$Javelin.rotation_degrees = 0
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# Facing up
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elif pos[1] < 0:
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$Sword.rotation_degrees = 0
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$Javelin.rotation_degrees = 0
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# Facing down
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elif pos[1] > 0:
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$Sword.rotation_degrees = 180
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$Javelin.rotation_degrees = 180
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return
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# Facing down
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elif pos[1] > 0:
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$Sword.rotation_degrees = 180
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$Javelin.rotation_degrees = 180
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return
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func add_currency(amount: int) -> void:
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$Inventory.add_currency(amount)
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return
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$Inventory.add_currency(amount)
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return
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func has_item(item: String) -> bool:
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return $Inventory.contains(item)
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return $Inventory.contains(item)
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func add_item(item: String) -> void:
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$Inventory.add(item)
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return
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$Inventory.add(item)
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return
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func remove_item(item: String) -> void:
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$Inventory.remove(item)
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return
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$Inventory.remove(item)
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return
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func _on_Inventory_update_currency(amount: int) -> void:
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hud.update_currency(amount)
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return
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hud.update_currency(amount)
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return
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func _on_hitbox_area_entered(area: Area2D) -> void:
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var hit: int = 0
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var hit: int = 0
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if area.is_in_group('enemy_hitbox_1') or area.is_in_group('enemy_projectile_1'):
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hit = 1
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elif area.is_in_group('enemy_hitbox_2') or area.is_in_group('enemy_projectile_2'):
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hit = 2
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elif area.is_in_group('enemy_hitbox_3') or area.is_in_group('enemy_projectile_3'):
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hit = 3
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elif area.is_in_group('freeze'):
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emit_signal('frozen')
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$Sprite.self_modulate = Color(0, 0.5, 1)
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else:
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return
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if area.is_in_group('enemy_hitbox_1') or area.is_in_group('enemy_projectile_1'):
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hit = 1
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elif area.is_in_group('enemy_hitbox_2') or area.is_in_group('enemy_projectile_2'):
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hit = 2
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elif area.is_in_group('enemy_hitbox_3') or area.is_in_group('enemy_projectile_3'):
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hit = 3
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elif area.is_in_group('freeze'):
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emit_signal('frozen')
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$Sprite.self_modulate = Color(0, 0.5, 1)
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else:
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return
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if health_index != 0:
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health_index -= hit
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if health_index < 0:
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health_index = 0
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if health_index != 0:
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health_index -= hit
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if health_index < 0:
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health_index = 0
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hud.update_health(HEALTH_SLICES[health_index])
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else:
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if get_tree().change_scene('res://GUI/Level Failed.tscn') != OK:
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print('ERROR: Player failed to change scene to Level Failed.')
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queue_free()
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return
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hud.update_health(HEALTH_SLICES[health_index])
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else:
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if get_tree().change_scene('res://GUI/Level Failed.tscn') != OK:
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print('ERROR: Player failed to change scene to Level Failed.')
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queue_free()
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return
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed('player_attack'):
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if hud.weapon == 'sword':
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$'Sword/Sword Animation'.play('swing')
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elif hud.weapon == 'javelin':
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$'Javelin/Javelin Animation'.play('swing')
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if event.is_action_pressed('player_attack'):
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if hud.weapon == 'sword':
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$'Sword/Sword Animation'.play('swing')
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elif hud.weapon == 'javelin':
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$'Javelin/Javelin Animation'.play('swing')
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elif event.is_action_pressed('screenshot'):
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var img: Image = get_viewport().get_texture().get_data()
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yield(get_tree(), 'idle_frame')
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yield(get_tree(), 'idle_frame')
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elif event.is_action_pressed('screenshot'):
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var img: Image = get_viewport().get_texture().get_data()
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yield(get_tree(), 'idle_frame')
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yield(get_tree(), 'idle_frame')
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img.flip_y()
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img.flip_y()
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var time: Dictionary = OS.get_datetime_from_unix_time(OS.get_unix_time())
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var time_msecs: int = OS.get_system_time_msecs()
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var time: Dictionary = OS.get_datetime_from_unix_time(OS.get_unix_time())
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var time_msecs: int = OS.get_system_time_msecs()
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if img.save_png('user://Screenshot_%d%d%d_%d.png' % [time.year, time.month, time.day, time_msecs]) != OK:
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print('ERROR: Failed saving screenshot.')
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return
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if img.save_png('user://Screenshot_%d%d%d_%d.png' % [time.year, time.month, time.day, time_msecs]) != OK:
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print('ERROR: Failed saving screenshot.')
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return
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func _on_SlowTime_unfreeze() -> void:
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$Sprite.self_modulate = Color(1, 1, 1)
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return
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$Sprite.self_modulate = Color(1, 1, 1)
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return
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