Fixed weapon handling to be more consistent and increased the size for easier gameplay
This commit is contained in:
@@ -6,7 +6,7 @@ export var creepy_hand: PackedScene
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var player: KinematicBody2D = null
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var player: KinematicBody2D = null
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var velocity: Vector2 = Vector2.ZERO
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var velocity: Vector2 = Vector2.ZERO
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var health: int = 3
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var health: int = 1
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func _physics_process(_delta: float) -> void:
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func _physics_process(_delta: float) -> void:
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@@ -3,7 +3,7 @@
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[ext_resource path="res://Sprites/Items/Javelin.png" type="Texture" id=1]
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[ext_resource path="res://Sprites/Items/Javelin.png" type="Texture" id=1]
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[sub_resource type="RectangleShape2D" id=3]
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[sub_resource type="RectangleShape2D" id=3]
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extents = Vector2( 2.2, 3 )
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extents = Vector2( 4, 9 )
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[sub_resource type="Animation" id=2]
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[sub_resource type="Animation" id=2]
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resource_name = "swing"
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resource_name = "swing"
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@@ -15,34 +15,46 @@ tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/enabled = true
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tracks/0/keys = {
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tracks/0/keys = {
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"times": PoolRealArray( 0.01, 0.21 ),
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"times": PoolRealArray( 0, 0.2 ),
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"transitions": PoolRealArray( 1, 1 ),
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"transitions": PoolRealArray( 1, 1 ),
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"update": 0,
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"update": 1,
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"values": [ Vector2( 0, 0 ), Vector2( 0, -7 ) ]
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"values": [ Vector2( 0, 0 ), Vector2( 0, -7 ) ]
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}
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}
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tracks/1/type = "value"
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tracks/1/type = "value"
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tracks/1/path = NodePath("Animation/Javelin:visible")
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tracks/1/path = NodePath("Animation:position")
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tracks/1/interp = 1
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/loop_wrap = true
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tracks/1/imported = false
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/enabled = true
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tracks/1/keys = {
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tracks/1/keys = {
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"times": PoolRealArray( 0, 0.01, 0.4 ),
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"times": PoolRealArray( 0.01, 0.19 ),
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"transitions": PoolRealArray( 1, 1, 1 ),
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"transitions": PoolRealArray( 1, 1 ),
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"update": 1,
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"update": 0,
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"values": [ false, true, false ]
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"values": [ Vector2( 0, 0 ), Vector2( 0, -7 ) ]
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}
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}
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tracks/2/type = "value"
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tracks/2/type = "value"
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tracks/2/path = NodePath("Animation:monitorable")
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tracks/2/path = NodePath("Animation/Javelin:visible")
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tracks/2/interp = 1
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/loop_wrap = true
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tracks/2/imported = false
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/enabled = true
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tracks/2/keys = {
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tracks/2/keys = {
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"times": PoolRealArray( 0.02, 0.22 ),
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"times": PoolRealArray( 0, 0.01, 0.4 ),
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"transitions": PoolRealArray( 1, 1, 1 ),
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"update": 1,
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"values": [ false, true, false ]
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}
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tracks/3/type = "value"
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tracks/3/path = NodePath("Animation/CollisionShape2D:disabled")
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tracks/3/interp = 1
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tracks/3/loop_wrap = true
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tracks/3/imported = false
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tracks/3/enabled = true
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tracks/3/keys = {
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"times": PoolRealArray( 0.01, 0.2 ),
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"transitions": PoolRealArray( 1, 1 ),
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"transitions": PoolRealArray( 1, 1 ),
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"update": 1,
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"update": 1,
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"values": [ true, false ]
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"values": [ false, true ]
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}
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}
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[node name="Javelin" type="Node2D"]
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[node name="Javelin" type="Node2D"]
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@@ -50,26 +62,24 @@ light_mask = 0
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[node name="Animation" type="Area2D" parent="." groups=["player_weapon_2"]]
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[node name="Animation" type="Area2D" parent="." groups=["player_weapon_2"]]
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light_mask = 0
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light_mask = 0
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position = Vector2( 0, -7 )
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collision_layer = 0
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collision_layer = 0
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collision_mask = 4
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collision_mask = 4
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input_pickable = false
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input_pickable = false
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monitoring = false
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monitoring = false
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monitorable = false
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[node name="Javelin" type="Sprite" parent="Animation"]
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[node name="Javelin" type="Sprite" parent="Animation"]
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visible = false
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visible = false
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light_mask = 8
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light_mask = 8
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position = Vector2( 0, -7 )
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position = Vector2( 0, -10 )
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rotation = 0.785398
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rotation = 0.785398
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scale = Vector2( 0.65, 0.65 )
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texture = ExtResource( 1 )
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texture = ExtResource( 1 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Animation"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Animation"]
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visible = false
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visible = false
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light_mask = 0
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light_mask = 0
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position = Vector2( 0, -11.5 )
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position = Vector2( 0, -13 )
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shape = SubResource( 3 )
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shape = SubResource( 3 )
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disabled = true
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[node name="Javelin Animation" type="AnimationPlayer" parent="."]
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[node name="Javelin Animation" type="AnimationPlayer" parent="."]
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anims/swing = SubResource( 2 )
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anims/swing = SubResource( 2 )
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@@ -1,9 +1,24 @@
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[gd_scene load_steps=4 format=2]
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[gd_scene load_steps=5 format=2]
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[ext_resource path="res://Sprites/Items/Sword.png" type="Texture" id=1]
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[ext_resource path="res://Sprites/Items/Sword.png" type="Texture" id=1]
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[sub_resource type="RectangleShape2D" id=6]
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[sub_resource type="RectangleShape2D" id=6]
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extents = Vector2( 1.5, 4.2 )
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extents = Vector2( 2.5, 10 )
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[sub_resource type="Animation" id=7]
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length = 0.001
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tracks/0/type = "value"
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tracks/0/path = NodePath("Animation:rotation_degrees")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 0,
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"values": [ -45.0 ]
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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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resource_name = "swing"
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resource_name = "swing"
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@@ -27,22 +42,34 @@ tracks/1/loop_wrap = true
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tracks/1/imported = false
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/enabled = true
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tracks/1/keys = {
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tracks/1/keys = {
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"times": PoolRealArray( 0.01, 0.19 ),
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"times": PoolRealArray( 0, 0.2 ),
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"transitions": PoolRealArray( 1, 1 ),
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"transitions": PoolRealArray( 1, 1 ),
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"update": 0,
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"update": 1,
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"values": [ -45.0, 45.0 ]
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"values": [ -45.0, 45.0 ]
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}
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}
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tracks/2/type = "value"
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tracks/2/type = "value"
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tracks/2/path = NodePath("Animation:monitorable")
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tracks/2/path = NodePath("Animation:rotation_degrees")
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tracks/2/interp = 1
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/loop_wrap = true
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tracks/2/imported = false
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/enabled = true
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tracks/2/keys = {
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tracks/2/keys = {
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"times": PoolRealArray( 0.02, 0.2 ),
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"times": PoolRealArray( 0.01, 0.19 ),
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"transitions": PoolRealArray( 1, 1 ),
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"update": 0,
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"values": [ -45.0, 45.0 ]
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}
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tracks/3/type = "value"
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tracks/3/path = NodePath("Animation/CollisionShape2D:disabled")
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tracks/3/interp = 1
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tracks/3/loop_wrap = true
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tracks/3/imported = false
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tracks/3/enabled = true
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tracks/3/keys = {
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"times": PoolRealArray( 0.01, 0.2 ),
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"transitions": PoolRealArray( 1, 1 ),
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"transitions": PoolRealArray( 1, 1 ),
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"update": 1,
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"update": 1,
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"values": [ true, false ]
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"values": [ false, true ]
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}
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}
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[node name="Sword" type="Node2D"]
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[node name="Sword" type="Node2D"]
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@@ -50,26 +77,27 @@ light_mask = 0
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[node name="Animation" type="Area2D" parent="." groups=["player_weapon_1"]]
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[node name="Animation" type="Area2D" parent="." groups=["player_weapon_1"]]
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light_mask = 0
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light_mask = 0
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rotation = 0.785398
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rotation = -0.785398
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collision_layer = 0
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collision_layer = 0
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collision_mask = 4
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collision_mask = 4
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input_pickable = false
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input_pickable = false
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monitoring = false
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monitoring = false
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monitorable = false
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[node name="Sword" type="Sprite" parent="Animation"]
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[node name="Sword" type="Sprite" parent="Animation"]
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visible = false
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visible = false
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light_mask = 8
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light_mask = 8
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rotation = 0.785398
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rotation = 0.785398
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scale = Vector2( 0.5, 0.5 )
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scale = Vector2( 0.7, 0.7 )
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texture = ExtResource( 1 )
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texture = ExtResource( 1 )
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offset = Vector2( -16, -16 )
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offset = Vector2( -16, -16 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Animation"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Animation"]
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visible = false
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visible = false
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light_mask = 0
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light_mask = 0
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position = Vector2( 0, -13 )
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position = Vector2( 0, -14 )
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shape = SubResource( 6 )
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shape = SubResource( 6 )
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disabled = true
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[node name="Sword Animation" type="AnimationPlayer" parent="."]
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[node name="Sword Animation" type="AnimationPlayer" parent="."]
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anims/RESET = SubResource( 7 )
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anims/swing = SubResource( 5 )
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anims/swing = SubResource( 5 )
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