cleanup: comments
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@@ -15,7 +15,7 @@ var can_attack: bool = true
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func _ready() -> void:
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func _ready() -> void:
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health = maxHealth
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health = maxHealth
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sprite.play("Healthy") # TODO: add play_sprite function which calls both sprite and wrapper
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sprite.play("Healthy") # TODO: sprite play logic (esp wrt state switching)
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wrapper.play_sprite("Healthy")
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wrapper.play_sprite("Healthy")
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if starting_pos:
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if starting_pos:
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collision.set_position(starting_pos)
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collision.set_position(starting_pos)
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@@ -14,14 +14,12 @@ func _ready() -> void:
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var dup = owner.collision.duplicate(dupFlags)
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var dup = owner.collision.duplicate(dupFlags)
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mirrors.append(dup)
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mirrors.append(dup)
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owner.call_deferred("add_child", dup)
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owner.call_deferred("add_child", dup)
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#for i in owner.get_groups():
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# if not str(i).begins_with("_"):
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# m.add_to_group(i)
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if dup.has_method("duplicate_init"):
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if dup.has_method("duplicate_init"):
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dup.duplicate_init()
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dup.duplicate_init()
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_handle_wrapping()
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_handle_wrapping()
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# FIXME: parent sprites should have a function calling this.
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func play_sprite(anim: String) -> void:
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func play_sprite(anim: String) -> void:
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for m in mirrors:
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for m in mirrors:
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m.get_node("Sprite").play(anim)
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m.get_node("Sprite").play(anim)
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