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No commits in common. "8de3ee2c9a720bdc9b8f2c8eec88901dbed9db24" and "3262a8899c40a2678813c882aaaa909444ef23ed" have entirely different histories.
8de3ee2c9a
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3262a8899c
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@ -1,23 +0,0 @@
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extends Node
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var screen_size = Vector2(1920.0, 1080.0) # Default screen size (this is a float for some reason)
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var viewport_size
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func _ready() -> void:
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viewport_size = get_viewport().get_visible_rect().size
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# TODO: This needs to be called from a script inheriting a CharacterBody2D (e.g. the player)
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# Alternative would be to pass the player reference to this script (which might be better?)
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func init_screen_size(x:float, y:float) -> void:
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screen_size.x = x
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screen_size.y = y
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# This can take a vector of any size (but should be 2d, other components are unused)
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func get_boundaried_position(position):
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## clamp
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#return position.clamp(Vector2.ZERO, screen_size)
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## periodic
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position.x = wrapf(position.x, 0, screen_size.x)
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position.y = wrapf(position.y, 0, screen_size.y)
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return position
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@ -1 +0,0 @@
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uid://vsbibc5fanou
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@ -1,11 +1,11 @@
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extends CharacterBody2D
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extends CharacterBody2D
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@export var speed = 200
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@export var speed = 200
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var screen_size
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var damage = 1
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var damage = 1
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func _ready() -> void:
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func _ready():
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var screen_size = get_viewport_rect().size
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screen_size = get_viewport_rect().size
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GameManager.init_screen_size(screen_size.x, screen_size.y)
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func _process(delta):
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func _process(delta):
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velocity = Vector2.ZERO
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velocity = Vector2.ZERO
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@ -20,5 +20,15 @@ func _process(delta):
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move_and_collide(speed * velocity * delta)
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move_and_collide(speed * velocity * delta)
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#position += speed * velocity * delta
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#position += speed * velocity * delta
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position = GameManager.get_boundaried_position(position)
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position = get_boundaried_position(position)
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# periodic boundary
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func get_boundaried_position(position):
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## clamp
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#return position.clamp(Vector2.ZERO, screen_size)
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## periodic
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position.x = wrapf(position.x, 0, screen_size.x)
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position.y = wrapf(position.y, 0, screen_size.y)
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return position
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@ -2,39 +2,22 @@ extends AbstractPrey2D
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@onready var sprite = get_node("AnimatedSprite2D")
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@onready var sprite = get_node("AnimatedSprite2D")
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# Mirroed sprites for periodic boundary
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var mirrorSprite1: Node2D
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var mirrorSprite2: Node2D
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var mirrorSprite3: Node2D
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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func _ready() -> void:
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$AnimatedSprite2D.animation = "Healthy"
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$AnimatedSprite2D.animation = "Healthy"
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$AnimatedSprite2D.play()
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$AnimatedSprite2D.play()
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pass # Replace with function body.
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mirrorSprite1 = sprite.duplicate()
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mirrorSprite2 = sprite.duplicate()
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mirrorSprite3 = sprite.duplicate()
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add_child(mirrorSprite1)
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add_child(mirrorSprite2)
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add_child(mirrorSprite3)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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func _process(delta: float) -> void:
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# Boundary mirroring
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return
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_handle_wrapping()
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func _physics_process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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self.move(Vector3(randfn(0, 1), randfn(0, 1), 0))
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self.move(Vector3(randfn(0, 1), randfn(0, 1), 0))
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func move(motion: Vector3) -> void:
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func move(destination: Vector3) -> void:
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move_and_collide(Vector2(motion.x, motion.y)) # Moves along the given vector
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move_and_collide(Vector2(destination.x, destination.y))
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# Apply boundary to new position
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position = GameManager.get_boundaried_position(position)
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func die() -> void:
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func die() -> void:
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sprite.play("Dying")
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sprite.play("Dying")
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@ -56,94 +39,3 @@ func handle_collision_player(player):
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self.die()
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self.die()
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else:
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else:
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sprite.play("Injured")
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sprite.play("Injured")
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# FIXME: Doesn't work with injured sprite
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# Mirroring table:
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# |---|---|---|---|
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# | 4 | 3 | 4 | 3 |
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# |---|===|===|---|
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# | 1 ǁ 2 | 1 ǁ 2 |
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# |---ǁ---|---ǁ---|
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# | 4 ǁ 3 | 4 ǁ 3 |
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# |---|===|===|---|
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# | 1 | 2 | 1 | 2 |
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# |---|---|---|---|
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# If less than viewport size away from an edge, mirror over that edge (for seamless boundary)
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# NOTE: For this to look correctly the camera size should be smaller than half the screen port (in
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# any one dimension. Ideally, the difference between camera size and half the screen port is
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# at least the size of the prey sprite)
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func _handle_wrapping():
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mirrorSprite1.visible = false
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mirrorSprite2.visible = false
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mirrorSprite3.visible = false
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# TODO: Assume viewport size << screen size and only draw according to GameManager.viewport_size
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# Find corresponding section of the screen
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if position.x < GameManager.screen_size.x/2 and position.y < GameManager.screen_size.y/2:
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# 2
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mirrorSprite1.visible = true
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mirrorSprite2.visible = true
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mirrorSprite3.visible = true
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# Right
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#mirrorSprite1.position = Vector2(sprite.position.x + GameManager.screen_size.x, sprite.position.y)
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mirrorSprite1.position = Vector2(GameManager.screen_size.x, 0)
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# Diag
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#mirrorSprite2.position = Vector2(sprite.position.x + GameManager.screen_size.x, sprite.position.y + GameManager.screen_size.y)
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mirrorSprite3.position = Vector2(GameManager.screen_size.x, GameManager.screen_size.y)
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# Bottom
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#mirrorSprite3.position = Vector2(sprite.position.x, sprite.position.y + GameManager.screen_size.y)
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mirrorSprite2.position = Vector2(0, GameManager.screen_size.y)
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elif position.x < GameManager.screen_size.x/2:
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# 3
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mirrorSprite1.visible = true
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mirrorSprite2.visible = true
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mirrorSprite3.visible = true
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# Top
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#mirrorSprite1.position = Vector2(sprite.position.x, sprite.position.y - GameManager.screen_size.y)
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mirrorSprite1.position = Vector2(0, - GameManager.screen_size.y)
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# Diag
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#mirrorSprite2.position = Vector2(sprite.position.x + GameManager.screen_size.x, sprite.position.y - GameManager.screen_size.y)
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mirrorSprite2.position = Vector2(GameManager.screen_size.x, - GameManager.screen_size.y)
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# Right
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#mirrorSprite3.position = Vector2(sprite.position.x + GameManager.screen_size.x, sprite.position.y)
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mirrorSprite3.position = Vector2(GameManager.screen_size.x, 0)
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elif position.y < GameManager.screen_size.y/2:
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# 1
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mirrorSprite1.visible = true
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mirrorSprite2.visible = true
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mirrorSprite3.visible = true
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# Left
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#mirrorSprite1.position = Vector2(sprite.position.x - GameManager.screen_size.x, sprite.position.y)
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mirrorSprite1.position = Vector2(- GameManager.screen_size.x, 0)
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# Bottom
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#mirrorSprite2.position = Vector2(sprite.position.x, sprite.position.y + GameManager.screen_size.y)
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mirrorSprite2.position = Vector2(0, GameManager.screen_size.y)
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# Diag
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#mirrorSprite3.position = Vector2(sprite.position.x - GameManager.screen_size.x, sprite.position.y + GameManager.screen_size.y)
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mirrorSprite3.position = Vector2(- GameManager.screen_size.x, GameManager.screen_size.y)
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else:
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# 4
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mirrorSprite1.visible = true
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mirrorSprite2.visible = true
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mirrorSprite3.visible = true
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# Left
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#mirrorSprite1.position = Vector2(sprite.position.x - GameManager.screen_size.x, sprite.position.y)
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mirrorSprite1.position = Vector2(- GameManager.screen_size.x, 0)
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# Diag
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#mirrorSprite2.position = Vector2(sprite.position.x - GameManager.screen_size.x, sprite.position.y - GameManager.screen_size.y)
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mirrorSprite2.position = Vector2(- GameManager.screen_size.x, - GameManager.screen_size.y)
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# Top
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#mirrorSprite3.position = Vector2(sprite.position.x, sprite.position.y - GameManager.screen_size.y)
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mirrorSprite3.position = Vector2(0, - GameManager.screen_size.y)
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@ -25,4 +25,3 @@ func spawn_creature(scene, position: Vector2) -> void:
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var instance = scene.instantiate()
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var instance = scene.instantiate()
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instance.position = position
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instance.position = position
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add_child(instance)
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add_child(instance)
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@ -15,10 +15,6 @@ run/main_scene="uid://drgv154ei1vrl"
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config/features=PackedStringArray("4.5", "Forward Plus")
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config/features=PackedStringArray("4.5", "Forward Plus")
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config/icon="res://icon.svg"
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config/icon="res://icon.svg"
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[autoload]
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GameManager="*res://game_manager.gd"
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[global_group]
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[global_group]
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player="All scenes that constitute players should be added here."
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player="All scenes that constitute players should be added here."
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