Turret anim transition into search & firing rate
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src/Actors/Enemies/Machines/Timer.gd
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16
src/Actors/Enemies/Machines/Timer.gd
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@ -0,0 +1,16 @@
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extends Timer
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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@ -7,12 +7,13 @@ onready var sightline: RayCast2D = $Sightline
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onready var turret_state_machine = $TurretStateMachine
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onready var lock_on_timer = $LockOnTimer
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onready var sight_lost_timer = $SightLostTimer
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onready var turret_animation = $AnimationPlayer.get_animation("Turret Rotation")
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onready var turret_search_animation = $AnimationPlayer.get_animation("Turret Rotation")
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onready var turret_return_animation = $AnimationPlayer.get_animation("Turret Returning")
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onready var Bullet = preload("res://src/HarmfulObjects/Bullet.tscn")
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# Derives the freedom from the number of bald head eagles
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onready var angle_of_freedom = deg2rad(
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turret_animation.track_get_key_value(
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0, turret_animation.track_get_key_count(0) - 1
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turret_search_animation.track_get_key_value(
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0, turret_search_animation.track_get_key_count(0) - 1
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)
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)
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onready var original_rotation = rotation
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@ -24,16 +25,10 @@ var prey_ref = weakref(null)
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# Ray that goes from the turret to the target
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var target_ray
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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$AnimationPlayer.play("Turret Rotation")
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func prey():
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return prey_ref.get_ref()
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func searching():
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$AnimationPlayer.play("Turret Rotation")
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if sightline.is_colliding():
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# The collider returns not the area or body it hit, but the parent of them
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var collider = sightline.get_collider()
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@ -51,8 +46,6 @@ func start_locking():
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target_ray.exclude_parent = true
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if(prey() != null):
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target_ray.set_cast_to(to_local(prey().position))
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$AnimationPlayer.stop(false)
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lock_on_timer.start()
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@ -62,8 +55,7 @@ func is_locked_on_target():
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func is_tracking_prey():
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return true if(prey() != null) else false
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# TODO simplify/split this method
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func shooting():
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func aiming():
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var target_angle = target_ray.cast_to.angle_to(sightline.cast_to)
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var rotation_speed = max(
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min_rotation_speed, abs(target_angle / rotation_speed_divider)
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@ -75,6 +67,10 @@ func shooting():
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rotation = clamp(
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rotation, original_rotation, original_rotation + angle_of_freedom
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)
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# TODO simplify/split this method
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func shooting():
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aiming()
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if sightline.is_colliding():
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# The collider returns not the area or body it hit, but the parent of them
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# TODO Sight could be a cone instead of a ray
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@ -95,11 +91,12 @@ func shooting():
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elif(prey() != null):
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target_ray.cast_to = to_local(prey().position)
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spawn_projectile()
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func spawn_projectile():
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var b = Bullet.instance()
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owner.add_child(b)
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b.set_collision_mask_bit(1, false)
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b.transform = $Muzzle.global_transform
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func _on_FiringRateTimer_timeout():
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spawn_projectile()
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@ -1,4 +1,4 @@
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[gd_scene load_steps=7 format=2]
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[gd_scene load_steps=8 format=2]
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[ext_resource path="res://assets/contraption/bumper.png" type="Texture" id=1]
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[ext_resource path="res://assets/meta/new_dynamicfont.tres" type="DynamicFont" id=2]
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@ -8,6 +8,22 @@
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 108.869, 37.8566 )
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[sub_resource type="Animation" id=3]
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resource_name = "Turret Returning"
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length = 3.3
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tracks/0/type = "value"
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tracks/0/path = NodePath(".: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( 3.3 ),
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"transitions": PoolRealArray( 1.1 ),
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"update": 3,
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"values": [ 0.0 ]
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}
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[sub_resource type="Animation" id=2]
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resource_name = "Turret Rotation"
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length = 6.66
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@ -20,7 +36,7 @@ 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, 3.2 ),
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"transitions": PoolRealArray( 1, 1 ),
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"transitions": PoolRealArray( 0.9, 1.1 ),
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"update": 0,
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"values": [ 0.0, 90.0 ]
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}
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@ -44,11 +60,6 @@ enabled = true
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cast_to = Vector2( 0, 1e+07 )
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collision_mask = 59
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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pause_mode = 2
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playback_process_mode = 0
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"anims/Turret Rotation" = SubResource( 2 )
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[node name="TurretStateMachine" type="Node" parent="."]
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script = ExtResource( 4 )
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@ -73,3 +84,14 @@ position = Vector2( 0, 39 )
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[node name="SightLostTimer" type="Timer" parent="."]
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wait_time = 3.33
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one_shot = true
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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pause_mode = 1
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playback_process_mode = 0
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"anims/Turret Returning" = SubResource( 3 )
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"anims/Turret Rotation" = SubResource( 2 )
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[node name="FiringRateTimer" type="Timer" parent="."]
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wait_time = 0.1
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[connection signal="timeout" from="FiringRateTimer" to="." method="_on_FiringRateTimer_timeout"]
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@ -1,7 +1,6 @@
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extends StateMachine
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signal got_grounded
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onready var anim_player = parent.get_node("AnimationPlayer")
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# Adds the intial states
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func _ready():
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@ -12,6 +11,7 @@ func _ready():
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add_state("shooting")
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state = states.searching
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set_state(states.searching)
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anim_player.play("Turret Rotation")
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# Calls the parent behaviours according to state
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@ -53,7 +53,6 @@ func _get_transition(_delta):
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parent.get_node("StateLabel").text = self.state
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var new_state
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if parent.is_tracking_prey() && self.state == "searching":
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parent.start_locking()
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new_state = "locking"
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# TODO Helper function with null check and reference check
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if !parent.is_tracking_prey() && self.state == "shooting":
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@ -67,11 +66,18 @@ func _get_transition(_delta):
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func _enter_state(new_state, old_state):
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if old_state == "idle" && (new_state == "walk" || new_state == "run"):
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pass
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# TODO This may be hard to keep track of if many states are added
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if !["run", "walk", "idle"].has(old_state) && parent.is_on_floor():
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emit_signal("got_grounded")
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if new_state == "shooting" && old_state == "locking":
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parent.get_node("FiringRateTimer").start()
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if new_state == "locking" && old_state == "searching":
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parent.start_locking()
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anim_player.stop()
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if new_state == "searching" && old_state == "shooting":
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# TODO Time for returning to 0 degrees is always the same
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# Implement this using a tween
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parent.get_node("FiringRateTimer").stop()
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anim_player.play("Turret Returning")
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anim_player.queue("Turret Rotation")
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pass
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func _exit_state(old_state, new_state):
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@ -8,17 +8,17 @@ extents = Vector2( 19.0405, 7.97217 )
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[sub_resource type="Animation" id=2]
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resource_name = "Horizontal"
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length = 2.5
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length = 6.0
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loop = true
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tracks/0/type = "value"
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tracks/0/path = NodePath("KinematicBody2D:position")
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tracks/0/interp = 1
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tracks/0/interp = 2
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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, 1.3 ),
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"transitions": PoolRealArray( 1, 1 ),
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"times": PoolRealArray( 0, 3 ),
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"transitions": PoolRealArray( 1.33, 1.33 ),
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"update": 0,
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"values": [ Vector2( 0, 0 ), Vector2( 30, 0 ) ]
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}
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@ -27,6 +27,7 @@ tracks/0/keys = {
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script = ExtResource( 2 )
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[node name="KinematicBody2D" type="KinematicBody2D" parent="."]
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position = Vector2( 25.7293, 0 )
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collision_layer = 8
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collision_mask = 0
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motion/sync_to_physics = true
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@ -11,7 +11,7 @@ func _ready() -> void:
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func _physics_process(delta: float) -> void:
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position += transform.y * 500 * delta
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position += transform.y * 666 * delta
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func _on_Bullet_body_entered(_body: Node) -> void:
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@ -76,11 +76,12 @@ position = Vector2( 291.104, 535.161 )
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scale = Vector2( 2.83999, 0.56 )
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[node name="KinematicBody2D" parent="Track" index="0"]
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position = Vector2( 8, 0 )
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position = Vector2( 25.0812, 0 )
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[node name="Turret" parent="." instance=ExtResource( 6 )]
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position = Vector2( 479, 520 )
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position = Vector2( 479, 466 )
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scale = Vector2( 0.4, 0.4 )
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[editable path="Spring4"]
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[editable path="Track"]
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[editable path="Turret"]
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