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https://github.com/Relintai/broken_seals_roguelike.git
synced 2024-11-21 13:17:17 +01:00
Updated entity's body related methods.
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@ -44,7 +44,7 @@ enum CharacterFacing {
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# sprite = get_node(sprite_path) as Sprite
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func _enter_tree():
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sprite = get_node("/root/Main").get_body().instance()
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sprite = get_node("/root/Main").body_get().instance()
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add_child(sprite)
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func update_facing(input_direction : Vector2) -> void:
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@ -319,7 +319,7 @@ func move_towards_target():
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if !t:
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return
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var bp : Vector2 = t.get_body().get_tile_position()
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var bp : Vector2 = t.body_get().get_tile_position()
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var my_point = world.nav_graph.get_closest_point(get_tile_position())
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var target_point = world.nav_graph.get_closest_point(bp)
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@ -334,7 +334,7 @@ func move_towards_target():
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return
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for e in world.enemies:
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if e.get_body().get_tile_position() == move_tile:
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if e.body_get().get_tile_position() == move_tile:
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return
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set_tile_position(move_tile)
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@ -352,7 +352,7 @@ func target(position : Vector2, keep_target : bool = false) -> bool:
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var enemy : Entity = world.get_enemy_at_tile(pos.x, pos.y)
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if enemy:
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if !enemy.get_body().visible:
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if !enemy.body_get().visible:
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return false
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if entity.target_getc() != enemy:
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@ -371,7 +371,7 @@ func cmouseover(position : Vector2):
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var enemy : Entity = world.get_enemy_at_tile(pos.x, pos.y)
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if enemy:
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if !enemy.get_body().visible:
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if !enemy.body_get().visible:
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return false
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if last_mouse_over != null and last_mouse_over != entity:
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@ -80,7 +80,7 @@ func _ready() -> void:
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_is_front_side = false
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#func _enter_tree():
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# var body = get_node("/root/Main").get_body().instance()
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# var body = get_node("/root/Main").body_get().instance()
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# add_child(body)
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@ -102,7 +102,7 @@ func _notification_sdeath():
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func set_position(position : Vector3, rotation : Vector3) -> void:
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get_body().set_position(position, rotation)
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body_get().set_position(position, rotation)
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func _notification_sdamage(what, info):
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if what == SpellEnums.NOTIFICATION_DAMAGE_DAMAGE_DEALT:
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@ -111,11 +111,11 @@ func _notification_sdamage(what, info):
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func _notification_cdamage(what, info):
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if what == SpellEnums.NOTIFICATION_DAMAGE_DAMAGE_DEALT:
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WorldNumbers.damage(get_body().position, 46, info.damage, info.crit)
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WorldNumbers.damage(body_get().position, 46, info.damage, info.crit)
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func _notification_cheal(what, info):
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if what == SpellEnums.NOTIFICATION_DAMAGE_DAMAGE_DEALT:
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WorldNumbers.heal(get_body().position, 46, info.heal, info.crit)
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WorldNumbers.heal(body_get().position, 46, info.heal, info.crit)
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func _notification_sxp_gained(value : int) -> void:
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if not ESS.can_character_level_up(slevel):
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@ -94,7 +94,7 @@ func _process(delta):
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if (get_scale() - target_scale).length() < 0.04:
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interpolating = false
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var position : Vector2 = entity.get_body().position
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var position : Vector2 = entity.body_get().position
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position.x -= (rect_size.x / 2.0) * rect_scale.x
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position.y -= offset
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@ -32,10 +32,10 @@ func _from_dict(dict):
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#The world will propbably need to set these later
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#func update_visibility() -> void:
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# _query.collision_layer = get_body().get_collision_layer()
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# _query.collision_layer = body_get().get_collision_layer()
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#
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# _query.transform = Transform2D(0, get_body().position)
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# var res : Array = get_body().get_world_2d().direct_space_state.intersect_shape(_query)
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# _query.transform = Transform2D(0, body_get().position)
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# var res : Array = body_get().get_world_2d().direct_space_state.intersect_shape(_query)
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#
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# #warning-ignore:unassigned_variable
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# var currenty_sees : Array = Array()
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@ -88,5 +88,5 @@ func _from_dict(dict):
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# if get_tree().is_network_server():
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# rpc("set_position_remote", pos)
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# #print(position)
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# get_body().position = pos
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# body_get().position = pos
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@ -25,10 +25,10 @@ extends Entity
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#The world will need to set these
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#func update_visibility() -> void:
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# _query.collision_layer = get_body().get_collision_layer()
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# _query.collision_layer = body_get().get_collision_layer()
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#
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# _query.transform = Transform2D(0, get_body().position)
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# var res : Array = get_body().get_world_2d().direct_space_state.intersect_shape(_query)
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# _query.transform = Transform2D(0, body_get().position)
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# var res : Array = body_get().get_world_2d().direct_space_state.intersect_shape(_query)
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#
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# #warning-ignore:unassigned_variable
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# var currenty_sees : Array = Array()
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@ -81,5 +81,5 @@ extends Entity
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# if get_tree().is_network_server():
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# rpc("set_position_remote", pos)
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# #print(position)
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# get_body().position = pos
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# body_get().position = pos
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@ -205,6 +205,6 @@ func character_selection_changed() -> void:
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return
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for e in player_display_container_node.get_children():
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e.get_body().hide()
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e.body_get().hide()
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b.entity.get_body().show()
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b.entity.body_get().show()
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@ -73,7 +73,7 @@ func place_player(player: Entity) -> void:
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if !generated:
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build()
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_player.get_body().transform = entrance_position
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_player.body_get().transform = entrance_position
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call_deferred("update_visibility")
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@ -98,7 +98,7 @@ func build():
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var blocked = false
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for enemy in enemies:
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var body = enemy.get_body()
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var body = enemy.body_get()
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var bp = body.get_tile_position()
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if bp.x == x && bp.y == y:
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blocked = true
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@ -132,7 +132,7 @@ func update_visibility():
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if _player == null:
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return
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var body = _player.get_body()
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var body = _player.body_get()
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if body == null:
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return
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@ -155,7 +155,7 @@ func update_visibility():
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# var test_rect : Rect2 = Rect2(tp, Vector2(10, 10))
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for e in enemies:
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var b = e.get_body()
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var b = e.body_get()
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if !b.visible:
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var tpos : Vector2 = b.get_tile_position()
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@ -205,7 +205,7 @@ func is_position_walkable(x : int, y : int) -> bool:
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return false
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for e in enemies:
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var pos : Vector2 = e.get_body().get_tile_position()
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var pos : Vector2 = e.body_get().get_tile_position()
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if pos.x == x && pos.y == y:
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return false
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@ -213,7 +213,7 @@ func is_position_walkable(x : int, y : int) -> bool:
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func get_enemy_at_tile(x : int, y : int) -> Entity:
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for e in enemies:
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var pos : Vector2 = e.get_body().get_tile_position()
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var pos : Vector2 = e.body_get().get_tile_position()
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if pos.x == x && pos.y == y:
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return e
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@ -490,14 +490,14 @@ func set_editor_generate(value : bool) -> void:
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func on_visibility_changed():
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if visible:
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for e in discovered_enemies:
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var b = e.get_body()
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var b = e.body_get()
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if b.visible:
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b.set_visibility(true)
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e.target_sets(_player)
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else:
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for e in discovered_enemies:
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var b = e.get_body()
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var b = e.body_get()
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if b.visible:
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b.set_visibility(false)
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@ -97,7 +97,7 @@ func get_world():
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func get_world_scale():
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return world_scale
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func get_body():
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func body_get():
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return bodies[randi() % bodies.size()]
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func get_tile_size():
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@ -26,7 +26,7 @@ func _unhandled_key_input(event):
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switch_to_level(l)
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func switch_to_level(level_index : int):
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_player.get_body().hide()
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_player.body_get().hide()
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if current_level != -1:
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levels[current_level].hide()
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@ -41,14 +41,14 @@ func switch_to_level(level_index : int):
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levels[current_level].add_child(_player)
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levels[current_level].place_player(_player)
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# _player.get_body().world = levels[current_level]
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_player.get_body().show()
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# _player.body_get().world = levels[current_level]
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_player.body_get().show()
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func load_character(file_name: String) -> void:
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_player_file_name = file_name
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_player = ESS.entity_spawner.load_player(_player_file_name, Vector3.ZERO, 1) as Entity
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_player.get_body().hide()
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_player.body_get().hide()
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#Server.sset_seed(_player.sseed)
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call_deferred("switch_to_level", 0)
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@ -122,11 +122,11 @@ func attack(delta):
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if owner.cast_is_castings():
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return
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var dir : Vector2 = target.get_body().get_tile_position() - owner.get_body().get_tile_position()
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var dir : Vector2 = target.body_get().get_tile_position() - owner.body_get().get_tile_position()
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var l = dir.length()
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if l > 1:
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owner.get_body().move_towards_target()
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owner.body_get().move_towards_target()
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func sort_spells_by_rank(a, b):
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if a == null or b == null:
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@ -57,8 +57,8 @@ func _cast_starts(info : SpellCastInfo) -> void:
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if range_enabled:
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if info.caster != info.target:
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var c : Vector2 = info.caster.get_body().position
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var t : Vector2 = info.target.get_body().position
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var c : Vector2 = info.caster.body_get().position
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var t : Vector2 = info.target.body_get().position
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if (c - t).length() > range_range:
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return
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