Added level 4
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@@ -115,6 +115,7 @@ func _physics_process(delta: float) -> void:
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_update_x_velocity(DIRECTION_RIGHT, MAX_WALK_SPEED, delta)
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_check_wall_collision_and_switch_state(DIRECTION_RIGHT)
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State.LookAround:
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_update_x_velocity(0, MAX_WALK_SPEED * 2, delta)
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if not _target_found:
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var close_rays : Array[RayCast2D] = [left_player_close_ray, right_player_close_ray]
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_target_found = _process_player_rays(close_rays)
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@@ -144,6 +145,7 @@ func _set_state(value: State) -> void:
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func _process_player_ray(ray: RayCast2D) -> bool:
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if ray.is_colliding():
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ray.force_raycast_update()
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var collider := ray.get_collider()
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if collider is Player:
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_target_x = collider.position.x
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@@ -441,6 +441,7 @@ shape = SubResource("CapsuleShape2D_mocsw")
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[node name="PlayerKiller" parent="." instance=ExtResource("4_vecdo")]
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[node name="WallCheck" type="Node2D" parent="."]
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position = Vector2(0, 9)
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[node name="LeftWallRay" type="RayCast2D" parent="WallCheck"]
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unique_name_in_owner = true
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@@ -451,6 +452,7 @@ unique_name_in_owner = true
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target_position = Vector2(16, 0)
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[node name="PlayerCloseCheck" type="Node2D" parent="."]
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position = Vector2(0, 9)
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[node name="LeftPlayerCloseRay" type="RayCast2D" parent="PlayerCloseCheck"]
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unique_name_in_owner = true
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@@ -463,6 +465,7 @@ target_position = Vector2(48, 0)
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collision_mask = 0
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[node name="PlayerDistantCheck" type="Node2D" parent="."]
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position = Vector2(0, 9)
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[node name="LeftPlayerDistantRay" type="RayCast2D" parent="PlayerDistantCheck"]
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unique_name_in_owner = true
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