Fixed critical bugs
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@@ -10,7 +10,7 @@ var position : Vector2:
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get:
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return ship.position
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func _physics_process(delta: float) -> void:
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var input_direction := Input.get_vector("move_left", "move_right", "move_up", "move_down")
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ship.accelerate(input_direction, delta)
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@@ -8,11 +8,12 @@ extends CharacterBody2D
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@export var size : Vector2:
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set(value):
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size = value
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if sprite.texture:
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if sprite and sprite.texture:
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sprite.texture.size = value
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colision.shape.radius = 0.9 * minf(size.x, size.y)/2
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colision.shape.height = 0.9 * maxf(size.x, size.y)
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colision.rotation = 0.0 if size.x < size.y else PI/2
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if colision:
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colision.shape.radius = 0.9 * minf(size.x, size.y)/2
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colision.shape.height = 0.9 * maxf(size.x, size.y)
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colision.rotation = 0.0 if size.x < size.y else PI/2
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get:
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return size
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+1
-1
@@ -3,5 +3,5 @@ extends Node
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func _ready() -> void:
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var player : Node = load("res://game/entities/player.tscn").instantiate()
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player.position = Vector2(100, 100)
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add_child(player)
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player.position = Vector2(100, 100)
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