Minor fixes
This commit is contained in:
+11
-9
@@ -1,17 +1,18 @@
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extends CharacterBody2D
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const Weapon = preload("res://game/entities/weapons/weapon.tscn")
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@onready var sprite := $Sprite2D
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@onready var colision := $CollisionShape2D
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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 $Sprite2D.texture:
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$Sprite2D.texture.size = value
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$CollisionShape2D.shape.radius = 0.9 * minf(size.x, size.y)/2
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$CollisionShape2D.shape.height = 0.9 * maxf(size.x, size.y)
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$CollisionShape2D.rotation = 0.0 if size.x < size.y else PI/2
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if sprite.texture:
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sprite.texture.size = value
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colision.shape.radius = 0.9 * minf(size.x, size.y)/2
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colision.shape.height = 0.9 * maxf(size.x, size.y)
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colision.rotation = 0.0 if size.x < size.y else PI/2
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get:
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return size
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@@ -29,11 +30,12 @@ const Weapon = preload("res://game/entities/weapons/weapon.tscn")
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func _ready() -> void:
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var texture := PlaceholderTexture2D.new()
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texture.size = size
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$Sprite2D.texture = texture
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sprite.texture = texture
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const WEAPON = preload("res://game/entities/weapons/weapon.tscn")
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var weapons_by_offset := {
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8: Weapon.instantiate(),
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-8: Weapon.instantiate(),
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8: WEAPON.instantiate(),
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-8: WEAPON.instantiate(),
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}
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for offset : int in weapons_by_offset:
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var weapon : Node2D = weapons_by_offset[offset]
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