Minor fixes
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@@ -0,0 +1,55 @@
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extends Node
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signal velocity_updated(new_velocity: Vector2)
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signal destroyed
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@export var damage : int
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@export var speed : int
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@export var direction : Vector2
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@export var acceleration : int
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@export var max_distance : int
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@export var max_livetime : int
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var velocity : Vector2:
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set(value):
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pass
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get:
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return _velocity
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var _velocity : Vector2:
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set(value):
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_velocity = value
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velocity_updated.emit(_velocity)
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var _traveled_distance: float
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var _livetime: float
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func _ready() -> void:
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_velocity = direction.normalized() * speed
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func process_acceleration(delta: float) -> void:
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var current_acceleration := acceleration * delta
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if current_acceleration > 0:
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_velocity += _velocity.normalized() * current_acceleration
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elif current_acceleration < 0:
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if _velocity.length() > current_acceleration:
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_velocity += _velocity.normalized() * current_acceleration
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else:
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_velocity = Vector2.ZERO
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func process_distance(delta: float) -> void:
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_traveled_distance += _velocity.length() * delta
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if max_distance > 0 and _traveled_distance > max_distance:
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destroyed.emit()
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func process_livetime(delta: float) -> void:
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_livetime += delta
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if _livetime > max_livetime:
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destroyed.emit()
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