Some optimization of tesla projectile. Fixed weapon list
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@@ -63,20 +63,16 @@ func _on_out_of_screen_timer_timeout() -> void:
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func _update_line_points() -> void:
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func _update_line_points() -> void:
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var points : Array[Vector2] = []
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_current_line.add_point(position)
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points.assign(_current_line.points)
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points.append(position)
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if weapon != null:
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if weapon != null:
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points = _move_points_follow_weapon(points)
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var points := _move_points_follow_weapon(_current_line.points)
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_current_line.clear_points()
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_current_line.clear_points()
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for point : Vector2 in points:
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for point : Vector2 in points:
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_current_line.add_point(point)
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_current_line.add_point(point)
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func _move_points_follow_weapon(points: Array[Vector2]) -> Array[Vector2]:
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func _move_points_follow_weapon(points: PackedVector2Array) -> Array[Vector2]:
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var new_points : Array[Vector2] = []
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var new_points : Array[Vector2] = []
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var new_point := weapon.global_position
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var new_point := weapon.global_position
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@@ -2,14 +2,14 @@ extends Node
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const WEAPONS : Array[WeaponData] = [
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const WEAPONS : Array[WeaponData] = [
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#preload("res://game/data/weapons/cannon_data.tres"),
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preload("res://game/data/weapons/cannon_data.tres"),
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#preload("res://game/data/weapons/gatling_data.tres"),
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preload("res://game/data/weapons/gatling_data.tres"),
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#preload("res://game/data/weapons/laser_data.tres"),
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preload("res://game/data/weapons/laser_data.tres"),
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#preload("res://game/data/weapons/launcher_data.tres"),
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preload("res://game/data/weapons/launcher_data.tres"),
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#preload("res://game/data/weapons/minelayer_data.tres"),
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preload("res://game/data/weapons/minelayer_data.tres"),
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#preload("res://game/data/weapons/plasma_data.tres"),
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preload("res://game/data/weapons/plasma_data.tres"),
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#preload("res://game/data/weapons/railgun_data.tres"),
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preload("res://game/data/weapons/railgun_data.tres"),
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#preload("res://game/data/weapons/shrapnel_data.tres"),
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preload("res://game/data/weapons/shrapnel_data.tres"),
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preload("res://game/data/weapons/tesla_data.tres"),
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preload("res://game/data/weapons/tesla_data.tres"),
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]
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]
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