Progress on RectangleReturn boss
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ac479cf722
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@ -23,7 +23,7 @@ signal dead
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export (int) var SPEED
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export (PackedScene) var Laser
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var screensize
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var fire_speed = 15
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var fire_speed = 15#0
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var health = 400
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var hit_timer = 1000
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var can_shoot = true
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@ -104,7 +104,7 @@ func _process(delta):
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$Line2D.set_point_position( 1, health_bar )
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if independent == true:
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print(independent)
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#print(independent)
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position += velocity * delta
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func shoot():
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@ -112,5 +112,5 @@ func shoot():
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get_node("../").add_child(laser)
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laser.friendly_laser = false
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laser.rotation_degrees = 180
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laser.position.y = position.y - 10
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laser.position.x = position.x - 170
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laser.position.y = position.y - 5
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laser.position.x = position.x - 95
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@ -20,7 +20,7 @@ custom_solver_bias = 0.0
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radius = 25.7545
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height = 40.4125
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[node name="Player" type="Area2D" index="0"]
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[node name="Player" type="Area2D"]
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input_pickable = true
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gravity_point = true
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@ -52,7 +52,7 @@ animations = [ {
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custom_solver_bias = 0.0
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extents = Vector2( 404.313, 217.774 )
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[node name="RectangleBoss" type="Area2D" index="0" groups=[
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[node name="RectangleBoss" type="Area2D" groups=[
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"enemies",
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]]
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@ -1,13 +1,36 @@
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extends "res://Bad.gd"
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var right_laser_alive = true
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var left_laser_alive = true
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func _ready():
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speed = 0
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#$RightArm/BadLaser.independent = false
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#$RightArm/BadLaser.health_multi = 3
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#$LeftArm/BadLaser.independent = false
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#$LeftArm/BadLaser.health_multi = 3
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$RightArm/Laser/BadLaser.fire_speed = 25
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$LeftArm/Laser/BadLaser.fire_speed = 25
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$RightArm/Laser/BadLaser/Rotatable.rotation_degrees = -45
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pass
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func _process(delta):
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$RightArm/UpperArm.rotate(delta)
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pass
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#$RightArm/Forearm.rotate(delta/10)
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if right_laser_alive:
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if $RightArm/Laser/BadLaser:
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$RightArm/Laser/BadLaser.health -= delta*30
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if $RightArm/Laser/BadLaser.health <= 100:
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$RightArm/Laser/BadLaser.fire_speed = 150
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if left_laser_alive:
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if $LeftArm/Laser/BadLaser:
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$LeftArm/Laser/BadLaser.health -= delta*30
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if $LeftArm/Laser/BadLaser.health <= 100:
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$LeftArm/Laser/BadLaser.fire_speed = 150
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func _on_LeftBadLaser_dead(money):
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left_laser_alive = false
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func _on_RightBadLaser_dead(money):
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right_laser_alive = false
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@ -1,26 +1,46 @@
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[gd_scene load_steps=7 format=2]
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[gd_scene load_steps=9 format=2]
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[ext_resource path="res://Bad.tscn" type="PackedScene" id=1]
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[ext_resource path="res://RectangleReturn.gd" type="Script" id=2]
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[ext_resource path="res://art/bad/rectangle/return_arm.png" type="Texture" id=3]
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[ext_resource path="res://art/bad/rectangle/rectangle_inside.png" type="Texture" id=3]
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[ext_resource path="res://BadLaser.tscn" type="PackedScene" id=4]
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[ext_resource path="res://art/bad/rectangle/return_arm.png" type="Texture" id=5]
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[sub_resource type="RectangleShape2D" id=2]
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[sub_resource type="SpriteFrames" id=3]
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animations = [ {
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"frames": [ ExtResource( 3 ) ],
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"loop": true,
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"name": "default",
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"speed": 5.0
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} ]
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[sub_resource type="RectangleShape2D" id=1]
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custom_solver_bias = 0.0
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extents = Vector2( 43.4086, 153.113 )
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[sub_resource type="RectangleShape2D" id=3]
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[sub_resource type="RectangleShape2D" id=2]
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custom_solver_bias = 0.0
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extents = Vector2( 42.0251, 121.071 )
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[node name="RectangleReturn" index="0" instance=ExtResource( 1 )]
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position = Vector2( 509.277, -22.7974 )
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script = ExtResource( 2 )
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[node name="MainSprite" parent="." index="2"]
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position = Vector2( 371.998, 340.999 )
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scale = Vector2( 0.2, 0.2 )
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z_index = 1
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frames = SubResource( 3 )
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_sections_unfolded = [ "Transform", "Z Index" ]
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[node name="RightArm" type="Area2D" parent="." index="3"]
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position = Vector2( 284.999, 102 )
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input_pickable = true
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gravity_vec = Vector2( 0, 1 )
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gravity = 98.0
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@ -28,13 +48,23 @@ linear_damp = 0.1
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angular_damp = 1.0
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audio_bus_override = false
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audio_bus_name = "Master"
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_sections_unfolded = [ "Transform" ]
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[node name="Forearm" type="RigidBody2D" parent="RightArm" index="0"]
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[node name="PinJoint2D" type="PinJoint2D" parent="RightArm" index="0"]
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position = Vector2( 10.5514, 239.666 )
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node_a = NodePath("../Forearm")
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node_b = NodePath("../UpperArm")
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bias = 0.0
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disable_collision = true
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softness = 0.0
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[node name="Laser" type="RigidBody2D" parent="RightArm" index="1"]
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input_pickable = false
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collision_layer = 1
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collision_mask = 1
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mode = 0
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mode = 2
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mass = 1.0
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friction = 1.0
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bounce = 0.0
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@ -50,27 +80,55 @@ linear_damp = -1.0
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angular_velocity = 0.0
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angular_damp = -1.0
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[node name="BadLaser" parent="RightArm/Laser" index="0" instance=ExtResource( 4 )]
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position = Vector2( 0.575623, 2.26275 )
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SPEED = 0
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[node name="Forearm" type="RigidBody2D" parent="RightArm" index="2"]
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editor/display_folded = true
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rotation = -1.2897
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scale = Vector2( 0.7, 0.7 )
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z_index = -2
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input_pickable = false
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collision_layer = 1
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collision_mask = 1
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mode = 1
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mass = 1.0
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friction = 1.0
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bounce = 0.0
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gravity_scale = 0.0
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custom_integrator = false
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continuous_cd = 0
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contacts_reported = 0
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contact_monitor = false
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sleeping = false
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can_sleep = true
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linear_velocity = Vector2( 0, 0 )
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linear_damp = -1.0
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angular_velocity = 0.0
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angular_damp = -1.0
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_sections_unfolded = [ "Transform", "Z Index" ]
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[node name="Sprite" type="Sprite" parent="RightArm/Forearm" index="0"]
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position = Vector2( 2.44351, 136.022 )
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scale = Vector2( 0.25, 0.25 )
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texture = ExtResource( 3 )
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texture = ExtResource( 5 )
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_sections_unfolded = [ "Transform" ]
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[node name="BadLaser" parent="RightArm/Forearm" index="1" instance=ExtResource( 4 )]
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position = Vector2( 0.575623, 2.26275 )
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SPEED = 0
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[node name="CollisionShape2D" type="CollisionShape2D" parent="RightArm/Forearm" index="2"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="RightArm/Forearm" index="1"]
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position = Vector2( 4, 95 )
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shape = SubResource( 2 )
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shape = SubResource( 1 )
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[node name="UpperArm" type="RigidBody2D" parent="RightArm" index="1"]
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[node name="UpperArm" type="RigidBody2D" parent="RightArm" index="3"]
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editor/display_folded = true
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position = Vector2( 6.58612, 372.305 )
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position = Vector2( 135.789, 104.27 )
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rotation = -2.72455
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scale = Vector2( 0.8, 0.8 )
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input_pickable = false
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collision_layer = 1
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collision_mask = 1
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@ -89,6 +147,7 @@ linear_velocity = Vector2( 0, 0 )
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linear_damp = -1.0
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angular_velocity = 0.0
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angular_damp = -1.0
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_sections_unfolded = [ "Transform", "Z Index" ]
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__meta__ = {
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"_edit_group_": true
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}
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@ -96,12 +155,144 @@ __meta__ = {
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[node name="Sprite" type="Sprite" parent="RightArm/UpperArm" index="0"]
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scale = Vector2( 0.26, 0.26 )
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texture = ExtResource( 3 )
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texture = ExtResource( 5 )
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_sections_unfolded = [ "Transform" ]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="RightArm/UpperArm" index="1"]
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position = Vector2( 0, -1 )
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shape = SubResource( 3 )
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shape = SubResource( 2 )
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[node name="LeftArm" type="Area2D" parent="." index="4"]
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editor/display_folded = true
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position = Vector2( 178.999, 429.998 )
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input_pickable = true
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gravity_vec = Vector2( 0, 1 )
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gravity = 98.0
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linear_damp = 0.1
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angular_damp = 1.0
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audio_bus_override = false
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audio_bus_name = "Master"
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_sections_unfolded = [ "Transform" ]
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[node name="PinJoint2D" type="PinJoint2D" parent="LeftArm" index="0"]
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position = Vector2( 10.5514, 239.666 )
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node_a = NodePath("../Forearm")
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node_b = NodePath("../UpperArm")
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bias = 0.0
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disable_collision = true
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softness = 0.0
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[node name="Laser" type="RigidBody2D" parent="LeftArm" index="1"]
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position = Vector2( 108, 123.999 )
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input_pickable = false
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collision_layer = 1
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collision_mask = 1
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mode = 2
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mass = 1.0
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friction = 1.0
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bounce = 0.0
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gravity_scale = 0.0
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custom_integrator = false
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continuous_cd = 0
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contacts_reported = 0
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contact_monitor = false
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sleeping = false
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can_sleep = true
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linear_velocity = Vector2( 0, 0 )
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linear_damp = -1.0
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angular_velocity = 0.0
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angular_damp = -1.0
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[node name="BadLaser" parent="LeftArm/Laser" index="0" instance=ExtResource( 4 )]
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position = Vector2( 0.575623, 2.26275 )
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SPEED = 0
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[node name="Forearm" type="RigidBody2D" parent="LeftArm" index="2"]
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editor/display_folded = true
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position = Vector2( 109, 125 )
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rotation = -1.74696
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scale = Vector2( 0.7, 0.7 )
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z_index = -2
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input_pickable = false
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collision_layer = 1
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collision_mask = 1
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mode = 1
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mass = 1.0
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friction = 1.0
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bounce = 0.0
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gravity_scale = 0.0
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custom_integrator = false
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continuous_cd = 0
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contacts_reported = 0
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contact_monitor = false
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sleeping = false
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can_sleep = true
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linear_velocity = Vector2( 0, 0 )
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linear_damp = -1.0
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angular_velocity = 0.0
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angular_damp = -1.0
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_sections_unfolded = [ "Transform", "Z Index" ]
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[node name="Sprite" type="Sprite" parent="LeftArm/Forearm" index="0"]
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position = Vector2( 2.44351, 136.022 )
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scale = Vector2( 0.25, 0.25 )
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texture = ExtResource( 5 )
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_sections_unfolded = [ "Transform" ]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="LeftArm/Forearm" index="1"]
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position = Vector2( 4, 95 )
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shape = SubResource( 1 )
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[node name="UpperArm" type="RigidBody2D" parent="LeftArm" index="3"]
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editor/display_folded = true
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position = Vector2( 239.789, 33.2706 )
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rotation = -6.68894
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scale = Vector2( 0.8, 0.8 )
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input_pickable = false
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collision_layer = 1
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collision_mask = 1
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mode = 0
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mass = 1.0
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friction = 1.0
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bounce = 0.0
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gravity_scale = 0.0
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custom_integrator = false
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continuous_cd = 0
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contacts_reported = 0
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contact_monitor = false
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sleeping = false
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can_sleep = true
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linear_velocity = Vector2( 0, 0 )
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linear_damp = -1.0
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angular_velocity = 0.0
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angular_damp = -1.0
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_sections_unfolded = [ "Transform", "Z Index" ]
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__meta__ = {
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"_edit_group_": true
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}
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[node name="Sprite" type="Sprite" parent="LeftArm/UpperArm" index="0"]
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scale = Vector2( 0.26, 0.26 )
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texture = ExtResource( 5 )
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_sections_unfolded = [ "Transform" ]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="LeftArm/UpperArm" index="1"]
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position = Vector2( 0, -1 )
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shape = SubResource( 2 )
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[connection signal="dead" from="RightArm/Laser/BadLaser" to="." method="_on_RightBadLaser_dead"]
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[connection signal="dead" from="LeftArm/Laser/BadLaser" to="." method="_on_LeftBadLaser_dead"]
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