Balance radius now draws!
This commit is contained in:
parent
11355db87a
commit
27c877d586
@ -1,7 +1,7 @@
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#!/usr/bin/env python
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#!/usr/bin/env python
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import os
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import os
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import sys
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import sys
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try: perth=open("godot-cpp-path").read()
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try: perth=open("godot-cpp-path").readline()[:-1] # FUCK OFF \n
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except FileNotFoundError: perth="godot-cpp"
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except FileNotFoundError: perth="godot-cpp"
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env = SConscript(os.path.join(perth,"SConstruct"))
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env = SConscript(os.path.join(perth,"SConstruct"))
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BIN
design/combat.png
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design/combat.png
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design/combat.png.import
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34
design/combat.png.import
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@ -0,0 +1,34 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://cudn5uokwl2jg"
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path="res://.godot/imported/combat.png-c5cf3baca5735140ed0e3445ac8ca5bd.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://design/combat.png"
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dest_files=["res://.godot/imported/combat.png-c5cf3baca5735140ed0e3445ac8ca5bd.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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BIN
design/health.png
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design/health.png
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design/health.png.import
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design/health.png.import
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://na231etds2kt"
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path="res://.godot/imported/health.png-030c0b15c61f0ff5d3580ea196571946.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://design/health.png"
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dest_files=["res://.godot/imported/health.png-030c0b15c61f0ff5d3580ea196571946.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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BIN
design/light.png
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BIN
design/light.png
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design/light.png.import
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design/light.png.import
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@ -0,0 +1,34 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://dp1ovkq0nkf4u"
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path="res://.godot/imported/light.png-2da93a35c5fb8526220cf8913d297456.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://design/light.png"
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dest_files=["res://.godot/imported/light.png-2da93a35c5fb8526220cf8913d297456.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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BIN
design/movement.png
Executable file
BIN
design/movement.png
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After Width: | Height: | Size: 11 KiB |
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design/movement.png.import
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34
design/movement.png.import
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@ -0,0 +1,34 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://3iafuab3ke05"
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path="res://.godot/imported/movement.png-8a512b68614ccb5f910db6adae450766.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://design/movement.png"
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dest_files=["res://.godot/imported/movement.png-8a512b68614ccb5f910db6adae450766.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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13
player.tscn
13
player.tscn
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[gd_scene load_steps=6 format=3 uid="uid://b25q27admm4le"]
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[gd_scene load_steps=7 format=3 uid="uid://b25q27admm4le"]
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[ext_resource type="Texture2D" uid="uid://c3ne4aeu2p0ac" path="res://design/combat.svg" id="1_hqtel"]
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[ext_resource type="Texture2D" uid="uid://cudn5uokwl2jg" path="res://design/combat.png" id="1_sweqy"]
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[ext_resource type="Texture2D" uid="uid://dddg5cy8d16e3" path="res://design/light.svg" id="2_sweqy"]
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[ext_resource type="Texture2D" uid="uid://na231etds2kt" path="res://design/health.png" id="2_2hs0m"]
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[ext_resource type="Texture2D" uid="uid://dp1ovkq0nkf4u" path="res://design/light.png" id="3_1jxqw"]
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[ext_resource type="Texture2D" uid="uid://jh1ukfckc2dv" path="res://design/movement.svg" id="3_2hs0m"]
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[ext_resource type="Texture2D" uid="uid://jh1ukfckc2dv" path="res://design/movement.svg" id="3_2hs0m"]
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[ext_resource type="Texture2D" uid="uid://d1r6x3d1cu61d" path="res://design/health.svg" id="4_1jxqw"]
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[ext_resource type="Texture2D" uid="uid://d1r6x3d1cu61d" path="res://design/health.svg" id="4_1jxqw"]
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@ -28,13 +29,13 @@ layout_mode = 2
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layout_mode = 2
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layout_mode = 2
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item_count = 6
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item_count = 6
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popup/item_0/text = "Pyromancer"
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popup/item_0/text = "Pyromancer"
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popup/item_0/icon = ExtResource("1_hqtel")
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popup/item_0/icon = ExtResource("1_sweqy")
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popup/item_0/id = 0
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popup/item_0/id = 0
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popup/item_1/text = "Rogue"
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popup/item_1/text = "Rogue"
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popup/item_1/icon = ExtResource("1_hqtel")
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popup/item_1/icon = ExtResource("2_2hs0m")
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popup/item_1/id = 1
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popup/item_1/id = 1
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popup/item_2/text = "Spelunker"
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popup/item_2/text = "Spelunker"
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popup/item_2/icon = ExtResource("2_sweqy")
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popup/item_2/icon = ExtResource("3_1jxqw")
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popup/item_2/id = 2
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popup/item_2/id = 2
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popup/item_3/text = "Acrobat"
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popup/item_3/text = "Acrobat"
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popup/item_3/icon = ExtResource("3_2hs0m")
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popup/item_3/icon = ExtResource("3_2hs0m")
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@ -41,6 +41,7 @@ Node* Game::kyaraspawn(const Variant &data)
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kya->set_name(dat["name"]);
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kya->set_name(dat["name"]);
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kya->multiplayerowner=dat["pid"];
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kya->multiplayerowner=dat["pid"];
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kya->set_position(Vector2(50,50));
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kya->set_position(Vector2(50,50));
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kya->mummy=this;
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if (multiplayer_type&2) kya->set_texture(ResourceLoader::get_singleton()->load("res://design/char_top.svg")); // displaying
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if (multiplayer_type&2) kya->set_texture(ResourceLoader::get_singleton()->load("res://design/char_top.svg")); // displaying
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return kya;
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return kya;
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}
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}
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@ -14,7 +14,6 @@ class Game : public Node2D
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{
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{
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GDCLASS(Game, Node2D)
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GDCLASS(Game, Node2D)
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private:
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private:
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int multiplayer_type;
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MultiplayerSpawner *spawn;
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MultiplayerSpawner *spawn;
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protected:
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protected:
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static void _bind_methods();
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static void _bind_methods();
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~Game();
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~Game();
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void start(const Dictionary &players, const int p_multiplayer_type);
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void start(const Dictionary &players, const int p_multiplayer_type);
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Node* kyaraspawn(const Variant &data);
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Node* kyaraspawn(const Variant &data);
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int multiplayer_type;
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};
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};
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}
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}
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#include "kyara.h"
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#include "kyara.h"
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#include <godot_cpp/core/class_db.hpp>
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#include <godot_cpp/core/class_db.hpp>
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//INVALID USE OF INCOMPLETE TYPE STRIKES AGAIN, BUT DIFFERENT
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#include "game.h"
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using namespace godot;
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using namespace godot;
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void Character::_bind_methods()
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void Character::_bind_methods()
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@ -26,6 +29,7 @@ Character::Character()
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balance_radius_cur=8.0;
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balance_radius_cur=8.0;
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face=memnew(Sprite2D);
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face=memnew(Sprite2D);
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face->set_name("_face");
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face->set_name("_face");
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face->set_draw_behind_parent(true);
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add_child(face,false,INTERNAL_MODE_BACK);
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add_child(face,false,INTERNAL_MODE_BACK);
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input=memnew(Controller);
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input=memnew(Controller);
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input->set_name("_input");
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input->set_name("_input");
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shape=memnew(CollisionShape2D);
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shape=memnew(CollisionShape2D);
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shape->set_name("_shape");
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shape->set_name("_shape");
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add_child(shape,false,INTERNAL_MODE_BACK);
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add_child(shape,false,INTERNAL_MODE_BACK);
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br_col=memnew(Color);
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br_col->r=1.0;
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}
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}
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Character::~Character(){}
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Character::~Character(){}
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void Character::_process(double delta)
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void Character::_process(double delta)
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{
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{
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// これも嫌い
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balance_radius_cur-=3.0;
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balance_radius_cur-=3.0;
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balance_radius_cur=godot::Math::max(balance_radius_cur,8.0);
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balance_radius_cur=godot::Math::max(balance_radius_cur,8.0);
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move(input->flags);
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move(input->flags);
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look_at(input->target);
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look_at(input->target);
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queue_redraw();
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// Not sure if I should do this. Issues could occur if I'm wrong either side.
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// Not sure if I should do this. Issues could occur if I'm wrong either side.
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//CharacterBody2D::_process(delta);
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//CharacterBody2D::_process(delta);
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}
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}
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input->set_multiplayer_authority(multiplayerowner);
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input->set_multiplayer_authority(multiplayerowner);
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}
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}
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void Character::_draw()
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{
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// これ嫌い: *obj
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if (!(mummy->multiplayer_type&2)) return;
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if (multiplayerowner!=get_multiplayer()->get_unique_id()) return;
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draw_circle(Vector2(0,0),balance_radius_cur,*br_col,false);
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}
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void Character::move(int flags)
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void Character::move(int flags)
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{
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{
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if (!flags) return;
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if (!flags) return;
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14
src/kyara.h
14
src/kyara.h
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#include <godot_cpp/classes/circle_shape2d.hpp>
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#include <godot_cpp/classes/circle_shape2d.hpp>
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// YOU MAY GET MYSTERIOUS "INVALID USE OF INCOMPLETE TYPE" ERRORS IF YOU DO NOT INCLUDE THE THINGS YOU NEED, BECAUSE THEY MIGHT BE BRIEFLY DEFINED IN OTHER THINGS.
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// YOU MAY GET MYSTERIOUS "INVALID USE OF INCOMPLETE TYPE" ERRORS IF YOU DO NOT INCLUDE THE THINGS YOU NEED, BECAUSE THEY MIGHT BE BRIEFLY DEFINED IN OTHER THINGS.
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#include <godot_cpp/classes/scene_replication_config.hpp>
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#include <godot_cpp/classes/scene_replication_config.hpp>
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#include <godot_cpp/variant/color.hpp>
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namespace godot
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namespace godot
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{
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{
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class Game;
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class Character : public CharacterBody2D
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class Character : public CharacterBody2D
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{
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{
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GDCLASS(Character, CharacterBody2D)
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GDCLASS(Character, CharacterBody2D)
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double balance_radius;
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double balance_radius;
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double balance_radius_cur;
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double balance_radius_cur;
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void move(int flags);
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void move(int flags);
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Sprite2D *face;
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Sprite2D* face;
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Controller *input;
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Controller* input;
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MultiplayerSynchronizer *sync;
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MultiplayerSynchronizer* sync;
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CollisionShape2D *shape;
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CollisionShape2D* shape;
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Color* br_col;
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protected:
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protected:
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static void _bind_methods();
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static void _bind_methods();
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public:
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public:
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void _process(double delta) override;
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void _process(double delta) override;
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void _ready() override;
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void _ready() override;
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void _enter_tree() override;
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void _enter_tree() override;
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void _draw() override;
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int multiplayerowner;
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int multiplayerowner;
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Game* mummy;
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// Garbage
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// Garbage
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void set_balance_radius(const double p_balance_radius);
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void set_balance_radius(const double p_balance_radius);
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double get_balance_radius() const;
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double get_balance_radius() const;
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Loading…
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Reference in New Issue
Block a user