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extends Area2D
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# Called when the node enters the scene tree for the first time.
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func _ready():
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#$pDasher.body_entered.connect(OnBodyEntered)
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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extends CanvasLayer
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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_draw()
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pass
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func _draw():
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var width = 5
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var color = Color(0, 1, 0)
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var start = Vector2(0,0)
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var end = Vector2(100,100)
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$Line2D.draw_line(start, end, color, width)
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extends Control
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# Called when the node enters the scene tree for the first time.
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func _ready():
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#$CenterContainer/VBoxContainer/Button05.button_up.connect( _on_quit )
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#$CenterContainer/VBoxContainer/Button01.button_up.connect( _on_play )
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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func _on_quit():
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get_tree().quit()
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func _on_play():
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get_tree().change_scene_to_file("res://scenes/main.tscn")
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@@ -0,0 +1,20 @@
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extends Control
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# Called when the node enters the scene tree for the first time.
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func _ready():
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#$CenterContainer/VBoxContainer/Button05.button_up.connect( _on_quit )
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#$CenterContainer/VBoxContainer/Button01.button_up.connect( _on_play )
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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func _on_quit():
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get_tree().quit()
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func load_start_menu():
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get_tree().change_scene_to_file("res://scenes/UI/Start.tscn")
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@@ -0,0 +1,83 @@
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extends Node2D
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var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
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var gravity_vector = ProjectSettings.get_setting("physics/2d/default_gravity_vector")
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var player = load("res://scenes/pDasher.tscn")
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var level = load("res://scenes/levels/level_1.tscn")
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var direction: int = 1
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var paused: bool = false
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var asp: AudioStreamPlayer
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var switch_gravity_sound = preload("res://audio/switch_gravity.wav")
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## WORLD METHODS
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func switch_gravity():
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gravity_vector = gravity_vector.rotated(deg_to_rad(180))
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func switch_direction():
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print("changing")
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direction *= -1
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## NAVIGATION
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func player_fail():
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get_tree().change_scene_to_file("res://scenes/UI/End.tscn")
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func player_win():
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get_tree().change_scene_to_file("res://scenes/UI/Win.tscn")
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func _ready():
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asp = $AudioStreamPlayer
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#load player and level
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get_node("/root/World").add_child( player.instantiate() ) #absolute way...
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get_node("/root/World").add_child( level.instantiate() ) #relative way meaning <ME> or whatever node this script is attached to.
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# manage signals connections
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var abysses = $Level/Abysses.get_children()
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for abyss in abysses:
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abyss.body_entered.connect( _on_abyss_body_entered )
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var gravity_switches = $Level/Switches/Gravity.get_children()
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for gswitch in gravity_switches:
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gswitch.body_entered.connect( _on_gswitch_body_entered )
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var direction_switches = $Level/Switches/Direction.get_children()
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for dswitch in direction_switches:
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dswitch.body_entered.connect( _on_dswitch_body_entered )
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var checkpoints = $Level/Checkpoints.get_children()
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for checkpoint in checkpoints:
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#print( checkpoint )
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checkpoint.body_entered.connect( _on_checkpoint_body_entered )
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## MAIN
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#func _process(delta):
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#pass
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##SIGNAL HANDLING
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func _on_abyss_body_entered(body):
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#check that body is player
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player_fail()
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#print( str(body) + " se fue pal hoyo" )
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func _on_gswitch_body_entered(body):
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#check type of switch
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#body.get_node("AnimationPlayer").spin()
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asp.stream = switch_gravity_sound
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asp.play()
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switch_gravity()
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func _on_dswitch_body_entered(body):
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var dasher = get_node("/root/World/pDasher")
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dasher.switch_direction()
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func _on_checkpoint_body_entered(body):
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body.direction = 0;
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$Timer.start()
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func _on_timeout():
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player_win()
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@@ -0,0 +1,10 @@
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extends Area2D
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@export var type: String
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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@@ -0,0 +1,76 @@
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extends CharacterBody2D
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const SPEED = 300
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const JUMP_VELOCITY = -400.0
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const ANGULAR_ACCELERATION = 7.5;
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var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
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var direction: int
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var World: Node2D
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var ap: AnimationPlayer
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var asp: AudioStreamPlayer
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var jumping: bool = false
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var lives: int = 3
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var jump_sound = preload("res://audio/jump.wav")
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var land_sound = preload("res://audio/land.wav")
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var fall_sound = preload("res://audio/fall.wav")
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var switch_direction_sound = preload("res://audio/switch_direction.wav")
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func switch_direction():
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velocity.x *= -1
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direction *= -1
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asp.stream = switch_direction_sound
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asp.play()
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func _ready():
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ap = $AnimationPlayer;
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asp = $AudioStreamPlayer;
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World = get_node("/root/World") ## why did get_world("World") didn't work?
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direction = World.direction ## maybe should be getting initial direction from level
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func _physics_process(delta):
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if Input.is_action_just_pressed("debug"):
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switch_direction()
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#if direction != World.direction:
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#swap_direction()
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# Add the gravity.
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self.up_direction = -World.gravity_vector;
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$CollisionShape2D.skew = lerp( $CollisionShape2D.skew, (.001) * self.velocity.x * sin(World.gravity_vector.angle()) , delta * ANGULAR_ACCELERATION )
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self.rotation = lerp( self.rotation , -World.gravity_vector.angle() + (.5*PI) , delta * ANGULAR_ACCELERATION ) ;
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if not is_on_floor():
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velocity.y += gravity * (sin(World.gravity_vector.angle())) * delta
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velocity.x += gravity * (cos(World.gravity_vector.angle())) * delta
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else:
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# Handle jump.
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if jumping:
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jumping = false
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ap.play("land")
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asp.stream = land_sound
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asp.play()
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if Input.is_action_just_pressed("jump") and is_on_floor():
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#velocity.x = JUMP_VELOCITY * cos(jump_vector.angle())
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jumping = true
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ap.play("jump")
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asp.stream = jump_sound
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asp.play()
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velocity.y = JUMP_VELOCITY * sin(World.gravity_vector.angle())
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if direction != 0:
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velocity.x = direction * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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move_and_slide()
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func _on_fall():
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asp.stream = fall_sound
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asp.play()
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@@ -0,0 +1,16 @@
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extends Area2D
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@export var type: String
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var w: Node
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# Called when the node enters the scene tree for the first time.
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func _ready():
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w = get_node("/root/World")
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# print(w)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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func spin():
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$AnimationPlayer.play("spin")
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