Add working camera with an offset effect for persception of motion
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9d052b0489
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@ -1,7 +1,8 @@
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[gd_scene load_steps=4 format=3 uid="uid://ckh362yqjkpi0"]
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[gd_scene load_steps=5 format=3 uid="uid://ckh362yqjkpi0"]
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[ext_resource type="Script" path="res://script/player.cs" id="1_lhmq0"]
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[ext_resource type="Texture2D" uid="uid://lcb2vm87qo30" path="res://assets/PNG/playerShip1_blue.png" id="2_1ykv0"]
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[ext_resource type="Script" path="res://script/camera.cs" id="3_ui7sm"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_btpq3"]
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radius = 41.0488
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@ -18,3 +19,6 @@ texture = ExtResource("2_1ykv0")
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[node name="LaserSpawn" type="Node2D" parent="."]
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position = Vector2(0, -58)
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[node name="Camera2D" type="Camera2D" parent="."]
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script = ExtResource("3_ui7sm")
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@ -81,6 +81,7 @@ public partial class asteroid : Area2D
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var radius = circleshape.Radius;
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var ScreenSize = GetViewportRect().Size;
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/*
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if (GlobalPosition.Y + radius < 0)
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{
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GlobalPosition = new Vector2(GlobalPosition.X, ScreenSize.Y + radius);
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@ -97,5 +98,6 @@ public partial class asteroid : Area2D
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{
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GlobalPosition = new Vector2(-radius, GlobalPosition.Y);
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}
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*/
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}
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}
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28
MB_FYP/script/camera.cs
Normal file
28
MB_FYP/script/camera.cs
Normal file
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@ -0,0 +1,28 @@
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using Godot;
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using System;
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public partial class camera : Camera2D
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{
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[Export] public Vector2 OffsetAmount = new Vector2(100, 0);
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[Export] public float SmoothingSpeed = 0.1f;
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// Called when the node enters the scene tree for the first time.
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public CharacterBody2D Player;
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public override void _Ready()
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{
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Player = GetParent<CharacterBody2D>();
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(double delta)
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{
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Vector2 playerPos = Player.GlobalPosition;
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Vector2 playerV = Player.Velocity;
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Vector2 direction = playerV.Normalized();
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Vector2 cameraTargetPos = playerPos + OffsetAmount * direction;
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GlobalPosition = GlobalPosition.Lerp(cameraTargetPos, SmoothingSpeed);
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}
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}
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@ -38,15 +38,15 @@ public partial class game : Node2D
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}
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public override void _Process(double delta)
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{
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if (Input.IsActionJustPressed("reset"))
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public override void _Process(double delta)
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{
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if (Input.IsActionJustPressed("reset"))
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{
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GetTree().ReloadCurrentScene();
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}
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}
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}
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public void SpawnAsteroid(Vector2 position, int size)
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public void SpawnAsteroid(Vector2 position, int size)
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{
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var a = new asteroid();
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a = AsteroidScene.Instantiate<asteroid>();
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@ -64,7 +64,7 @@ public partial class game : Node2D
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GD.Print(h.Score.Text);*/
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ScoreLabel.Text = "SCORE: " + score.ToString();
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}
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}
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//Signals and Connections
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public void OnPlayerLaserShot(Area2D Laser)
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@ -3,83 +3,79 @@ using System;
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public partial class player : CharacterBody2D
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{
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[Signal]
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public delegate void LaserShotEventHandler(Area2D Laser);
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[Export]
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public Vector2 ScreenSize;
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[Export]
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public int MaxSpeed { get; set;} = 300;
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[Export]
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public int MainSpeed { get; set; } = 10;
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[Export]
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public int StrafeSpeed { get; set; } = 5;
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[Export]
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public float RotationSpeed { get; set; } = 2f;
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[Signal]
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public delegate void LaserShotEventHandler(Area2D Laser);
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[Export]
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public Vector2 ScreenSize;
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[Export]
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public int MaxSpeed { get; set;} = 300;
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[Export]
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public int MainSpeed { get; set; } = 10;
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[Export]
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public int StrafeSpeed { get; set; } = 5;
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[Export]
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public float RotationSpeed { get; set; } = 2f;
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public Node2D LaserSpawn = null;
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public Node2D LaserSpawn = null;
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private int _rotationDirection;
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private int _rotationDirection;
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private readonly PackedScene LaserScene = GD.Load<PackedScene>("res://scenes/laser.tscn");
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public void GetInput()
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{
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/*LookAt(GetGlobalMousePosition()); //used for mouse-based rotation and movement
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Velocity = Transform.X * Input.GetAxis("down", "up") * Speed;
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*/
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// Movement, could probably move into its own methods instead of GetInput()
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_rotationDirection = (int)Input.GetAxis("left", "right");
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Velocity += (Transform.X * Input.GetAxis("strafe_left", "strafe_right") * StrafeSpeed) + (Transform.Y * Input.GetAxis("up", "down") * MainSpeed);
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Velocity = Velocity.LimitLength(MaxSpeed);
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private readonly PackedScene LaserScene = GD.Load<PackedScene>("res://scenes/laser.tscn");
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public void GetInput()
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{
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/*LookAt(GetGlobalMousePosition()); //used for mouse-based rotation and movement
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Velocity = Transform.X * Input.GetAxis("down", "up") * Speed;
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*/
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// Movement, could probably move into its own methods instead of GetInput()
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_rotationDirection = (int)Input.GetAxis("left", "right");
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Velocity += (Transform.X * Input.GetAxis("strafe_left", "strafe_right") * StrafeSpeed) + (Transform.Y * Input.GetAxis("up", "down") * MainSpeed);
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Velocity = Velocity.LimitLength(MaxSpeed);
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//move into selection statement for toggling between fa off and on
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if(Input.GetAxis("strafe_left", "strafe_right") == 0){
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Velocity = Velocity.MoveToward(Vector2.Zero, 1.5f);
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}
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else if(Input.GetAxis("down", "up") == 0){
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Velocity = Velocity.MoveToward(Vector2.Zero, 1.5f);
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}
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}
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//move into selection statement for toggling between fa off and on
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if(Input.GetAxis("strafe_left", "strafe_right") == 0){
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Velocity = Velocity.MoveToward(Vector2.Zero, 1.5f);
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}
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else if(Input.GetAxis("down", "up") == 0){
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Velocity = Velocity.MoveToward(Vector2.Zero, 1.5f);
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}
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}
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public void ShootLaser()
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{
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Node2D Laser = LaserScene.Instantiate<Node2D>();
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Laser.Position = LaserSpawn.GlobalPosition;
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Laser.Rotation = Rotation;
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GD.Print("shoooot");
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var l = new Laser
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{
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Position = new Vector2(LaserSpawn.Position.X, LaserSpawn.Position.Y),
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Rotation = Rotation
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};
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EmitSignal(SignalName.LaserShot, Laser);
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}
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public void ShootLaser()
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{
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Node2D Laser = LaserScene.Instantiate<Node2D>();
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Laser.Position = LaserSpawn.GlobalPosition;
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Laser.Rotation = Rotation;
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EmitSignal(SignalName.LaserShot, Laser);
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}
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public override void _Ready()
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{
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GD.Print(GetViewportRect().Size);
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ScreenSize = GetViewportRect().Size;
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LaserSpawn = GetNode<Node2D>("LaserSpawn");
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}
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public override void _Ready()
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{
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//GD.Print(GetViewportRect().Size);
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ScreenSize = GetViewportRect().Size;
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LaserSpawn = GetNode<Node2D>("LaserSpawn");
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}
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public override void _Process(double delta)
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{
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if(Input.IsActionJustPressed("shoot"))
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{
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ShootLaser();
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}
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}
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public override void _PhysicsProcess(double delta)
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{ // every frame
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GetInput();
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Rotation += _rotationDirection * RotationSpeed * (float)delta;
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Velocity.LimitLength(MaxSpeed);
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MoveAndSlide();
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public override void _Process(double delta)
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{
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if(Input.IsActionJustPressed("shoot"))
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{
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ShootLaser();
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}
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}
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public override void _PhysicsProcess(double delta)
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{ // every frame
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GetInput();
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Rotation += _rotationDirection * RotationSpeed * (float)delta;
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Velocity.LimitLength(MaxSpeed);
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MoveAndSlide();
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if (Position.Y < 0) {Position = new Vector2(Position.X, ScreenSize.Y);}
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if (Position.Y > ScreenSize.Y) {Position = new Vector2(Position.X, 0);}
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if (Position.X < 0) { Position = new Vector2(ScreenSize.X, Position.Y);}
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if (Position.X > ScreenSize.X) { Position = new Vector2(0, Position.Y);}
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}
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}
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/*
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if (Position.Y < 0) {Position = new Vector2(Position.X, ScreenSize.Y);}
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if (Position.Y > ScreenSize.Y) {Position = new Vector2(Position.X, 0);}
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if (Position.X < 0) { Position = new Vector2(ScreenSize.X, Position.Y);}
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if (Position.X > ScreenSize.X) { Position = new Vector2(0, Position.Y);}
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*/
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}
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}
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