she turns now
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@ -1,5 +1,7 @@
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extends Area2D
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extends Area2D
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signal hit
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@export var speed = 600
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@export var speed = 600
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var spriteRotateAngle = 0
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var screen_size
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var screen_size
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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func _ready() -> void:
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@ -12,13 +14,22 @@ func _process(delta: float) -> void:
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var currentSpeed = speed
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var currentSpeed = speed
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if Input.is_action_pressed("move_up"):
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if Input.is_action_pressed("move_up"):
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velocity.y -= 1
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velocity.y -= 1
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if Input.is_action_pressed("move_right"):
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velocity.x += 1
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if Input.is_action_pressed("move_left"):
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velocity.x -= 1
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if Input.is_action_pressed("move_down"):
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if Input.is_action_pressed("move_down"):
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velocity.y += 1
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velocity.y += 1
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if Input.is_action_pressed("move_right"):
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velocity.x += 1
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if spriteRotateAngle < 20:
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spriteRotateAngle += 1
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elif Input.is_action_pressed("move_left"):
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velocity.x -= 1
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if spriteRotateAngle > -20:
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spriteRotateAngle -= 1
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elif spriteRotateAngle < 0:
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spriteRotateAngle += 1
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elif spriteRotateAngle > 0:
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spriteRotateAngle -= 1
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if Input.is_action_pressed("focus"):
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if Input.is_action_pressed("focus"):
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currentSpeed = speed / 2
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currentSpeed = speed / 2
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@ -27,3 +38,6 @@ func _process(delta: float) -> void:
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position += velocity * delta
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position += velocity * delta
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position = position.clamp(Vector2.ZERO, screen_size)
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position = position.clamp(Vector2.ZERO, screen_size)
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rotation_degrees = spriteRotateAngle
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