Imported into Godot 4.3
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@ -1,3 +1,3 @@
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extends Area2D
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export var damage = 1
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@export var damage = 1
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@ -2,10 +2,10 @@ extends Area2D
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const HitEffect = preload("res://Effects/HitEffect.tscn")
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var invincible = false setget set_invincible
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var invincible = false: set = set_invincible
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onready var timer = $Timer
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onready var collisionShape = $CollisionShape2D
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@onready var timer = $Timer
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@onready var collisionShape = $CollisionShape2D
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signal invincibility_started
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signal invincibility_ended
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@ -21,7 +21,7 @@ func start_invincibility(duration):
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timer.start(duration)
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func create_hit_effect():
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var effect = HitEffect.instance()
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var effect = HitEffect.instantiate()
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var main = get_tree().current_scene
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main.add_child(effect)
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effect.global_position = global_position
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@ -1,17 +1,17 @@
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extends Node2D
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export(int) var wander_range = 32
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@export var wander_range: int = 32
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onready var start_position = global_position
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onready var target_position = global_position
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@onready var start_position = global_position
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@onready var target_position = global_position
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onready var timer = $Timer
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@onready var timer = $Timer
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func _ready():
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update_target_position()
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func update_target_position():
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var target_vector = Vector2(rand_range(-wander_range,wander_range), rand_range(-wander_range,wander_range))
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var target_vector = Vector2(randf_range(-wander_range,wander_range), randf_range(-wander_range,wander_range))
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target_position = start_position + target_vector
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func get_time_left():
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