week3
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3607e63548
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@@ -15,3 +15,6 @@ func _process(delta: float) -> void:
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func _on_body_entered(body: Node2D) -> void:
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print("Bullet hit something " + body.to_string())
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bulletDamageSignal.emit(body, self)
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func setSpeed(value)-> void:
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speed = value
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@@ -1,6 +1,7 @@
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class_name GameController extends Node2D
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signal teleportSignal(body)
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signal teleportSignal(body:RigidBody2D)
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signal destroySignal(body)
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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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@@ -17,7 +18,7 @@ func _on_trigger(effect: Variant, Object: Variant) -> void:
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match effect:
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"destroy":
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if not Object is Player:
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Object.queue_free()
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destroySignal.emit(Object)
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"teleport":
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print("Trigger wants to teleport")
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if Object is Crate:
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@@ -26,6 +27,6 @@ func _on_trigger(effect: Variant, Object: Variant) -> void:
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func _on_bullet_hit(body, bullet) -> void:
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print("GC knows bullet hit")
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if body is Crate:
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body.queue_free()
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bullet.queue_free()
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destroySignal.emit(body)
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destroySignal.emit(bullet)
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+71
-8
@@ -4,12 +4,20 @@ class_name Player extends CharacterBody2D
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@onready var left_cast: RayCast2D = $LeftCast
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@onready var right_spawn: Marker2D = $RightSpawn
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@onready var left_spawn: Marker2D = $LeftSpawn
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@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
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@export var shove_power:= 800
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@export var bump_power:= 50
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var direction
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signal bulletSignal(pos, speed)
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enum FaceDirection {LEFT, RIGHT}
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enum PlayerStates {IDLE, RUNNING, JUMPING, FALLING}
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var facing: FaceDirection = FaceDirection.RIGHT
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var current_player_state: PlayerStates = PlayerStates.IDLE
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var upJump:bool = false
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var pushRightEnabled = false
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var pushLeftEnabled = false
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@@ -23,6 +31,26 @@ func _physics_process(delta: float) -> void:
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if not is_on_floor():
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velocity += get_gravity() * delta
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handle_input()
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handle_movement()
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handle_states()
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handle_animations()
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move_and_slide()
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handle_collisions()
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func handle_input()-> void:
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#Handle shoot
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if Input.is_action_just_pressed("shoot"):
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print ("player wants to shoot")
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#send a bullet signal
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if facing==FaceDirection.RIGHT:
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bulletSignal.emit(right_spawn.global_transform, 800)
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if facing==FaceDirection.LEFT:
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bulletSignal.emit(left_spawn.global_transform, -800)
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player_graphic.flip_h = true
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# Handle shove.
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if Input.is_action_just_pressed("shove"):
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print("Player shove!")
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@@ -33,25 +61,30 @@ func _physics_process(delta: float) -> void:
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# shove it left
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pushTarget.apply_central_impulse(Vector2(-1,0) * shove_power)
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# Handle jump.
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# Handle jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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current_player_state=PlayerStates.JUMPING
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upJump = true
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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direction = Input.get_axis("ui_left", "ui_right")
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var direction := Input.get_axis("ui_left", "ui_right")
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func handle_movement()-> void:
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if direction:
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velocity.x = direction * SPEED
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# set player direction
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if direction < 0:
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facing = FaceDirection.LEFT
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player_graphic.flip_h = true
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if direction > 0:
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facing = FaceDirection.RIGHT
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player_graphic.flip_h = false
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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 handle_collisions()-> void:
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# find all things my player collided with
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for i in get_slide_collision_count():
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var c = get_slide_collision(i)
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@@ -77,5 +110,35 @@ func _physics_process(delta: float) -> void:
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pushTarget = collider
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else:
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pushLeftEnabled = false
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func handle_states()-> void:
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match current_player_state:
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PlayerStates.IDLE when velocity.x !=0:
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current_player_state = PlayerStates.RUNNING
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PlayerStates.RUNNING when velocity.x==0:
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current_player_state = PlayerStates.IDLE
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PlayerStates.JUMPING when velocity.y>0:
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#you falling
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current_player_state = PlayerStates.FALLING
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PlayerStates.FALLING when is_on_floor():
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if velocity.x ==0:
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current_player_state = PlayerStates.IDLE
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else:
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current_player_state = PlayerStates.RUNNING
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func handle_animations()-> void:
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match current_player_state:
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PlayerStates.RUNNING:
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player_graphic.play("run")
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PlayerStates.IDLE:
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player_graphic.play("idle")
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PlayerStates.JUMPING:
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if upJump:
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player_graphic.play("jump")
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PlayerStates.FALLING:
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player_graphic.play("fall")
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func _on_animation_finished() -> void:
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match current_player_state:
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PlayerStates.JUMPING:
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upJump = false
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@@ -2,13 +2,20 @@ class_name SceneManager extends Node2D
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@onready var triggers: Node2D = $"../Triggers"
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@onready var game: GameController = $".."
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@onready var bullet: Bullet = $"../Bullet"
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#@onready var bullet: Bullet = $"../Bullet"
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@onready var player: Player = $"../Player"
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var bullet = preload("res://scenes/bullet.tscn")
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var totalAllowedBullets:int = 7
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#collection
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var bulletArray:Array[Bullet] = []
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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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buildLevel()
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game.teleportSignal.connect(teleport)
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bullet.bulletDamageSignal.connect(game._on_bullet_hit)
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game.destroySignal.connect(destroy)
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player.bulletSignal.connect(makeBullet)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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@@ -28,3 +35,44 @@ func teleport(body, _bodyposition = null) -> void:
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var random_y = randf_range(0, viewport_size.y)
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var newPosition = Vector2(random_x, random_y)
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body.teleport_to(newPosition)
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#order desk (for bullets)
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func makeBullet(pos, speed)-> void:
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#ask for a bullet from....the factory
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print("make a bullet")
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var myBullet:Bullet = bulletFactory()
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myBullet.transform = pos
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myBullet.setSpeed(speed)
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myBullet.set_process(true)
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func bulletFactory()-> Bullet:
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var myBullet:Bullet
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#how many bullets have been created?
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if bulletArray.size() <= totalAllowedBullets:
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myBullet = bullet.instantiate()
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add_sibling(myBullet)
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#have to wire up signal after
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if not myBullet.bulletDamageSignal.is_connected(game._on_bullet_hit):
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myBullet.bulletDamageSignal.connect(game._on_bullet_hit)
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else:
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#recycle bullet
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print("recycling!")
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myBullet = bulletArray.pop_back()
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#put the bullet in my collection
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bulletArray.push_front(myBullet)
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return myBullet
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func destroy(target)-> void:
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if target is Bullet:
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stash(target)
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if target is Crate:
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target.queue_free()
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func stash(target:Bullet)-> void:
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print("stash a bullet")
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#hide the bullet off-screen
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var stashPosition:Vector2 = Vector2(10,10)
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target.position = stashPosition
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target.setSpeed(0)
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target.set_process(false)
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