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https://github.com/creyD/ludum_dare_46.git
synced 2026-06-11 21:22:22 +02:00
AI API Interface
This commit is contained in:
@@ -1,4 +1,6 @@
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extends Player
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extends KinematicBody2D
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class_name Hero
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const PrioQueue = preload("prio_queue.gd") # Relative path
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const Grid = preload("res://Maps/Grid.gd")
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@@ -195,25 +197,32 @@ func AStar(source, target):
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return [NOTHING, [0,0]]
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func makeMove():
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match ExecutionState:
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EXECUTING:
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pass
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AI_MOVE:
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var field = [0.1 * prios[Grid.Kind.BONFIRE], 1]
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var decision = randf()
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var i = 0
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while field[i] > decision:
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i += 1
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if (i == 0):
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var targetField = getTargetField(Grid.prio_grid)
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# Todo: move player
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else:
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pass
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func makeMove(delta):
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#match ExecutionState:
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# EXECUTING:
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# pass
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# AI_MOVE:
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# var field = [0.1 * prios[Grid.Kind.BONFIRE], 1]
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# var decision = randf()
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## var i = 0
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#while field[i] > decision:
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# i += 1
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## if (i == 0):
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# var targetField = getTargetField(Grid.prio_grid)
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# run(targetField)
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# else:
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# pass
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pass
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# API Interface for ai_hero -> methods are handled in player.gd
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func attac(direction, delta):
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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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func roll(direction, delta):
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pass
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func run(direction, delta):
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pass
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@@ -1,4 +1,4 @@
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extends KinematicBody2D
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extends Hero
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class_name Player
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"""
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This is an example player controller script created by Paul
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@@ -21,7 +21,8 @@ onready var animation_state = animation_tree.get("parameters/playback")
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enum moveState{
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MOVE,
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ROLL,
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HIT
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HIT,
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IDLE
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}
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@@ -38,12 +39,12 @@ func _debug_update():
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func _physics_process(delta):
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totaldamage+=damage_per_second*delta
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player_stats.speed+=10*delta
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totaldamage += damage_per_second*delta
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player_stats.speed += 10 * delta
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while(totaldamage>1):
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totaldamage-=1
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totaldamage -= 1
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player_stats.health-=1
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while(totaldamage<-1):
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while(totaldamage < -1):
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totaldamage+=1
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player_stats.health+=1
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_debug_update()
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@@ -55,7 +56,15 @@ func _physics_process(delta):
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movement_roll()
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moveState.HIT:
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movement_hit()
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elif movementState == moveState.ROLL:
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movement_roll()
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elif movementState == moveState.HIT:
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movement_hit()
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elif movementState == moveState.IDLE:
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movement_idle()
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else:
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movement_run(Vector2(0,0), delta)
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makeMove(delta)
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move()
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# IMPORTANT: If you are using move_and_slide don't multiply by delta
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@@ -71,25 +80,35 @@ func set_animation_tree_vector():
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animation_tree.set("parameters/roll/blend_position", rollvector)
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animation_tree.set("parameters/run/blend_position", rollvector)
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# API Interface for ai_hero
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func attac(direction):
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func attac(direction, delta):
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direction = direction.normalized()
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rollvector = direction
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set_animation_tree_vector()
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movementState = moveState.HIT
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# API Interface for ai_hero
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func roll(direction):
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func roll(direction, delta):
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direction = direction.normalized()
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rollvector = direction
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set_animation_tree_vector()
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movementState = moveState.ROLL
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# API Interface for ai_hero
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func run(direction):
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func run(direction, delta):
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direction = direction.normalized()
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rollvector = direction
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set_animation_tree_vector()
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movementState = moveState.MOVE
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velocity = velocity.move_toward(player_stats.speed * rollvector, ACCELERATION * delta)
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if direction == Vector2.ZERO:
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animation_state.travel("idle")
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else:
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animation_state.travel("run")
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func movement_move(delta):
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@@ -108,30 +127,34 @@ func movement_move(delta):
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velocity = Vector2.ZERO
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else:
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rollvector = input_vector
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animation_tree.set("parameters/idle/blend_position", input_vector)
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animation_tree.set("parameters/hit/blend_position", input_vector)
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animation_tree.set("parameters/roll/blend_position", input_vector)
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animation_tree.set("parameters/run/blend_position", input_vector)
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set_animation_tree_vector()
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animation_state.travel("run")
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velocity = velocity.move_toward(player_stats.speed * input_vector, ACCELERATION * delta)
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if Input.is_action_just_pressed("roll"):
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movementState = moveState.ROLL
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elif Input.is_action_just_pressed("attack"):
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movementState = moveState.HIT
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func movement_hit():
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velocity = Vector2.ZERO
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animation_state.travel("hit")
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func hit_finished():
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movementState = moveState.MOVE
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movementState = moveState.IDLE
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ExecutionState = AI_MOVE
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func movement_roll():
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velocity = rollvector * ROLL_SPEED
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animation_state.travel("roll")
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ExecutionState = EXECUTING
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func roll_finished():
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movementState = moveState.MOVE
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movementState = moveState.IDLE
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ExecutionState = AI_MOVE
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func _on_Hurtbox_area_entered(area):
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@@ -151,3 +174,13 @@ func _on_Hitbox_area_entered(area):
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currency += area.currency_value
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player_stats.health = player_stats.health+area.health_value
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player_stats.speed -= area.slowdown_value
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func movement_run(direction, delta):
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run(direction, delta)
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func movement_idle():
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movementState = moveState.IDLE
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velocity = Vector2.ZERO
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animation_state.travel("idle")
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@@ -684,7 +684,7 @@ shape = SubResource( 47 )
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[node name="Pivot" type="Position2D" parent="."]
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position = Vector2( 0, -4.16248 )
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rotation = 1.5708
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rotation = 3.14159
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__meta__ = {
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"_gizmo_extents_": 20.0
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}
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@@ -32,9 +32,8 @@ __meta__ = {
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position = Vector2( 152, 120 )
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[node name="Player" parent="YSort" instance=ExtResource( 1 )]
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position = Vector2( 296, -32 )
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position = Vector2( 84.2923, 24.0572 )
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scale = Vector2( 2, 2 )
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debug = true
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FRICTION = 200
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[node name="Bonfire" parent="YSort" instance=ExtResource( 7 )]
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@@ -15,6 +15,11 @@ _global_script_classes=[ {
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"path": "res://Boss/Boss_template.gd"
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}, {
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"base": "KinematicBody2D",
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"class": "Hero",
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"language": "GDScript",
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"path": "res://Overlap/AI/AI_Hero.gd"
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}, {
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"base": "Hero",
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"class": "Player",
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"language": "GDScript",
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"path": "res://Player/Player.gd"
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@@ -31,6 +36,7 @@ _global_script_classes=[ {
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} ]
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_global_script_class_icons={
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"Boss": "",
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"Hero": "",
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"Player": "",
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"TitleSceenButton": "",
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"TitleScreen": ""
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