mirror of
https://github.com/creyD/ludum_dare_46.git
synced 2026-06-11 21:22:22 +02:00
ai movement, ai hit and move treshhold added
This commit is contained in:
@@ -20,7 +20,7 @@ radius = 18.0
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height = 18.0
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[sub_resource type="CapsuleShape2D" id=2]
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radius = 18.0
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radius = 20.0
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height = 18.0
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[sub_resource type="CircleShape2D" id=3]
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@@ -448,7 +448,7 @@ states/move/position = Vector2( 143, 70 )
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[node name="SlimeBoss" type="KinematicBody2D"]
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collision_layer = 4
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collision_mask = 3
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collision_mask = 131
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script = ExtResource( 4 )
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__meta__ = {
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"_edit_group_": true
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@@ -491,9 +491,11 @@ collision_layer = 4
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position = Vector2( 0, -15 )
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shape = SubResource( 1 )
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[node name="Hurtbox" parent="." instance=ExtResource( 1 )]
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[node name="Hurtbox" parent="." groups=[
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"HittableByPlayer",
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] instance=ExtResource( 1 )]
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collision_layer = 4
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collision_mask = 0
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collision_mask = 128
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[node name="CollisionShape2D" parent="Hurtbox" index="0"]
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position = Vector2( 0, -15 )
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@@ -45,7 +45,7 @@ shape = SubResource( 2 )
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[node name="Hitbox" parent="." instance=ExtResource( 4 )]
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collision_layer = 16
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damage = -0.5
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damage = -1.5
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[node name="CollisionShape2D" parent="Hitbox" index="0"]
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position = Vector2( 0, -2 )
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@@ -33,9 +33,15 @@ var actionFieldUsed = false
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var areaRefList = []
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var threadTime = 0.6
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var threadTime = 0.4
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var threadDelta = 0.0
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var hitDelta = 0.0
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var hitTreshhold = 0.1
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var aiDelta = 0.0
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var aiTreshhold = 0.4
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#calculates the sum of all present prios
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func calcTotalPrio():
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var sum = 0
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@@ -70,7 +76,7 @@ func calcPrioTable():
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#14+7 0.999
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#updates heart and bonfire prio
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func adjustPrio(currentHealth, maxHealth):
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var prioVal = 10.0 - (float(currentHealth)/float(maxHealth))*10.0
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var prioVal = 20.0 - (float(currentHealth)/float(maxHealth))*20.0
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var bonfire = prioVal + 1
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var hearts = prioVal
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if(hearts < 0):
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@@ -106,6 +112,7 @@ func getCost(field):
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# curr - current position
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# targ - a target position
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func h_fn(curr, target):
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var h = min(target[0]-curr[0],target[1]-curr[1])
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return 0
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# currCost - currentCost
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@@ -143,21 +150,25 @@ func adjacent(currentPosition, can_roll = true):
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continue
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if(grid.object_grid[next[0]][next[1]][0]!=Grid.Kind.WALL):
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if(i==0):
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continue
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if(grid.object_grid[pot_adj_step[1][0]][pot_adj_step[1][1]][0]!=Grid.Kind.WALL &&
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grid.object_grid[pot_adj_step[3][0]][pot_adj_step[3][1]][0]!=Grid.Kind.WALL):
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adj.append([STEP, Vector2(next[0],next[1]),1.1])
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continue
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if(i==2):
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continue
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if(grid.object_grid[pot_adj_step[1][0]][pot_adj_step[1][1]][0]!=Grid.Kind.WALL &&
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grid.object_grid[pot_adj_step[4][0]][pot_adj_step[4][1]][0]!=Grid.Kind.WALL):
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adj.append([STEP, Vector2(next[0],next[1]),1.1])
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continue
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if(i==5):
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continue
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if(grid.object_grid[pot_adj_step[3][0]][pot_adj_step[3][1]][0]!=Grid.Kind.WALL &&
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grid.object_grid[pot_adj_step[6][0]][pot_adj_step[6][1]][0]!=Grid.Kind.WALL):
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adj.append([STEP, Vector2(next[0],next[1]),1.1])
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continue
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if(i==7):
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continue
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if(grid.object_grid[pot_adj_step[4][0]][pot_adj_step[4][1]][0]!=Grid.Kind.WALL &&
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grid.object_grid[pot_adj_step[6][0]][pot_adj_step[6][1]][0]!=Grid.Kind.WALL):
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adj.append([STEP, Vector2(next[0],next[1]),1.1])
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@@ -267,11 +278,15 @@ func hit_or_miss(target, current, delta):
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func movement_decider_ai(target, kindOfStep, delta):
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var currentPosition = grid._pixel_to_grid_coords(global_position)
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var currentPixel = global_position
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var hitPixelTarget = is_hittable()
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if hitPixelTarget!=null:
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hit_or_miss(hitPixelTarget, currentPixel, delta*4)
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if hitDelta >= hitTreshhold && randf() <0.5:
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hitDelta -= hitTreshhold
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var currentPixel = global_position
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var hitPixelTarget = is_hittable()
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if hitPixelTarget!=null:
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hit_or_miss(hitPixelTarget, currentPixel, delta*4)
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return
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else:
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if(kindOfStep==STEP):
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@@ -288,12 +303,15 @@ func movement_decider_ai(target, kindOfStep, delta):
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func movement_execution(delta):
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var currentPixel = global_position
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var hitPixelTarget = is_hittable()
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if hitPixelTarget!=null:
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hit_or_miss(hitPixelTarget, currentPixel, delta*4)
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return
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if hitDelta >= hitTreshhold && randf() <0.5:
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hitDelta -= hitTreshhold
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var currentPixel = global_position
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var hitPixelTarget = is_hittable()
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if hitPixelTarget!=null:
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hit_or_miss(hitPixelTarget, currentPixel, delta*4)
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return
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if(targetFieldUsed):
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var cur = grid._pixel_to_grid_coords(global_position)
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@@ -320,16 +338,19 @@ func reset_exeution_state(delta):
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func makeMove(delta):
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if ExecutionState == AI_MOVE:
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threadDelta = 0
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var MoveAdvice = movement_calulcaotr()
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if(MoveAdvice==null):
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return
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var target = MoveAdvice[1]
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movement_decider_ai(target, MoveAdvice[0], delta)
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func makeMove(delta):
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hitDelta += delta
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aiDelta+=delta
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if(aiDelta>aiTreshhold):
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if ExecutionState == AI_MOVE:
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threadDelta = 0
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var MoveAdvice = movement_calulcaotr()
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if(MoveAdvice==null):
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return
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var target = MoveAdvice[1]
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movement_decider_ai(target, MoveAdvice[0], delta)
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elif ExecutionState == EXECUTING:
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if ExecutionState == EXECUTING:
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movement_execution(delta)
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reset_exeution_state(delta)
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@@ -619,19 +619,17 @@ height = 0.2
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radius = 4.03497
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height = 9.42006
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[sub_resource type="CircleShape2D" id=51]
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[sub_resource type="CircleShape2D" id=49]
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radius = 13.3924
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[sub_resource type="DynamicFont" id=50]
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size = 12
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font_data = ExtResource( 6 )
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[node name="Player" type="KinematicBody2D" groups=[
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"hero",
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]]
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collision_mask = 14
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script = ExtResource( 1 )
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ROLL_SPEED = 120
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FRICTION = 270
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@@ -724,7 +722,7 @@ damage = 0.0
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[node name="CollisionShape2D" parent="Pivot/SwordRange" index="0"]
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position = Vector2( 0, -4.56405 )
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shape = SubResource( 51 )
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shape = SubResource( 49 )
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[node name="DebugLabel" type="Label" parent="."]
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margin_left = -8.12021
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@@ -21,7 +21,7 @@ region_enabled = true
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region_rect = Rect2( 0, 0, 1280, 720 )
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[node name="Background" parent="." instance=ExtResource( 7 )]
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frame = 20
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frame = 41
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[node name="FloorTileMap" type="TileMap" parent="."]
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visible = false
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@@ -40,7 +40,7 @@ __meta__ = {
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[node name="YSort" type="YSort" parent="."]
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[node name="Bonfire" parent="YSort" instance=ExtResource( 10 )]
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position = Vector2( 265.543, -16 )
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position = Vector2( 448, 32 )
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[node name="Player" parent="YSort" instance=ExtResource( 1 )]
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position = Vector2( 344, 125.768 )
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