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extends CharacterBody2D
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@onready var playerP = $"../Player"
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var max_collisions = 0
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var dealtScale := 1.5
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func _ready() -> void:
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pass # Replace with function body.
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func _physics_process(delta: float) -> void:
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if playerP.transitioning: return
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move_and_collide(velocity * delta)
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func _on_area_entered(area: Area2D) -> void:
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if area.get_meta("playerHitbox", 0) != 0:
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var player = area.get_parent()
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player.speedScale = dealtScale * pow(0.8, Globals.unlockedUpgrades.get("rollback", 0))
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player.speedUp = 0.5
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player.damageScale += dealtScale * pow(0.8, Globals.unlockedUpgrades.get("rollback", 0))
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player.knockback = Vector2(sin(rotation) * 500 * [0.5, -0.5].pick_random(), cos(rotation) * 500 * [0.5, -0.5].pick_random())
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player.hitsfx.play()
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queue_free()
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func _on_body_entered(body: Node2D) -> void:
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queue_free()
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