fix: virus
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@@ -4,7 +4,7 @@ extends Node2D
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enum ActionState {None, Cycling, Firing, Charging}
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enum ActionState {None, Cycling, Firing, Charging}
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enum MoveState {Still, Moving, Dashing, Knockback}
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enum MoveState {Still, Moving, Dashing, Knockback}
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@export var speed = 100 # How fast the player will move (pixels/sec).
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@export var speed = 200 # How fast the player will move (pixels/sec).
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@export var dash_cooldown = 0.3
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@export var dash_cooldown = 0.3
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@export var hand_size = 3
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@export var hand_size = 3
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@@ -11,7 +11,7 @@ config_version=5
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[application]
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[application]
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config/name="growth"
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config/name="growth"
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run/main_scene="uid://dhhnr3xkxbxlu"
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run/main_scene="uid://c5qbqj52kr0aw"
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config/features=PackedStringArray("4.5", "GL Compatibility")
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config/features=PackedStringArray("4.5", "GL Compatibility")
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config/icon="res://icon.svg"
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config/icon="res://icon.svg"
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@@ -13,7 +13,7 @@ enum ActionState {Blocked, Waiting, Running}
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var spawning_state
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var spawning_state
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var action_state
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var action_state
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var targets # who the virus will attack
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var targets = [] # who the virus will attack
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func _ready():
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func _ready():
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self.spawning_state = SpawningState.Spawning
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self.spawning_state = SpawningState.Spawning
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@@ -22,13 +22,13 @@ func _ready():
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func _process(delta):
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func _process(delta):
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if self.spawning_state != SpawningState.Spawned:
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if self.spawning_state != SpawningState.Spawned:
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return # do nothing if not yet spawned
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return # do nothing if not yet spawned
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if len(self.targets) == 0:
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if self.targets.size() == 0:
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return # do nothing if no set targets
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return # do nothing if no set targets
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# --- determine nearest target
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# --- determine nearest target
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var nearest_target = self.targets[0]
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var nearest_target = self.targets[0]
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var shortest_distance = 0
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var shortest_distance = 0
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for i in range(1, len(self.targets)):
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for i in range(1, self.targets.size()):
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var target = self.targets[i]
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var target = self.targets[i]
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var distance = self.position.distance_to(target)
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var distance = self.position.distance_to(target)
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if distance < shortest_distance:
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if distance < shortest_distance:
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