fix: dash lock
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@@ -13,7 +13,6 @@ var move_direction = Vector2.ZERO;
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var velocity = Vector2.ZERO # The player's movement vector.
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var velocity = Vector2.ZERO # The player's movement vector.
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var target = Vector2.ZERO # The position of the player's cursor.
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var target = Vector2.ZERO # The position of the player's cursor.
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const drawpile = [];
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const drawpile = [];
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const hand = [];
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const hand = [];
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const discard_pile = [];
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const discard_pile = [];
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@@ -67,7 +66,7 @@ func dash():
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func play_card():
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func play_card():
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if active_card_index >= 0 and active_card_index < hand.size():
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if active_card_index >= 0 and active_card_index < hand.size():
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var card = hand[active_card_index];
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var card = hand[active_card_index];
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card.play(self, target);
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card.play(self);
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func cycle_card(index_shift):
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func cycle_card(index_shift):
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if hand.size() > 0:
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if hand.size() > 0:
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@@ -115,12 +114,13 @@ func _process(delta):
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if (dash_cooldown_timer >= dash_cooldown):
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if (dash_cooldown_timer >= dash_cooldown):
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dash_on_cooldown = false;
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dash_on_cooldown = false;
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dash_cooldown_timer = 0;
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dash_cooldown_timer = 0;
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# handle move_state
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# handle move_state
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if move_state == MoveState.Knockback:
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if move_state == MoveState.Knockback:
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pass
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pass
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elif Input.is_action_just_pressed("dash"):
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elif Input.is_action_just_pressed("dash"):
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dash();
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dash();
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else:
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elif (move_state != MoveState.Dashing):
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velocity = move_direction * speed;
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velocity = move_direction * speed;
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if velocity.x || velocity.y:
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if velocity.x || velocity.y:
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move_state = MoveState.Moving;
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move_state = MoveState.Moving;
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