fixed enemy sticking to player bug without weird workaround
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@@ -42,7 +42,11 @@ height = 46.0
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[node name="slime" type="CharacterBody2D"]
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collision_layer = 8
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collision_mask = 9
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collision_priority = 2.0
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collision_priority = 20.0
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motion_mode = 1
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floor_stop_on_slope = false
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floor_constant_speed = true
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platform_on_leave = 2
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script = ExtResource("1_l1742")
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[node name="animated_sprite_2d" type="AnimatedSprite2D" parent="."]
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@@ -8,7 +8,7 @@ radius = 33.1361
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[node name="rigid_body_2d" type="RigidBody2D"]
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collision_layer = 2
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collision_mask = 11
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collision_priority = 20.0
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collision_priority = 25.0
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gravity_scale = 0.0
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[node name="Sprite2D" type="Sprite2D" parent="."]
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@@ -10,7 +10,7 @@ public partial class player : CharacterBody2D
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public AnimatedSprite2D animatedSprite;
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public Marker2D rotCenter;
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public RayCast2D dialogRayCast;
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public static Vector2 globalPlayerPosition; //for enemy path finding with delay for less bugs
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public static Vector2 globalPlayerPosition;
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//console cheats:
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private static Camera2D cheatCam;
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private static Camera2D mainCam;
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@@ -27,20 +27,15 @@ public partial class player : CharacterBody2D
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}
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public override void _PhysicsProcess(double delta)
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{
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globalPlayerPosition = Position;
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if (allowMovement)
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movement = Input.GetVector("move_left", "move_right", "move_up", "move_down");
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else movement = Vector2.Zero;
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if (Math.Round(movement.Length(), 0) != 0) rotCenter.Rotation = new Vector2((float)Math.Round(movement.X, 0), (float)Math.Round(movement.Y, 0)).Angle();
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MoveAndCollide(movement * speed * 200 * (float)delta);
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}
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void GlobalPlayerPosition()
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{
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if (Mathf.Round(GetNode<Timer>("globalposition_timer").TimeLeft) == 0)
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globalPlayerPosition = Position;
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}
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public override void _Process(double delta)
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{
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GlobalPlayerPosition();
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if (Input.IsActionJustPressed("ui_accept") && dialogRayCast.IsColliding() && allowMovement)
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GetNode<dialog_bubble>("dialog_bubble").GetDialog(dialogRayCast.GetCollider().Get("file").AsString(), (Area2D)dialogRayCast.GetCollider());
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