WIP: Metroidvania
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16
metroidvania/Scenes/Brick.tscn
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16
metroidvania/Scenes/Brick.tscn
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://Assets/World/Brick.png" type="Texture" id=1]
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 8, 8 )
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[node name="Brick" type="StaticBody2D"]
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[node name="Sprite" type="Sprite" parent="."]
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texture = ExtResource( 1 )
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centered = false
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2( 8, 8 )
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shape = SubResource( 1 )
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70
metroidvania/Scenes/Player.gd
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70
metroidvania/Scenes/Player.gd
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extends KinematicBody2D
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export (int) var acceleration = 512
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export (int) var max_speed = 64
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export (float) var friction = 0.25
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export (int) var gravity = 200
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export (int) var jump_force = 128
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export (int) var max_slope = 46
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var motion = Vector2.ZERO
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var snap_vector = Vector2.ZERO
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onready var sprite = $Sprite
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onready var animation = $Animation
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func _physics_process(delta):
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var input_vector = get_input_vector()
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apply_horizontal_force(input_vector, delta)
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apply_friction(input_vector)
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update_snap_vector()
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jump_check()
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apply_gravity(delta)
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update_animations(input_vector)
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move()
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func get_input_vector():
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var input_vector = Vector2.ZERO
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input_vector.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
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return input_vector
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func apply_horizontal_force(input_vector, delta):
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if input_vector.x != 0:
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motion.x += input_vector.x * acceleration * delta
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motion.x = clamp(motion.x, -max_speed, max_speed) # Set the max motion
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func apply_friction(input_vector):
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if input_vector.x == 0 and is_on_floor():
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motion.x = lerp(motion.x, 0, friction)
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func update_snap_vector():
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if is_on_floor():
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snap_vector = Vector2.DOWN
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func jump_check():
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if is_on_floor():
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if Input.is_action_just_pressed("ui_select"):
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motion.y = -jump_force
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snap_vector = Vector2.ZERO
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else:
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if Input.is_action_just_released("ui_select"):# and motion.y < -jump_force/2:
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motion.y = motion.y/2
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func apply_gravity(delta):
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motion.y += gravity * delta
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motion.y = min(motion.y, jump_force)
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func update_animations(input_vector):
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if input_vector.x != 0:
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# Reverses the sprite if the direction is -x ?
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sprite.scale.x = sign(input_vector.x)
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animation.play("Run")
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else:
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animation.play("Idle")
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if not is_on_floor():
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animation.play("Jump")
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func move():
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motion = move_and_slide_with_snap(motion, snap_vector * 4, Vector2.UP, true, 4, deg2rad(max_slope), false)
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83
metroidvania/Scenes/Player.tscn
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83
metroidvania/Scenes/Player.tscn
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[gd_scene load_steps=8 format=2]
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[ext_resource path="res://Assets/Player/Player.png" type="Texture" id=1]
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[ext_resource path="res://Scenes/Player.gd" type="Script" id=2]
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[ext_resource path="res://DebugKinematicBody2D.tscn" type="PackedScene" id=3]
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 4, 7 )
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[sub_resource type="Animation" id=2]
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resource_name = "Idle"
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length = 1.2
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loop = true
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tracks/0/type = "value"
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tracks/0/path = NodePath("Sprite:frame")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/keys = {
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"times": PoolRealArray( 0, 0.3, 0.6, 0.9 ),
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"transitions": PoolRealArray( 1, 1, 1, 1 ),
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"update": 1,
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"values": [ 0, 1, 2, 3 ]
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}
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[sub_resource type="Animation" id=3]
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resource_name = "Jump"
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length = 0.1
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tracks/0/type = "value"
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tracks/0/path = NodePath("Sprite:frame")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 1,
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"values": [ 11 ]
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}
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[sub_resource type="Animation" id=4]
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resource_name = "Run"
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length = 0.6
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loop = true
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tracks/0/type = "value"
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tracks/0/path = NodePath("Sprite:frame")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/keys = {
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"times": PoolRealArray( 0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6 ),
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"transitions": PoolRealArray( 1, 1, 1, 1, 1, 1, 1 ),
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"update": 1,
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"values": [ 4, 5, 6, 7, 8, 9, 7 ]
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}
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[node name="Player" type="KinematicBody2D"]
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script = ExtResource( 2 )
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[node name="Sprite" type="Sprite" parent="."]
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position = Vector2( 0, -12 )
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texture = ExtResource( 1 )
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hframes = 12
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[node name="Collision" type="CollisionShape2D" parent="."]
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position = Vector2( 0, -7 )
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shape = SubResource( 1 )
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[node name="Animation" type="AnimationPlayer" parent="."]
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anims/Idle = SubResource( 2 )
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anims/Jump = SubResource( 3 )
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anims/Run = SubResource( 4 )
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[node name="Debug" parent="." instance=ExtResource( 3 )]
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visible = false
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[node name="CameraFollow" type="RemoteTransform2D" parent="."]
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position = Vector2( 0, -8 )
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update_rotation = false
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update_scale = false
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52
metroidvania/Scenes/World.tscn
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52
metroidvania/Scenes/World.tscn
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://Scenes/Brick.tscn" type="PackedScene" id=1]
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[ext_resource path="res://Scenes/Player.tscn" type="PackedScene" id=2]
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[node name="World" type="Node"]
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[node name="Brick" parent="." instance=ExtResource( 1 )]
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position = Vector2( 0, 160 )
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[node name="Brick2" parent="." instance=ExtResource( 1 )]
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position = Vector2( 16, 160 )
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[node name="Brick3" parent="." instance=ExtResource( 1 )]
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position = Vector2( 32, 160 )
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[node name="Brick4" parent="." instance=ExtResource( 1 )]
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position = Vector2( 48, 160 )
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[node name="Brick5" parent="." instance=ExtResource( 1 )]
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position = Vector2( 64, 160 )
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[node name="Brick6" parent="." instance=ExtResource( 1 )]
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position = Vector2( 80, 160 )
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[node name="Brick7" parent="." instance=ExtResource( 1 )]
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position = Vector2( 96, 160 )
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[node name="Brick8" parent="." instance=ExtResource( 1 )]
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position = Vector2( 48, 144 )
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[node name="Brick9" parent="." instance=ExtResource( 1 )]
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position = Vector2( 64, 144 )
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[node name="Player" parent="." instance=ExtResource( 2 )]
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position = Vector2( 32, 96 )
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[node name="CameraFollow" parent="Player" index="4"]
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remote_path = NodePath("../../Camera")
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[node name="Camera" type="Camera2D" parent="."]
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position = Vector2( 32, 88 )
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current = true
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smoothing_enabled = true
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[node name="Terrain" type="StaticBody2D" parent="."]
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[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Terrain"]
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position = Vector2( -16, -32 )
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polygon = PoolVector2Array( 0, 112, 0, 144, 48, 144, 64, 128, 96, 128, 128, 96, 160, 96, 160, 112, 224, 112, 224, 80, 240, 112, 160, 176, -32, 176, -32, 112 )
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[editable path="Player"]
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