- improving textures
- adding coins (no shop jet) - adding skin changing [no gui jet - fixing loops for deleting stuff]
This commit is contained in:
parent
45193fc27f
commit
dd5b4bcae5
45 changed files with 547 additions and 382 deletions
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@ -1,33 +1,22 @@
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extends TextureRect
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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$AnimationPlayer.play_backwards("out-in")
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hide()
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func _process(_delta: float) -> void:
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pass
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#global_position.x = get_viewport().get_visible_rect().size.x * 0.5
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func _on_duck_gameover() -> void:
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$AnimationPlayer.play_backwards("out-in")
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$AnimationPlayer.pop_in()
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$"../../Audio/GameOver".play()
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$"../../Audio/Gui-in".play()
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show()
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$Restart.grab_focus()
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print($"/root/Global".hiscore)
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if %ScoreContainer.get_score() > $"/root/Global".hiscore:
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$"/root/Global".write_save()
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func _on_restart_pressed() -> void:
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$"../..".start_game()
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$AnimationPlayer.play("out-in")
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$"../../Audio/Gui-out".play()
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await $AnimationPlayer.animation_finished
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hide()
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$AnimationPlayer.pop_out()
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func _on_back_pressed() -> void:
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@ -5,7 +5,7 @@ var audio_bus_sounds = 2
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var sound_button_on_of = {true:preload("res://assets/GUI/sound button.png"),false:preload("res://assets/GUI/sound button off.png")}
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var sound_button_on_of_f = {true:preload("res://assets/GUI/buttons fucused/sound button f.png"),false:preload("res://assets/GUI/buttons fucused/sound button off f.png")}
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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#$"../../Audio/Duckrun".volume_db = linear_to_db(20*0.01)
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$AnimationPlayer.play_backwards("out-in")
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@ -16,25 +16,18 @@ func _process(_delta: float) -> void:
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#$Logo.global_position.x = 0
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func open():
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show()
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$AnimationPlayer.play_backwards("out-in")
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$"../../Audio/Gui-in".play()
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$AnimationPlayer.pop_in()
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$BackButton.grab_focus()
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func _on_back_pressed() -> void:
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$AnimationPlayer.play("out-in")
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$"../../Audio/Gui-out".play()
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await $AnimationPlayer.animation_finished
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hide()
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$AnimationPlayer.pop_out()
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$"../StartSchild"._ready()
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func _volume_slider_changed(value: float) -> void:
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AudioServer.set_bus_volume_db(audio_bus_music,linear_to_db(value*0.01))
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func _on_sound_button_toggled(toggled_on: bool) -> void:
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func _on_sound_button_toggled(_toggled_on: bool) -> void:
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$SoundToggleButton.texture_normal = sound_button_on_of[AudioServer.is_bus_mute(audio_bus_sounds)]
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$SoundToggleButton.texture_focused = sound_button_on_of_f[AudioServer.is_bus_mute(audio_bus_sounds)]
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AudioServer.set_bus_mute(audio_bus_sounds,not AudioServer.is_bus_mute(audio_bus_sounds))
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@ -1,28 +1,21 @@
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extends TextureRect
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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$AnimationPlayer.play_backwards("out-in")
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$"../../Audio/Gui-in".play()
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show()
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$"../StartSchildLogo/AnimationPlayer".pop_in()
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$AnimationPlayer.pop_in()
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$Start.grab_focus()
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func _process(delta: float) -> void:
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$Logo.global_position.x = -5
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func _on_start_pressed() -> void:
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$AnimationPlayer.pop_out()
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$"../StartSchildLogo/AnimationPlayer".pop_out()
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$"../..".start_game()
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$AnimationPlayer.play("out-in")
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$"../../Audio/Gui-out".play()
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await $AnimationPlayer.animation_finished
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hide()
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func _on_settings_pressed() -> void:
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$AnimationPlayer.play("out-in")
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$"../../Audio/Gui-out".play()
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await $AnimationPlayer.animation_finished
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hide()
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$"../StartSchildLogo/AnimationPlayer".pop_out()
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$AnimationPlayer.pop_out()
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$"../Settings".open()
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@ -1,3 +1,4 @@
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{
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"hiscore":0
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"hiscore":0,
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"coins":0
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}
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@ -12,40 +12,13 @@ var active_biom
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var gamerunning = false
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var hiscore
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var hiscore:int
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var coins:int
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func _ready() -> void:
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load_save()
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#write_save()
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func load_save():
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var data : FileAccess
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if (not FileAccess.file_exists("user://save.json")) or (FileAccess.open("user://save.json", FileAccess.READ_WRITE).get_as_text() == ""):
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data = FileAccess.open("user://save.json", FileAccess.WRITE)
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data.store_string(FileAccess.open("res://code/first_save.json", FileAccess.READ).get_as_text())
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data.close()
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data = FileAccess.open("user://save.json", FileAccess.READ)
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var content_text = JSON.parse_string(data.get_as_text())
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if content_text:
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print("loaded: ",content_text)
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hiscore = content_text.get("hiscore", 0)
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else:
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print("Failed to parse JSON")
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data.close()
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func write_save():
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var data : FileAccess
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data = FileAccess.open("user://save.json",FileAccess.WRITE)
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var content = JSON.stringify(
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{
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"hiscore":$/root/Game/Gui/ScoreContainer.get_score()
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}
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)
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print("saved: ",content)
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data.store_string(content)
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var save = load_save()
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hiscore = save["hiscore"]
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coins = save["hiscore"]
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func reset_game():
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speed = 100
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@ -53,5 +26,39 @@ func reset_game():
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active_biom = "n"
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gamerunning = false
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_ready()
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$/root/Game/Fade/FadeAnimation.play("fade")
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get_tree().reload_current_scene()
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var data : FileAccess
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func load_save() -> Dictionary:
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# wenn kein save vorhanden ist, erstelle eins
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if (not FileAccess.file_exists("user://save.json")) or (FileAccess.open("user://save.json", FileAccess.READ_WRITE).get_as_text() == ""):
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init_save()
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data = FileAccess.open("user://save.json", FileAccess.READ)
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var content_text: Dictionary = JSON.parse_string(data.get_as_text())
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if content_text:
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print("loaded: ",content_text)
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return content_text
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else:
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print("Failed to parse JSON")
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return {}
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func write_save():
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var sdata : FileAccess
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sdata = FileAccess.open("user://save.json",FileAccess.WRITE)
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var content = JSON.stringify(
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{
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"hiscore":$/root/Game/Gui/ScoreContainer.get_score()
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}
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)
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print("saved: ",content)
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sdata.store_string(content)
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func init_save():
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data = FileAccess.open("user://save.json", FileAccess.WRITE)
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data.store_string(FileAccess.open("res://code/first_save.json", FileAccess.READ).get_as_text())
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data.close()
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@ -1,13 +1,5 @@
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extends Label
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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text = str($"/root/Global".hiscore)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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#func get_score():
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# return int(text)
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@ -1,7 +1,7 @@
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extends Node
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func _ready() -> void:
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$Fade/FadeAnimation.play_backwards("fade")
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$Fade/Animation.play_backwards("fade")
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$Screen/Background/Floor/EasterEggFixCollision.disabled = false
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$Gui/HiscoreContainer.show()
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%ScoreContainer.hide()
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@ -7,7 +7,7 @@ func _ready() -> void:
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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func _process(_delta: float) -> void:
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pass
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func get_score():
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