fix proper dict syntax
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0ed9b1f310
commit
40bd2f45c1
3 changed files with 6 additions and 6 deletions
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@ -74,10 +74,10 @@ func _on_hit_end() -> void:
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return
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return
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elif Input.is_action_pressed('p'+str(player.id)+'_hit_left'):
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elif Input.is_action_pressed('p'+str(player.id)+'_hit_left'):
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print("transitioning to hitting left")
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print("transitioning to hitting left")
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finished.emit(HITTING, {hit_dir = "left"})
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finished.emit(HITTING, {"hit_dir": "left"})
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return
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return
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elif Input.is_action_pressed('p'+str(player.id)+'_hit_right'):
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elif Input.is_action_pressed('p'+str(player.id)+'_hit_right'):
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print("transitioning to hitting right")
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print("transitioning to hitting right")
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finished.emit(HITTING, {hit_dir = "right"})
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finished.emit(HITTING, {"hit_dir": "right"})
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return
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return
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printerr("hit cooldown did not return")
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printerr("hit cooldown did not return")
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@ -22,8 +22,8 @@ func _state_physics_update(_delta: float) -> void:
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finished.emit(RUNNING)
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finished.emit(RUNNING)
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return
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return
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elif Input.is_action_pressed('p'+str(player.id)+'_hit_left'):
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elif Input.is_action_pressed('p'+str(player.id)+'_hit_left'):
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finished.emit(HITTING, {hit_dir = "left"})
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finished.emit(HITTING, {"hit_dir": "left"})
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return
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return
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elif Input.is_action_pressed('p'+str(player.id)+'_hit_right'):
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elif Input.is_action_pressed('p'+str(player.id)+'_hit_right'):
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finished.emit(HITTING, {hit_dir = "right"})
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finished.emit(HITTING, {"hit_dir": "right"})
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return
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return
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@ -17,10 +17,10 @@ func _state_physics_update(_delta: float) -> void:
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finished.emit(IDLE)
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finished.emit(IDLE)
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return
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return
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elif Input.is_action_just_pressed('p'+str(player.id)+'_hit_left'):
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elif Input.is_action_just_pressed('p'+str(player.id)+'_hit_left'):
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finished.emit(HITTING, {hit_dir = "left"})
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finished.emit(HITTING, {"hit_dir": "left"})
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return
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return
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elif Input.is_action_just_pressed('p'+str(player.id)+'_hit_right'):
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elif Input.is_action_just_pressed('p'+str(player.id)+'_hit_right'):
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finished.emit(HITTING, {hit_dir = "right"})
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finished.emit(HITTING, {"hit_dir": "right"})
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return
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return
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if abs(player.velocity.x) > abs(player.velocity.y):
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if abs(player.velocity.x) > abs(player.velocity.y):
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