[FIX] removed some warnings and buckets have sprites now
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@ -4,20 +4,13 @@ onready var spawnPoints = get_tree().get_nodes_in_group("spawn_point")
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var bucket = load("res://Scene/Clopinette.tscn")
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var bucket = load("res://Scene/Clopinette.tscn")
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var scripts = ["res://Scripts/PaintEffects/ConfuseDirections.gd",
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"res://Scripts/PaintEffects/Downscale.gd",
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"res://Scripts/PaintEffects/Invisibility.gd",
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"res://Scripts/PaintEffects/Slippery.gd",
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"res://Scripts/PaintEffects/Upscale.gd"]
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func spawnBucket():
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func spawnBucket():
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var newBucket = bucket.instance()
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var newBucket = bucket.instance()
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newBucket.scriptName = scripts[randi() % scripts.size()]
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self.get_parent().add_child(newBucket)
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self.get_parent().add_child(newBucket)
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newBucket.add_to_group("bucket")
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newBucket.add_to_group("bucket")
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newBucket.set_position(spawnPoints[randi() % spawnPoints.size()].get_position())
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newBucket.set_position(spawnPoints[randi() % spawnPoints.size()].get_position())
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func _process(delta):
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func _process(_delta):
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if get_tree().get_nodes_in_group("bucket").empty():
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if get_tree().get_nodes_in_group("bucket").empty():
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spawnBucket()
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spawnBucket()
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@ -16,9 +16,6 @@ func SlipperyRoutine(player, delta):
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player.FRICTION /= FrictionFactor
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player.FRICTION /= FrictionFactor
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player.MAX_SPEED *= SpeedFactor
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player.MAX_SPEED *= SpeedFactor
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var sprite = player.get_node("Sprite")
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var coll = player.get_node("CollisionShape2D")
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while elapsed < SlipperyTime:
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while elapsed < SlipperyTime:
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elapsed += yield()
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elapsed += yield()
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@ -65,7 +65,6 @@ func _physics_process(delta):
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func updatePaintEffects(delta):
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func updatePaintEffects(delta):
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var sprite = get_node("Sprite")
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var updated = []
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var updated = []
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for rout in coroutines:
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for rout in coroutines:
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if rout != null && rout.is_valid():
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if rout != null && rout.is_valid():
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@ -6,7 +6,7 @@ onready var quitGameButton = $Sprite/MarginContainer/HBoxContainer/QuitGameButto
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func _ready():
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func _ready():
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startGameButton.grab_focus()
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startGameButton.grab_focus()
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func _process(delta):
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func _process(_delta):
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if startGameButton.is_hovered():
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if startGameButton.is_hovered():
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startGameButton.grab_focus()
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startGameButton.grab_focus()
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elif quitGameButton.is_hovered():
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elif quitGameButton.is_hovered():
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