Platform actor works when not being stood on.
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c21818caf3
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assets/elevator.png
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assets/elevator.png
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assets/elevator.png.import
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assets/elevator.png.import
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@ -0,0 +1,35 @@
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/elevator.png-acbb9d6b280a7beb809eaa023b52f90b.stex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://assets/elevator.png"
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dest_files=[ "res://.import/elevator.png-acbb9d6b280a7beb809eaa023b52f90b.stex" ]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=false
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flags/mipmaps=false
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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process/normal_map_invert_y=false
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stream=false
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size_limit=0
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detect_3d=true
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svg/scale=1.0
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@ -1,25 +1,82 @@
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[gd_scene load_steps=4 format=2]
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[gd_scene load_steps=13 format=2]
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[ext_resource path="res://src/templates/Actor/ActorTemplate.tscn" type="PackedScene" id=1]
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[ext_resource path="res://src/Actors/Platform/PlatformVMove/states2/move.gd" type="Script" id=2]
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[ext_resource path="res://src/Actors/Platform/PlatformVMove/states2/idle.gd" type="Script" id=3]
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[sub_resource type="StreamTexture" id=1]
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load_path = "res://.import/elevator.png-acbb9d6b280a7beb809eaa023b52f90b.stex"
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[sub_resource type="AtlasTexture" id=2]
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atlas = SubResource( 1 )
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region = Rect2( 0, 0, 86, 44 )
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[sub_resource type="AtlasTexture" id=3]
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atlas = SubResource( 1 )
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region = Rect2( 86, 0, 86, 44 )
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[sub_resource type="AtlasTexture" id=4]
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atlas = SubResource( 1 )
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region = Rect2( 172, 0, 86, 44 )
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[sub_resource type="AtlasTexture" id=5]
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atlas = SubResource( 1 )
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region = Rect2( 0, 44, 86, 44 )
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[sub_resource type="AtlasTexture" id=6]
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atlas = SubResource( 1 )
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region = Rect2( 86, 44, 86, 44 )
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[sub_resource type="AtlasTexture" id=7]
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atlas = SubResource( 1 )
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region = Rect2( 172, 44, 86, 44 )
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[sub_resource type="SpriteFrames" id=8]
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animations = [ {
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"frames": [ SubResource( 2 ), SubResource( 3 ), SubResource( 4 ), SubResource( 5 ), SubResource( 6 ), SubResource( 7 ) ],
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"loop": true,
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"name": "default",
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"speed": 5.0
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} ]
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[sub_resource type="RectangleShape2D" id=9]
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extents = Vector2( 38, 15.5 )
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[node name="PlatformVMove" instance=ExtResource( 1 )]
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collision_layer = 1
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collision_mask = 0
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[node name="AnimatedSprite" parent="." index="0"]
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frame = 0
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frames = SubResource( 8 )
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frame = 5
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__meta__ = {
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"_aseprite_wizard_config_": {
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"layer": "",
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"o_ex_p": "",
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"o_folder": "res://assets",
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"o_name": "",
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"only_visible": true,
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"op_exp": false,
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"slice": "",
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"source": "D:/Sync/Assets/Library/elevator.ase"
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}
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}
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[node name="CollisionShape2D" parent="." index="1"]
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position = Vector2( 0, 1 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="1"]
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position = Vector2( 0, -3.5 )
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shape = SubResource( 9 )
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[node name="movement_state_machine" parent="." index="3"]
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debug_state_machine = true
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[node name="idle" parent="movement_state_machine" index="0"]
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script = ExtResource( 3 )
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animation_sequence = [ ]
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fall_node = NodePath("")
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move_node = NodePath("")
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debug_state = true
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timeout_seconds = 2.0
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move_speed = 0.0
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[node name="move" parent="movement_state_machine" index="2"]
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script = ExtResource( 2 )
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animation_sequence = [ ]
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fall_node = NodePath("")
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idle_node = NodePath("")
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debug_state = true
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timeout_seconds = 1.0
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move_speed = 30.0
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@ -1,17 +1,20 @@
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extends StateAnimatedActor
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export (NodePath) var fall_node
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export (NodePath) var move_node
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onready var fall_state: State = get_node(fall_node)
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onready var move_state: State = get_node(move_node)
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func enter() -> void:
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.enter()
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# parent.set_hurtbox(true)
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move_component.velocity.x = 0
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if debug_state:
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print(owner.name, " Move Component: ", move_component.desired_movement_vector.x)
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state_timeout.start()
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func process_frame(delta):
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if state_timeout.time_left == 0:
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return move_state
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return null
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func process_physics(delta: float) -> State:
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@ -20,11 +23,4 @@ func process_physics(delta: float) -> State:
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# parent.velocity.x = move_component.desired_movement_vector.x * move_speed
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# parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
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move_actor_as_desired(delta)
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if move_component.velocity.x != 0.0:
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return move_state
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if !parent.is_on_floor():
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return fall_state
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return null
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@ -1,21 +1,31 @@
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extends StateAnimatedActor
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export (NodePath) var fall_node
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export (NodePath) var idle_node
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onready var fall_state: State = get_node(fall_node)
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onready var idle_state: State = get_node(idle_node)
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var flip_flop:bool = true
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func enter() -> void:
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.enter()
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# parent.set_hurtbox(true)
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if debug_state:
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print(owner.name, " Move Component: ", move_component.desired_movement_vector.x)
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state_timeout.start()
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func process_physics(delta: float) -> State:
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move_actor_as_desired(delta)
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if state_timeout.time_left == 0:
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if flip_flop:
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move_component.velocity.y = move_speed
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flip_flop = false
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return idle_state
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else:
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move_component.velocity.y = move_speed * - 1
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flip_flop = true
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return idle_state
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if move_component.velocity.x == 0.0:
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return idle_state
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move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1))
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#Flip the character before tha actual move maybe.
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parent.transform.x.x = move_component.get_movement_direction()
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if !parent.is_on_floor():
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return fall_state
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return null
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@ -1,5 +1,6 @@
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[gd_scene load_steps=17 format=2]
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[gd_scene load_steps=18 format=2]
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[ext_resource path="res://src/Actors/Platform/PlatformVMove/PlatformVMove.tscn" type="PackedScene" id=1]
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[ext_resource path="res://assets/Tiles/Assets/Demo TileSet.tres" type="TileSet" id=2]
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[ext_resource path="res://assets/Backgrounds/bgmuck.png" type="Texture" id=3]
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[ext_resource path="res://src/Interactables/Chest.tscn" type="PackedScene" id=4]
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@ -174,3 +175,6 @@ collision_mask = 0
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modulate = Color( 0.360784, 0.0901961, 0.0901961, 1 )
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position = Vector2( 441, 283 )
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shape = SubResource( 6 )
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[node name="PlatformVMove" parent="." instance=ExtResource( 1 )]
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position = Vector2( 359, 319 )
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