Player bump now moves with camera transition.
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0194c26e8e
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@ -58,7 +58,17 @@ func update_grid_position():
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jump_to_grid_position()
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#wait for stability.
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player_node.global_translate(Vector2(0,-10))
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yield(timer, "timeout")
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var a_tenth_of_the_time = int((timer.time_left / timer.wait_time) * 10)
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while a_tenth_of_the_time != 0:
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#print(a_tenth_of_the_time)
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var time_ticks = int((timer.time_left / timer.wait_time) * 10)
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if time_ticks != a_tenth_of_the_time:
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print("Shifting Player Downward :", a_tenth_of_the_time)
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a_tenth_of_the_time = time_ticks
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player_node.global_translate(Vector2(0,-5))
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# WEIRD!? You have to add this at the end of a while loop or it gets stuck.
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yield(get_tree(), "idle_frame")
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#yield(timer, "timeout")
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$Camera2D.smoothing_enabled = false
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get_tree().paused = false
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elif !$Down.is_colliding() and grid_position.y < new_grid_position.y:
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@ -68,10 +78,17 @@ func update_grid_position():
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$Camera2D.smoothing_enabled = true
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jump_to_grid_position()
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# FINALLY Got one that works. I tried all sorts of stuff to move this thing!?
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player_node.global_translate(Vector2(0,10))
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# while(timer.time_left > 0):
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# timer.time_left / timer.wait_time
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yield(timer, "timeout")
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var a_tenth_of_the_time = int((timer.time_left / timer.wait_time) * 10)
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while a_tenth_of_the_time != 0:
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#print(a_tenth_of_the_time)
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var time_ticks = int((timer.time_left / timer.wait_time) * 10)
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if time_ticks != a_tenth_of_the_time:
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print("Shifting Player Downward :", a_tenth_of_the_time)
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a_tenth_of_the_time = time_ticks
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player_node.global_translate(Vector2(0,2))
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# WEIRD!? You have to add this at the end of a while loop or it gets stuck.
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yield(get_tree(), "idle_frame")
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#yield(timer, "timeout")
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$Camera2D.smoothing_enabled = false
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get_tree().paused = false
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else:
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