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c6b60ea002
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c6b60ea002 | |
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c3375d6305 |
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@ -6,6 +6,7 @@ extends Area2D
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@onready var shape: CollisionShape2D = $CollisionShape2D
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@onready var shape: CollisionShape2D = $CollisionShape2D
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func _ready() -> void:
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func _ready() -> void:
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scale = Vector2(0.7, 0.7)
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if sprite.sprite_frames.has_animation(beam_type):
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if sprite.sprite_frames.has_animation(beam_type):
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sprite.play(beam_type)
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sprite.play(beam_type)
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shape.disabled = beam_type != "middle"
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shape.disabled = beam_type != "middle"
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@ -5,8 +5,10 @@ const PRIMARY_TICK_DMG := 40
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const SPLASH_TICK_DMG := 3
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const SPLASH_TICK_DMG := 3
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const TICK_INTERVAL := 0.5
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const TICK_INTERVAL := 0.5
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const SWEEP_RATE := 22.0
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const SWEEP_RATE := 22.0
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const FADE_IN := 0.3
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const FADE_OUT := 0.5
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@export var segment_size := 16.0
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@export var segment_size := 8.0
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@export var start_offset := 24.0
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@export var start_offset := 24.0
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@onready var perk_effects = get_node("/root/Game/PerkEffects")
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@onready var perk_effects = get_node("/root/Game/PerkEffects")
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@ -19,7 +21,7 @@ var tick_timer := 0.0
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var elapsed := 0.0
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var elapsed := 0.0
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var done := false
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var done := false
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var current_angle := 0.0
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var current_angle := 0.0
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var sweep_to := 0.0
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var sweep_dest_angle := 0.0
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var sweeping := false
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var sweeping := false
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func _ready() -> void:
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func _ready() -> void:
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@ -36,13 +38,26 @@ func _process(delta: float) -> void:
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elapsed += delta
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elapsed += delta
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tick_timer += delta
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tick_timer += delta
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if (not is_instance_valid(target) or target.is_dying) and perk_effects.laser_retarget_enabled:
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var new_target := get_highest_hp_enemy()
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if new_target != null:
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target = new_target
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sweep_dest_angle = global_position.direction_to(target.global_position).angle()
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sweeping = true
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if is_instance_valid(target) and not target.is_dying:
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var live_angle := global_position.direction_to(target.global_position).angle()
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if sweeping:
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if sweeping:
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current_angle = lerp_angle(current_angle, sweep_to, 1.0 - exp(-SWEEP_RATE * delta))
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current_angle = lerp_angle(current_angle, sweep_dest_angle, 1.0 - exp(-SWEEP_RATE * delta))
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if abs(angle_difference(current_angle, sweep_to)) < 0.005:
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if abs(angle_difference(current_angle, sweep_dest_angle)) < 0.01:
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current_angle = sweep_to
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sweeping = false
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sweeping = false
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current_angle = live_angle
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else:
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current_angle = live_angle
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rebuild_segments()
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rebuild_segments()
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_update_alpha()
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if tick_timer >= TICK_INTERVAL:
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if tick_timer >= TICK_INTERVAL:
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tick_timer -= TICK_INTERVAL
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tick_timer -= TICK_INTERVAL
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do_damage_tick()
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do_damage_tick()
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@ -51,18 +66,20 @@ func _process(delta: float) -> void:
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cleanup()
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cleanup()
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func rebuild_segments() -> void:
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func rebuild_segments() -> void:
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if not is_instance_valid(target):
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return
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var dir := Vector2.from_angle(current_angle)
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var dir := Vector2.from_angle(current_angle)
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var beam_start := global_position + dir * start_offset
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var beam_start := global_position + dir * start_offset
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var dest_dist := global_position.distance_to(target.global_position)
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var dest_dist := global_position.distance_to(target.global_position)
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var beam_dist := dest_dist - start_offset
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var beam_dist := dest_dist - start_offset
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var n_mid := int(max(0.0, beam_dist - segment_size) / segment_size)
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var n_mid: int = max(0, ceili(beam_dist / segment_size) - 1)
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var positions: Array = [beam_start]
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var positions: Array = [beam_start]
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var types: Array = ["start"]
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var types: Array = ["start"]
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for i in range(n_mid):
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for i in range(n_mid):
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positions.append(beam_start + dir * (segment_size * float(i + 1)))
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positions.append(beam_start + dir * (segment_size * float(i + 1)))
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types.append("middle")
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types.append("middle")
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positions.append(beam_start + dir * (segment_size * float(n_mid + 1)))
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positions.append(beam_start + dir * beam_dist)
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types.append("end")
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types.append("end")
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while all_segs.size() < positions.size():
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while all_segs.size() < positions.size():
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@ -100,15 +117,10 @@ func rebuild_segments() -> void:
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func retarget(new_target: Node2D) -> void:
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func retarget(new_target: Node2D) -> void:
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target = new_target
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target = new_target
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sweep_to = global_position.direction_to(new_target.global_position).angle()
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sweep_dest_angle = global_position.direction_to(target.global_position).angle()
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sweeping = true
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sweeping = true
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func do_damage_tick() -> void:
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func do_damage_tick() -> void:
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if (not is_instance_valid(target) or target.is_dying) and perk_effects.laser_retarget_enabled:
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var new_target = get_highest_hp_enemy()
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if new_target != null:
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retarget(new_target)
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if is_instance_valid(target) and not target.is_dying:
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if is_instance_valid(target) and not target.is_dying:
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target.take_damage(PRIMARY_TICK_DMG)
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target.take_damage(PRIMARY_TICK_DMG)
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@ -122,6 +134,14 @@ func do_damage_tick() -> void:
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body.take_damage(SPLASH_TICK_DMG)
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body.take_damage(SPLASH_TICK_DMG)
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hit.append(body)
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hit.append(body)
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func _update_alpha() -> void:
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var alpha := clampf(elapsed / FADE_IN, 0.0, 1.0)
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if elapsed > BEAM_DURATION - FADE_OUT:
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alpha = minf(alpha, clampf((BEAM_DURATION - elapsed) / FADE_OUT, 0.0, 1.0))
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for seg in all_segs:
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if is_instance_valid(seg):
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seg.modulate.a = alpha
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func cleanup() -> void:
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func cleanup() -> void:
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for seg in all_segs:
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for seg in all_segs:
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if is_instance_valid(seg):
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if is_instance_valid(seg):
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@ -9,7 +9,6 @@ extends Area2D
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@onready var explosion_collision: CollisionShape2D = $ExplosionCollision
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@onready var explosion_collision: CollisionShape2D = $ExplosionCollision
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var _is_pulling := true
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var _is_pulling := true
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var _damaged_enemies: Array[Node] = []
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func _ready() -> void:
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func _ready() -> void:
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tornado_area.disabled = false
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tornado_area.disabled = false
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@ -31,15 +30,14 @@ func _physics_process(delta: float) -> void:
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func _explode() -> void:
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func _explode() -> void:
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_is_pulling = false
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_is_pulling = false
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var targets = get_overlapping_bodies().filter(func(b): return b.is_in_group("enemies") and not b.is_dying)
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tornado_area.disabled = true
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tornado_area.disabled = true
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explosion_collision.disabled = false
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explosion_collision.disabled = false
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if animated_sprite_2d.sprite_frames.has_animation("explosion"):
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if animated_sprite_2d.sprite_frames.has_animation("explosion"):
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animated_sprite_2d.play("explosion")
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animated_sprite_2d.play("explosion")
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await get_tree().physics_frame
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for body in targets:
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for body in get_overlapping_bodies():
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if is_instance_valid(body):
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if body.is_in_group("enemies") and not _damaged_enemies.has(body):
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body.take_damage(explosion_damage)
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body.take_damage(explosion_damage)
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_damaged_enemies.append(body)
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if animated_sprite_2d.sprite_frames.has_animation("explosion"):
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if animated_sprite_2d.sprite_frames.has_animation("explosion"):
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await animated_sprite_2d.animation_finished
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await animated_sprite_2d.animation_finished
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else:
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else:
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