now only scale when actually clicking again
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138d4c2cfb
commit
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1 changed files with 9 additions and 2 deletions
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@ -3,29 +3,36 @@ extends Node
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@export var player : CharacterBody2D;
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@export var player : CharacterBody2D;
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var current_selected = "none";
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var current_selected = "none";
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var this_frame = true;
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@export var scale_duration: float = 0.5
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@export var scale_duration: float = 0.5
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var target_scale: Vector2 = Vector2(1, 1)
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var target_scale: Vector2 = Vector2(1, 1)
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func _process(delta: float) -> void:
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func _process(delta: float) -> void:
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if Input.is_action_just_pressed("click"):
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if Input.is_action_just_pressed("click") and this_frame:
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if current_selected == "scale_up":
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if current_selected == "scale_up":
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scale_up()
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scale_up()
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elif current_selected == "scale_down":
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elif current_selected == "scale_down":
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scale_down()
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scale_down()
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elif current_selected == "mirror":
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elif current_selected == "mirror":
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mirror();
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mirror();
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this_frame = true
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func select_up():
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func select_up():
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current_selected = "scale_up"
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current_selected = "scale_up"
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this_frame = false
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func select_down():
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func select_down():
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current_selected = "scale_down"
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current_selected = "scale_down"
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this_frame = false
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func select_mirror():
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func select_mirror():
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current_selected = "mirror"
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current_selected = "mirror"
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this_frame = false
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func scale_up():
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func scale_up():
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if player:
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if player:
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