no tp
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@@ -3,13 +3,12 @@ extends RigidBody2D
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var SPEED : float
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var direction : Vector2
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var type:= 1
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var is_firt_entree := true
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@export var particles := load("res://destroy.tscn")
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@export var particles := load("res://scene/destroy.tscn")
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@export var asteroidx1 : = load("res://asteroidx1.tscn")
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@export var asteroidx2 : = load("res://asteroidx2.tscn")
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@export var asteroidx3 : = load("res://asteroidx3.tscn")
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@export var asteroidx1 : = load("res://scene/asteroidx1.tscn")
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@export var asteroidx2 : = load("res://scene/asteroidx2.tscn")
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@export var asteroidx3 : = load("res://scene/asteroidx3.tscn")
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func _ready() -> void:
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@@ -43,6 +42,8 @@ func split():
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second.direction = direction
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first.global_position = position + (2**type * nor)
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first.type = type-1
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first.set_collision_layer(3)
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second.set_collision_layer(3)
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second.global_position = position - (2**type * nor)
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second.type = type-1
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var parent = get_parent()
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@@ -55,7 +56,9 @@ func split():
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func _on_body_entered(body: Node) -> void:
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if body.is_in_group("asteroid"):
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get_parent().add_collision(body, self)
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if body.is_in_group("shoot"):
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get_parent()._add_collision(body, self)
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elif body.is_in_group("shoot"):
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body.queue_free()
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split()
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else:
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direction = -direction
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