Update coopa.gd
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@@ -27,10 +27,10 @@ func _physics_process(delta):
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if ray_cast_left_2 == null:
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if ray_cast_left_2 == null:
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return
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return
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if (ray_cast_left.is_colliding() or ray_cast_left_2.is_colliding()) and not is_down:
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if ray_cast_left.is_colliding() or ray_cast_left_2.is_colliding():
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speed = abs(speed)
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speed = abs(speed)
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animated_sprite_2d.flip_h = true
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animated_sprite_2d.flip_h = true
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elif (ray_cast_right.is_colliding() or ray_cast_right_2.is_colliding()) and not is_down:
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elif ray_cast_right.is_colliding() or ray_cast_right_2.is_colliding():
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speed = -abs(speed)
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speed = -abs(speed)
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animated_sprite_2d.flip_h = false
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animated_sprite_2d.flip_h = false
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@@ -82,6 +82,9 @@ func f_die():
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func f_shrink(body):
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func f_shrink(body):
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die_sound.play()
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die_sound.play()
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if not is_down:
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if not is_down:
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# collission mask only to walls
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ray_cast_left.collision_mask = pow(2, 1-1)
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ray_cast_right.collision_mask = pow(2, 1-1)
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speed = 0
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speed = 0
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collision_shape_2d.shape.height -= 9
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collision_shape_2d.shape.height -= 9
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die.position.y += 2
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die.position.y += 2
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