Compute-based pixel counting and basic ui
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+8
-3
@@ -1,4 +1,4 @@
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extends CharacterBody3D
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class_name Player extends CharacterBody3D
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@export var color : Color = Color.DODGER_BLUE
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@@ -12,10 +12,15 @@ extends CharacterBody3D
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@export var coloring_sprite_path : NodePath
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@export var coloring_bomb_sprite_path : NodePath
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@onready var geometry = $Geometry
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@onready var geometry: MeshInstance3D = $Geometry
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@onready var collision: CollisionShape3D = $CollisionShape3D
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signal bomb_triggered
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var score : int = 0
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var energy : float = 1.0
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var radius = 0.15
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var angle = 0
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var is_dashing = false
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var dash_time = 0
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@@ -93,5 +98,5 @@ func _physics_process(delta):
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coloring_bomb_sprite.global_position = coloring_sprite.global_position
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func calc_coloring_position():
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var result = Vector2 (global_position.x * 10 + 500, global_position.z * 10 + 500)
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var result = Vector2 (global_position.x * 10 + 512, global_position.z * 10 + 512)
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return result;
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@@ -10,8 +10,10 @@ height = 0.75
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radius = 0.15
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[node name="Player1" type="CharacterBody3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -7329.1, 0)
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collision_layer = 5
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collision_mask = 7
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velocity = Vector3(0, -378.927, 0)
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script = ExtResource("1_w5gy0")
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move_right_action = "move_right_p1"
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move_left_action = "move_left_p1"
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@@ -21,7 +23,7 @@ dash_action = "dash_p1"
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bomb_action = "bomb_p1"
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[node name="Geometry" type="MeshInstance3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.472544, 0)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.472656, 0)
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mesh = SubResource("BoxMesh_yle83")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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