Extensive work done on basically everything. Attacks prototyped, animations prototyped, pawnbody split out, all traps but pitfall implemented, UI hooked up more.
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@@ -15,6 +15,10 @@ func proximal_shake(distance : float) -> void:
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if !Game.player:
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return
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var d = global_position.distance_squared_to(Game.player.global_position)
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if d <= distance * distance:
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Input.start_joy_vibration(0, 1,1,1000)
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var d_sq = distance * distance
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if d <= d_sq:
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var str : float = (d_sq - d) / d_sq
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var l_val : float = lerp(0.0, 1.0, str)
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Input.start_joy_vibration(0, l_val,l_val,lerp(0.5, 1.0, str))
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Game.player.camera.add_trauma(l_val)
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