Rename long function name
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@ -19,7 +19,7 @@ var status = {
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var current_tool = "none"
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func get_total_points_for_next_level(): # Yes, this name is very long. Deal with it
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func next_level_points():
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return status.level*10
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func change_tool(tool):
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@ -37,7 +37,7 @@ func _physics_process(delta):
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velocity = lerp(velocity, pre_velocity * speed, accel*delta)
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move_and_slide()
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func _process(delta):
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func _process(_delta):
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if Input.is_action_pressed("game_interact"):
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if !$animation.is_playing():
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$animation.play("hit")
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@ -51,25 +51,24 @@ func _process(delta):
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# Update inventory HUD
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$hud/inventory/stone_label.text = str(inventory.stone)
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$hud/inventory/wood_label.text = str(inventory.wood)
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$hud/level/points.text = str(inventory.points) + "/" + str(get_total_points_for_next_level())
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$hud/level/points.text = str(inventory.points) + "/" + str(next_level_points())
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$hud/level/level_bar.value = inventory.points
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# Update status HUD
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$hud/bars/health.value = status.health
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$hud/bars/stamina.value = status.stamina
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$hud/level/level.text = "Level " + str(status.level)
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$hud/level/level_bar.max_value = get_total_points_for_next_level()
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$hud/level/level_bar.max_value = next_level_points()
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# Level up
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if inventory.points >= (get_total_points_for_next_level()):
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inventory.points -= get_total_points_for_next_level()
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if inventory.points >= (next_level_points()):
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inventory.points -= next_level_points()
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status.level += 1
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level_up()
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func level_up():
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if status.level in game_data.level_tools:
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change_tool(game_data.level_tools[status.level])
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pass
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func _input(event):
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if event is InputEventMouseMotion:
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