Fix comments
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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 get_total_points_for_next_level(): # Yes, this name is very long. Deal with it
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return status.level*10
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func change_tool(tool):
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@ -28,7 +28,7 @@ func change_tool(tool):
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$body_pivot/body/tool.position = game_data.tools[tool].offset
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func _ready():
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change_tool("stick") #this is when the starting tool is set
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change_tool("stick") # This is when the starting tool is set
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func _physics_process(delta):
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var pre_velocity = Vector2(0, 0)
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@ -48,19 +48,19 @@ func _process(delta):
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inventory.points += 1
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hit_object.get_node("animation").play("hit")
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#update inventory HUD
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# Update inventory HUD
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$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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$hud/level/level_bar.value = inventory.points
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#update status HUD
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# Update status HUD
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$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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#level up
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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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status.level += 1
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