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Coding style
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@@ -21,7 +21,7 @@ extends Spatial
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export(float) var max_separation = 20.0
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export(float) var split_line_thickness = 3.0
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export(Color, RGBA) var split_line_color = Color(0.0, 0.0, 0.0, 1.0)
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export(Color, RGBA) var split_line_color = Color.black
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export(bool) var adaptive_split_line_thickness = true
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onready var player1 = $'../Player1'
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@@ -41,7 +41,7 @@ func _ready():
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view.material.set_shader_param('viewport2', $Viewport2.get_texture())
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func _process(delta):
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func _process(_delta):
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_move_cameras()
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_update_splitscreen()
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@@ -62,14 +62,8 @@ func _move_cameras():
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func _update_splitscreen():
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var screen_size = get_viewport().get_visible_rect().size
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var player1_position = camera1.unproject_position(player1.translation)
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player1_position.x /= screen_size.x;
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player1_position.y /= screen_size.y;
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var player2_position = camera2.unproject_position(player2.translation)
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player2_position.x /= screen_size.x;
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player2_position.y /= screen_size.y;
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var player1_position = camera1.unproject_position(player1.translation) / screen_size
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var player2_position = camera2.unproject_position(player2.translation) / screen_size
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var thickness
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if adaptive_split_line_thickness:
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@@ -6,7 +6,7 @@ export(int, 1, 2) var player_id = 1
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export(float) var walk_speed = 20.0
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func _physics_process(delta):
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func _physics_process(_delta):
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var velocity = Vector3.ZERO
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velocity.z = -Input.get_action_strength("move_up_player" + str(player_id))
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velocity.z += Input.get_action_strength("move_down_player" + str(player_id))
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