fix apparition de projectiles de zone
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acaf9475a5
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@ -117,7 +117,7 @@ class Wave:
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def __init__(self) -> None:
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def __init__(self) -> None:
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self.wave_list = [
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self.wave_list = [
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["__rainning_projectiles"],
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["__rainning_projectiles", "__create_zone_attack"],
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["__rainning_projectiles", "__horizontal_projectile"],
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["__rainning_projectiles", "__horizontal_projectile"],
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[
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[
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"__rainning_projectiles",
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"__rainning_projectiles",
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@ -323,86 +323,39 @@ def __defeat(world: World):
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world[CurrentScene] = __new_game_scene()
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world[CurrentScene] = __new_game_scene()
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class AWave:
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"""
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TODO
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"""
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def __wave(world: World):
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def __wave(world: World):
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entity = world.new_entity()
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entity2 = world.new_entity()
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entity3 = world.new_entity()
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entity4 = world.new_entity()
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entity5 = world.new_entity()
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for i, actuel_wave in enumerate(world[Wave].wave_list):
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for i, actuel_wave in enumerate(world[Wave].wave_list):
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print("vague n°" + str(i))
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print("vague n°" + str(i))
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for i, fonction in enumerate(actuel_wave):
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for i, fonction in enumerate(actuel_wave):
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if i == 0:
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match fonction:
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match fonction:
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case "__rainning_projectiles":
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case "__rainning_projectiles":
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entity.set(Coroutine(__rainning_projectiles(world)))
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world.new_entity().set(
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AWave(), Coroutine(__rainning_projectiles(world))
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)
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case "__create_zone_attack":
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case "__create_zone_attack":
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for i in range(5):
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world.new_entity().set(
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entity.set(Coroutine(__create_zone_attack(world)))
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AWave(), Coroutine(__create_zone_attack(world))
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yield wait(5)
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)
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case "__create_spike":
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case "__create_spike":
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entity.set(Coroutine(__create_spike(world)))
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world.new_entity().set(AWave(), Coroutine(__create_spike(world)))
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yield wait(25)
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entity4.set(Coroutine(__create_spike(world)))
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case "__horizontal_projectile":
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case "__horizontal_projectile":
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entity.set(Coroutine(__horizontal_projectile(world)))
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world.new_entity().set(
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case _:
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AWave(), Coroutine(__horizontal_projectile(world))
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pass
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)
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elif i == 1:
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match fonction:
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case "__rainning_projectiles":
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entity2.set(Coroutine(__rainning_projectiles(world)))
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case "__create_zone_attack":
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for i in range(5):
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entity2.set(Coroutine(__create_zone_attack(world)))
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yield wait(5)
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case "__create_spike":
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entity2.set(Coroutine(__create_spike(world)))
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yield wait(25)
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entity2.set(Coroutine(__create_spike(world)))
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case "__horizontal_projectile":
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entity2.set(Coroutine(__horizontal_projectile(world)))
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case _:
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pass
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elif i == 2:
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match fonction:
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case "__rainning_projectiles":
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entity3.set(Coroutine(__rainning_projectiles(world)))
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case "__create_zone_attack":
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for i in range(5):
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entity3.set(Coroutine(__create_zone_attack(world)))
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yield wait(5)
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case "__create_spike":
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entity3.set(Coroutine(__create_spike(world)))
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yield wait(25)
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entity3.set(Coroutine(__create_spike(world)))
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case "__horizontal_projectile":
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entity3.set(Coroutine(__horizontal_projectile(world)))
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case _:
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pass
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elif i == 3:
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match fonction:
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case "__rainning_projectiles":
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entity4.set(Coroutine(__rainning_projectiles(world)))
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case "__create_zone_attack":
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for i in range(5):
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entity4.set(Coroutine(__create_zone_attack(world)))
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yield wait(5)
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case "__create_spike":
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entity4.set(Coroutine(__create_spike(world)))
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yield wait(25)
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entity4.set(Coroutine(__create_spike(world)))
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case "__horizontal_projectile":
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entity4.set(Coroutine(__horizontal_projectile(world)))
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case _:
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case _:
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pass
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pass
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yield wait(float(world[Wave].wave_list[-1][0]))
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yield wait(float(world[Wave].wave_list[-1][0]))
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entity.destroy()
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for entity_to_destroy in world.query(AWave):
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entity2.destroy()
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entity_to_destroy.destroy()
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entity3.destroy()
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entity4.destroy()
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entity5.destroy()
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for entities in world.query(
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for entities in world.query(
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RainProjectiles or ZoneAttack or Spike or HorizontalProjectiles
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RainProjectiles or ZoneAttack or Spike or HorizontalProjectiles
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):
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):
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@ -410,6 +363,8 @@ def __wave(world: World):
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def __create_zone_attack(world: World):
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def __create_zone_attack(world: World):
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for _ in range(5):
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yield wait(5)
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"""
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"""
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TODO
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TODO
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"""
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"""
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@ -447,7 +402,8 @@ def __create_zone_attack(world: World):
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TimedEvent(0.4, lambda world, entity: entity.destroy()),
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TimedEvent(0.4, lambda world, entity: entity.destroy()),
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)
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)
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projectiles[smooth.Target] = Vec2(
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projectiles[smooth.Target] = Vec2(
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i * 41 + world[FightBox].p1[0] + (locate * 413), world[FightBox].p2[1]
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i * 41 + world[FightBox].p1[0] + (locate * 413),
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world[FightBox].p2[1],
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)
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)
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else:
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else:
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@ -494,15 +450,14 @@ def __create_zone_attack(world: World):
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world[FightBox].p2[1],
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world[FightBox].p2[1],
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)
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)
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locate = locate2
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locate = locate2
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for entities in world.query(ZoneAttackProjectiles):
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entities.destroy()
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def __create_spike(world: World):
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def __create_spike(world: World):
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"""
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"""
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TODO
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TODO
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"""
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"""
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for _ in range(2):
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yield wait(15.0)
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temp_warning_spike = world.new_entity()
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temp_warning_spike = world.new_entity()
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temp_warning_spike.set(
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temp_warning_spike.set(
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Sprite(
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Sprite(
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@ -653,6 +608,7 @@ def __horizontal_projectile(world: World):
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)
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)
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entity = world.new_entity()
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entity = world.new_entity()
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entity.set(
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entity.set(
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HorizontalProjectiles(),
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Sprite(
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Sprite(
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world[Assets].get_texture("error"),
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world[Assets].get_texture("error"),
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Vec2(10, random.randint(500, 930)),
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Vec2(10, random.randint(500, 930)),
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@ -661,13 +617,12 @@ def __horizontal_projectile(world: World):
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animation,
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animation,
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smooth.Speed(2),
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smooth.Speed(2),
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Hurt(10),
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Hurt(10),
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HorizontalProjectiles(),
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)
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)
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yield animation.wait()
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yield animation.wait()
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yield wait(1)
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yield wait(1)
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entity.set(smooth.Target(Vec2(1500, entity[Sprite].position.y)))
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entity.set(smooth.Target(Vec2(1500, entity[Sprite].position.y)))
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for entity in world.query(RainProjectiles, Sprite):
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for entity in world.query(HorizontalProjectiles, Sprite):
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if entity[Sprite].position.x > 1440:
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if entity[Sprite].position.x > 1440:
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entity.destroy()
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entity.destroy()
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