tweaked input latency?
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@@ -36,9 +36,11 @@ var comets_processed = 0.0
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var total_comets = 0.0
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# ui init
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var on_top
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var hp_label
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var acc_label
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var miss_label
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var damage_overlay
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# objects
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var comet_source = preload("res://scenes/objects/game/comet.tscn")
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@@ -49,14 +51,17 @@ var pause_menu
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func _ready() -> void:
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# ready ui
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viewport_size = get_viewport_rect().size
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hp_label = self.get_node("OnTop").get_node("HUD").get_node("Stack").get_node("Health")
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acc_label = self.get_node("OnTop").get_node("HUD").get_node("Stack").get_node("Accuracy")
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miss_label = self.get_node("OnTop").get_node("HUD").get_node("Stack").get_node("MissCount")
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on_top = self.get_node("OnTop")
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hp_label = on_top.get_node("HUD").get_node("Stack").get_node("Health")
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acc_label = on_top.get_node("HUD").get_node("Stack").get_node("Accuracy")
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miss_label = on_top.get_node("HUD").get_node("Stack").get_node("MissCount")
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damage_overlay = on_top.get_node("Damage")
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active = true
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pause_menu = self.get_node("OnTop").get_node("Pause")
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fade = self.get_node("OnTop").get_node("Fade")
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pause_menu = on_top.get_node("Pause")
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fade = on_top.get_node("Fade")
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fade.visible = true
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var tween := create_tween()
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tween.parallel().tween_property(fade, "modulate:a", 0, 1).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
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@@ -131,11 +136,19 @@ func miss(comet):
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calculate_accuracy()
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comets.erase(comet)
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comet.queue_free()
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var tween1 := create_tween()
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tween1.parallel().tween_property(damage_overlay, "modulate:a", .5, .125).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
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await tween1.finished
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var tween2 := create_tween()
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tween2.parallel().tween_property(damage_overlay, "modulate:a", 0, .125).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
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func game_over():
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active = false
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$BackgroundMusic.stop()
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self.get_node("OnTop").get_node("GameOver").visible = true
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on_top.get_node("GameOver").visible = true
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$Lose.play()
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await $Lose.finished
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$Sad.play()
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@@ -147,6 +160,7 @@ func _input(event):
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if len(comets) > 0:
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var comet = comets[0]
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if event.as_text() == comet.get_node("Sprite").get_node("Label").text:
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comets.erase(comet)
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comets_processed += 1
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hit_count += 1
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calculate_accuracy()
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@@ -155,7 +169,6 @@ func _input(event):
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laser.default_color = Color.RED
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laser.points = PackedVector2Array([$Tux.position,comet.position])
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add_child(laser)
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comets.erase(comet)
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comet.get_node("Sprite").play("cometbreak")
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$CometBreakSound.play()
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await comet.get_node("Sprite").animation_finished
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