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extends Node2D class_name dot onready var dotcollider : CollisionShape2D = $dot_collisions/dotcollider onready var dotcollisions : Area2D = $dot_collisions onready var ray : RayCast2D = $dot_collisions/dotray onready var dotsprite : Sprite = $dotsprite var tween = Tween.new() export(GlobalVars.type) var dot_type func _ready(): add_child(tween) func move(): ray.force_raycast_update() var go_to = Vector2(global_position.x, ray.get_collision_point().y - 35) dotcollisions.global_position = go_to tween.interpolate_property(dotsprite, "global_position", dotsprite.global_position, go_to, .25, Tween.TRANS_LINEAR, Tween.EASE_IN_OUT) tween.start() yield(tween, "tween_all_completed") Events.emit_signal("done_moving") func turn_off_collision(): dotcollider.disabled = true # warning-ignore-all:unused_argument func _on_dot_input(viewport, event : InputEvent, shape_idx): InputHandler._pressed(event, self)