add .fscache godot file to gitignore, also remove silly occluder and light
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			@ -1 +1,2 @@
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export.cfg
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.fscache
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										38
									
								
								Game.tscn
								
								
								
								
							
							
						
						
									
										38
									
								
								Game.tscn
								
								
								
								
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			@ -1,16 +1,9 @@
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[gd_scene load_steps=7 format=1]
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[gd_scene load_steps=5 format=1]
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[ext_resource path="res://Game.gd" type="Script" id=1]
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[ext_resource path="res://Player.tscn" type="PackedScene" id=2]
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[ext_resource path="res://Enemy.tscn" type="PackedScene" id=3]
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[ext_resource path="res://Box.tscn" type="PackedScene" id=4]
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[ext_resource path="res://bullet.png" type="Texture" id=5]
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[sub_resource type="OccluderPolygon2D" id=1]
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closed = true
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cull_mode = 0
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polygon = Vector2Array( 0, 0, 32, 0, 32, 32, 0, 32 )
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[node name="Game" type="Node"]
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			@ -34,33 +27,4 @@ transform/pos = Vector2( 159.592, 142.666 )
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transform/pos = Vector2( 139.69, 112.812 )
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[node name="Light2D" type="Light2D" parent="."]
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transform/pos = Vector2( 150.335, 218.809 )
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enabled = true
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editor_only = false
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texture = ExtResource( 5 )
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offset = Vector2( 0, 0 )
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scale = 25.0
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color = Color( 1, 0.539062, 0, 1 )
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energy = 1.0
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mode = 0
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range/height = 15.0
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range/z_min = -1024
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range/z_max = 1024
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range/layer_min = 0
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range/layer_max = 0
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range/item_mask = 1
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shadow/enabled = true
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shadow/color = Color( 0, 0, 0, 0 )
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shadow/buffer_size = 2048
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shadow/esm_multiplier = 80.0
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shadow/item_mask = 1
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[node name="LightOccluder2D" type="LightOccluder2D" parent="."]
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transform/pos = Vector2( 80.2667, 219.558 )
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occluder = SubResource( 1 )
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light_mask = 1
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			@ -34,13 +34,17 @@ func _fixed_process(delta):
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		velocity_mul = 1
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	# shooty
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	if Input.is_action_pressed("primary_fire"):
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	if Input.is_action_pressed("attack_primary"):
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		var new_bullet = bullet.instance()
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		new_bullet.set_pos(pointer.get_node("Sprite").get_global_pos() + velocity)
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		new_bullet.set_bullet_velocity(velocity, point_dir)
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		get_parent().add_child(new_bullet) # add to tree
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	# melee actually?
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	if Input.is_action_pressed("attack_secondary"):
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		pass
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	# rotatey pointer thingy
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	# tell child node to point at given mouse position (in screenspace)
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	pointer.look_at(get_viewport().get_mouse_pos())
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	self.move(velocity * velocity_mul * (player_movement_speed * delta))
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			@ -14,7 +14,7 @@ extents = Vector2( 17.1165, 38.4685 )
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transform/pos = Vector2( 36.5, 31 )
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input/pickable = false
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shapes/0/shape = SubResource( 1 )
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shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 )
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shapes/0/transform = Matrix32( 1, 0, 0, 0.449921, 0, 22.811 )
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shapes/0/trigger = false
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collision/layers = 1
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collision/mask = 1
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			@ -34,6 +34,8 @@ current = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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transform/pos = Vector2( 0, 22.811 )
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transform/scale = Vector2( 1, 0.449921 )
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shape = SubResource( 1 )
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trigger = false
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_update_shape_index = 0
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			@ -7,8 +7,9 @@ icon="res://icon.png"
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[input]
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move_slow=[key(Shift)]
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attack_secondary=[mbutton(0, 2)]
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move_up=[key(W), key(Up)]
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move_down=[key(Down), key(S)]
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move_left=[key(Left), key(A)]
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move_right=[key(Right), key(D)]
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primary_fire=[mbutton(0, 1)]
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attack_primary=[mbutton(0, 1)]
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