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extends Node2D
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var spawn
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var location = preload("res://Scenes/Locations/yard.tscn")
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var horse_scene = preload("res://Scenes/horse.tscn")
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var horse = preload("res://Scripts/horse.gd")
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var horse_instance
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var mouse_position = Vector2.ZERO
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var ccVanilla = preload("res://Scenes/Cupcakes/cupcake.tscn")
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var ccvan = ccVanilla.instantiate()
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var ccChocolate
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var ccchoc
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var randX
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var randY
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var ccSpawnRate = 10
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var ccCount = 0
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var ccMaxOnScreen = 250
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func _ready():
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horse_instance = horse_scene.instantiate()
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spawn = location.instantiate()
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$Location.add_child(spawn)
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add_child(horse_instance)
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func _process(delta):
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mouse_position = get_global_mouse_position()
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horse_instance.position = mouse_position
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func spawnCupcakes():
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randomize()
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if ccCount <= ccMaxOnScreen:
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for i in range(ccSpawnRate):
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randX = randi_range(10, 1910)
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randY = randi_range(10, 1070)
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ccvan.position = Vector2(randX, randY)
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$PlayArea.add_child(ccvan.duplicate())
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ccCount = ccCount + 1
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func collectCupcakes():
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pass
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func _on_timeout():
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var timer = get_node("Cupcake Spawn Timer")
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spawnCupcakes()
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timer.start
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func _on_play_area_area_exited(area):
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pass
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func _on_play_area_body_exited(body):
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if body.is_in_group("Cupcake"):
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horse.ccVanNum += 1
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print(horse.ccVanNum)
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body.queue_free()
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func _on_play_area_area_shape_exited(area_rid, area, area_shape_index, local_shape_index):
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pass # Replace with function body.
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