princesse: correction de warnings
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@@ -180,7 +180,7 @@ func walk(direction:int) -> float:
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else:
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else:
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return speed * direction
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return speed * direction
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else:
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else:
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init_walk_state
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init_walk_state()
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return velocity.x
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return velocity.x
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func fall() -> float:
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func fall() -> float:
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@@ -270,7 +270,7 @@ func play_animation() -> void:
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func move_and_handle_collisions() -> void:
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func move_and_handle_collisions() -> void:
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# Bouge Princesse et réagis aux éléments avec lesquels elle rentre en collision
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# Bouge Princesse et réagis aux éléments avec lesquels elle rentre en collision
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var collision = move_and_slide()
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move_and_slide()
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for i in get_slide_collision_count():
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for i in get_slide_collision_count():
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var collider : KinematicCollision2D= get_slide_collision(i)
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var collider : KinematicCollision2D= get_slide_collision(i)
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var tile_rid = collider.get_collider_rid()
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var tile_rid = collider.get_collider_rid()
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