feat: Introduce tekton_walking 3D model, implement a CameraContextManager for dynamic camera positioning, and add a ScreenShakeManager script.
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+14
-2
@@ -9,6 +9,7 @@ var ui_manager
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var goals_cycle_manager
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var screen_shake_manager
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var touch_controls
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var camera_context_manager
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# Minimal local state
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var _connection_check_timer: float = 0.0
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@@ -76,9 +77,8 @@ func _init_managers():
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screen_shake_manager = load("res://scripts/managers/screen_shake.gd").new()
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screen_shake_manager.name = "ScreenShakeManager"
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add_child(screen_shake_manager)
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screen_shake_manager.initialize($Camera3D)
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screen_shake_manager.initialize($Camera3D200)
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# Touch controls for mobile
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# Touch controls for mobile
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touch_controls = get_node_or_null("TouchControls")
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if not touch_controls:
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@@ -89,6 +89,12 @@ func _init_managers():
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touch_controls.initialize(self)
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# NEW: Camera Context Manager for dynamic camera position
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camera_context_manager = load("res://scripts/managers/camera_context_manager.gd").new()
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camera_context_manager.name = "CameraContextManager"
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add_child(camera_context_manager)
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camera_context_manager.initialize($Camera3D200, screen_shake_manager)
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# Connect signals for UI updates
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goals_cycle_manager.timer_updated.connect(_on_timer_updated)
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goals_cycle_manager.score_updated.connect(_on_score_updated)
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@@ -324,6 +330,8 @@ func _setup_host_game():
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ui_manager.set_local_player(player_character)
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if touch_controls:
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touch_controls.set_player(player_character)
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if camera_context_manager:
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camera_context_manager.set_player(player_character)
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# Set host name
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player_character.display_name = LobbyManager.local_player_name
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@@ -436,6 +444,8 @@ func _setup_client_game():
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ui_manager.set_local_player(player_character)
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if touch_controls:
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touch_controls.set_player(player_character)
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if camera_context_manager:
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camera_context_manager.set_player(player_character)
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ui_manager.update_button_states()
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print("Client: Configured local player ", my_id)
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@@ -654,6 +664,8 @@ func add_player_character(peer_id: int, is_bot: bool = false):
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ui_manager.set_local_player(player_character)
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if touch_controls:
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touch_controls.set_player(player_character)
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if camera_context_manager:
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camera_context_manager.set_player(player_character)
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ui_manager.update_button_states()
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ui_manager.update_playerboard_ui()
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+2
-2
@@ -106,10 +106,10 @@ current = true
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fov = 35.5
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[node name="Camera3D200" type="Camera3D" parent="." unique_id=1763366951]
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transform = Transform3D(1, 0, 0, 0, 0.5077037, 0.86153173, 0, -0.86153173, 0.5077037, 7, 19.635756, 19.007332)
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transform = Transform3D(1, 0, 0, 0, 0.5077037, 0.86153173, 0, -0.86153173, 0.5077037, 7, 19.636, 22.5)
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environment = ExtResource("4_ky38j")
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current = true
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fov = 35.5
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fov = 21.0
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size = 15.0
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[node name="PlayerboardPanel" type="PanelContainer" parent="." unique_id=1098203639]
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extends Node
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# CameraContextManager
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# Handles camera position based on player's row on the board.
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# var screen_shake_manager: Node # Removed
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var camera: Camera3D
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var player: Node3D
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# Configuration Map: Row Threshold -> Target Position
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# We use a list of dictionaries to define ranges.
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# Setup A: Rows 0-5
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# Setup B: Rows 6-9
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# Setup C: Rows 10+
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var camera_setups = [
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{ "max_row": 5, "position": Vector3(7.0, 19.636, 15.0) },
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{ "max_row": 9, "position": Vector3(7.0, 19.636, 19.0) },
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{ "max_row": 999, "position": Vector3(7.0, 19.22636, 22.5) } # Default/Bottom
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]
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var unique_id: int
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func initialize(p_camera: Camera3D, _p_shake_manager: Node):
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camera = p_camera
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# screen_shake_manager = p_shake_manager
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print("[CameraContextManager] Initialized with camera")
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func set_player(p_player: Node3D):
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player = p_player
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unique_id = p_player.name.to_int()
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# Try to get movement manager (might be initializing)
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var movement_mgr = player.get("movement_manager")
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if not movement_mgr and player.get("movement_manager") == null:
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# Try direct access if script variable
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movement_mgr = player.movement_manager
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if movement_mgr:
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if not movement_mgr.movement_finished.is_connected(_on_player_moved):
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movement_mgr.movement_finished.connect(_on_player_moved)
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else:
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print("[CameraContextManager] Warning: movement_manager not found on player. Retrying in 0.5s...")
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await get_tree().create_timer(0.5).timeout
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if player == p_player: # Ensure player hasn't changed
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set_player(p_player) # Retry
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_update_camera_target()
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func _on_player_moved():
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# print("[CameraContextManager] Player moved signal received")
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_update_camera_target()
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func _update_camera_target():
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if not player or not camera:
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return
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# Get player row (Z coordinate in 3D world / Y in GridMap)
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# In this game: Grid Y maps to World Z.
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# Player current_position is Vector2i(grid_x, grid_y)
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var current_row = player.current_position.y
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var target_pos = Vector3.ZERO
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for i in range(camera_setups.size()):
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var setup = camera_setups[i]
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if current_row <= setup.max_row:
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target_pos = setup.position
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break
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# print("[CameraContextManager] Player Row: %d -> Selected Setup: %d (Target: %s)" % [current_row, setup_index, target_pos])
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# Update ScreenShakeManager's target
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# Update Camera Position directly with Tween
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if camera.position != target_pos:
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var tween = create_tween()
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tween.tween_property(camera, "position", target_pos, 1.0).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)
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@@ -0,0 +1 @@
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uid://btvpagdk2gwhg
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@@ -6,7 +6,7 @@ var camera: Camera3D
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var shake_intensity: float = 0.0
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var shake_duration: float = 0.0
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var shake_timer: float = 0.0
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var original_position: Vector3
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var target_position: Vector3 # Replaces original_position
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# Shake presets
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const SHAKE_TARGETED: Dictionary = {"intensity": 0.15, "duration": 0.4}
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@@ -17,56 +17,17 @@ func initialize(p_camera: Camera3D):
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"""Initialize with specific camera instance."""
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camera = p_camera
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if camera:
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original_position = camera.position
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target_position = camera.position
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print("[ScreenShakeManager] Initialized with camera: ", camera.name)
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else:
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push_warning("[ScreenShakeManager] Initialized with null camera")
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func _process(delta):
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if shake_timer > 0:
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shake_timer -= delta
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if camera:
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var shake_offset = Vector3(
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randf_range(-shake_intensity, shake_intensity),
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randf_range(-shake_intensity, shake_intensity),
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randf_range(-shake_intensity * 0.5, shake_intensity * 0.5)
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)
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camera.position = original_position + shake_offset
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if shake_timer <= 0:
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_reset_camera()
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func _reset_camera():
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if camera:
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camera.position = original_position
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shake_timer = 0.0
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shake_intensity = 0.0
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func shake(intensity: float, duration: float):
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"""Trigger camera shake with given intensity and duration."""
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if not camera:
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push_warning("Screen shake requested but no camera assigned!")
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func set_target_position(new_pos: Vector3, duration: float = 1.0):
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"""Smoothly transition to a new base camera position."""
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if target_position == new_pos:
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return
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if camera:
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# If already shaking, reset camera first to get true original position
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if shake_timer > 0:
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camera.position = original_position
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else:
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original_position = camera.position
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shake_intensity = intensity
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shake_duration = duration
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shake_timer = duration
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# Tween the target position
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var tween = create_tween()
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tween.tween_property(self, "target_position", new_pos, duration).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)
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func shake_targeted():
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"""Called when local player is targeted by opponent's powerup."""
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shake(SHAKE_TARGETED.intensity, SHAKE_TARGETED.duration)
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func shake_goal_complete():
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"""Called when local player completes a goal."""
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shake(SHAKE_GOAL_COMPLETE.intensity, SHAKE_GOAL_COMPLETE.duration)
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func shake_light():
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"""Light shake for minor events."""
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shake(SHAKE_LIGHT.intensity, SHAKE_LIGHT.duration)
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