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Change gdscript codeblocks to gd, update radion
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content/43-monkeys/index.md

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@@ -139,7 +139,7 @@ width=60
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This can be handled in the `start_menu.gd` script programmatically:
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```python
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```gd
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## Handles the press event for the start button. Navigates to intro cutscene.
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func _on_start_button_pressed() -> void:
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theme_player.stop()
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When we create a script for the scene, it will follow this format:
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```python
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```gd
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extends CharacterBody2D
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## any signals, state variables, and onready references
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Filling in more implementation, our final `player.gd` can be boiled down to
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this:
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```python
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```gd
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extends CharacterBody2D
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@onready var _animated_sprite = $AnimatedSprite2D
@@ -292,7 +292,7 @@ The `boid.gd` script implements these behaviors for enemy or NPC characters,
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with additional features like wall avoidance and attacking. Below are key
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snippets capturing the essence of the flocking logic:
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```python
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```gd
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extends CharacterBody2D
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@export var max_speed: float = 125.0
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sight, but the player has to now fend off the boids while trying to solve
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puzzles.
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```python
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```gd
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## Returns the closest target node within the boid's view radius.
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## @returns Node2D - The closest target node within the boid's view radius.
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func _get_closest_target() -> Node2D:

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