refactor: simplify sticky positioning
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@ -89,7 +89,7 @@ func _smooth(current: Vector2, goal: Vector2, delta: float) -> Vector2:
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return (1.0-k) * current + k * goal
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func _process(delta: float):
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var zone_position := Vector2(notezone.get_screen_position().x, sticky_height)
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var zone_position := Vector2(notezone.get_screen_position().x + sticky_width / 3.0, sticky_height)
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for note in notes:
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# Skip all dragged and already attached notes
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@ -475,14 +475,8 @@ func initialise_from_save(savegame: SaveGame) -> void:
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card.attach_sticky_note(sticky)
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print_debug(" Sticky '%s' attached to card '%s'" % [sticky.name, card_name])
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else:
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# Sticky is loose on board
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var target_position: Vector2
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if savegame.board_positions.has(sticky.name):
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target_position = savegame.board_positions[sticky.name]
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else:
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target_position = _generate_random_position()
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sticky.position = target_position
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# Sticky is loose, this means it will be automatically moved
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sticky.position = savegame.board_positions.get(sticky.name, position + size/2.0)
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sticky.picked_random = savegame.board_randoms.has(sticky.sticky_id)
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