4 Game Objectives and Custom Signals
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# Normalize EOL for all files that Git considers text files.
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* text=auto eol=lf
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# Godot 4+ specific ignores
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.godot/
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/android/
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								ahmedgg/icon.svg
									
									
									
									
									
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								ahmedgg/icon.svg.import
									
									
									
									
									
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[remap]
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source_file="res://icon.svg"
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dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
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roughness/src_normal=""
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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editor/convert_colors_with_editor_theme=false
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								ahmedgg/project.godot
									
									
									
									
									
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; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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;   [section] ; section goes between []
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;   param=value ; assign values to parameters
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config_version=5
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[application]
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config/name="AhmedGG"
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run/main_scene="res://scenes/ahmed_gg.tscn"
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config/features=PackedStringArray("4.3", "Forward Plus")
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config/icon="res://icon.svg"
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[file_customization]
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folder_colors={
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"res://scenes/": "green",
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"res://scripts/": "pink"
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}
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								ahmedgg/scenes/ahmed_gg.tscn
									
									
									
									
									
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[gd_scene load_steps=9 format=3 uid="uid://c7psh8jpkkc6x"]
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[ext_resource type="Script" path="res://scripts/game controller.gd" id="1_pcysq"]
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[ext_resource type="Script" path="res://scripts/trigger.gd" id="1_tp4vr"]
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[ext_resource type="Script" path="res://scripts/Player.gd" id="2_o8d6o"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_nynyi"]
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size = Vector2(96, 20)
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_gv8hf"]
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[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_ukrrp"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_785vb"]
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radius = 88.1419
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_wfabo"]
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[node name="AhmedGG" type="Node2D"]
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script = ExtResource("1_pcysq")
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[node name="StaticBody2D" type="StaticBody2D" parent="."]
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position = Vector2(296, 246)
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
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shape = SubResource("RectangleShape2D_nynyi")
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[node name="RigidBody2D" type="RigidBody2D" parent="."]
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position = Vector2(307, 34)
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rotation = 0.785398
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D"]
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shape = SubResource("RectangleShape2D_gv8hf")
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debug_color = Color(0.850993, 0.368517, 0.134324, 0.42)
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[node name="RigidBody2D2" type="RigidBody2D" parent="."]
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position = Vector2(247, 100)
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rotation = 1.33752
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D2"]
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shape = SubResource("RectangleShape2D_gv8hf")
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debug_color = Color(0.850993, 0.368517, 0.134324, 0.42)
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[node name="StaticBody2D2" type="StaticBody2D" parent="."]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D2"]
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position = Vector2(295, 431)
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shape = SubResource("WorldBoundaryShape2D_ukrrp")
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[node name="Trigger" type="Area2D" parent="."]
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position = Vector2(387, 339)
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script = ExtResource("1_tp4vr")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Trigger"]
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shape = SubResource("CircleShape2D_785vb")
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debug_color = Color(0.489643, 0.4608, 0.929032, 0.42)
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[node name="CharacterBody2D" type="CharacterBody2D" parent="."]
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position = Vector2(279, 68)
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script = ExtResource("2_o8d6o")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D"]
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shape = SubResource("CapsuleShape2D_wfabo")
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debug_color = Color(0.416871, 0.601139, 0.192736, 0.42)
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[node name="StaticBody2D3" type="StaticBody2D" parent="."]
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position = Vector2(388, 223)
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D3"]
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rotation = -0.412146
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scale = Vector2(1, 1)
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shape = SubResource("RectangleShape2D_nynyi")
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[node name="StaticBody2D4" type="StaticBody2D" parent="."]
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position = Vector2(180, 364)
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D4"]
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shape = SubResource("RectangleShape2D_nynyi")
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[node name="StaticBody2D5" type="StaticBody2D" parent="."]
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position = Vector2(235, 291)
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D5"]
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shape = SubResource("RectangleShape2D_nynyi")
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[connection signal="areatrigger" from="Trigger" to="." method="_on_trigger_areatrigger"]
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[connection signal="body_entered" from="Trigger" to="Trigger" method="_on_body_entered"]
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								ahmedgg/scripts/Player.gd
									
									
									
									
									
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extends CharacterBody2D
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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func _physics_process(delta: float) -> void:
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	# Add the gravity.
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	if not is_on_floor():
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		velocity += get_gravity() * delta
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	# Handle jump.
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	if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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		velocity.y = JUMP_VELOCITY
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	# Get the input direction and handle the movement/deceleration.
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	# As good practice, you should replace UI actions with custom gameplay actions.
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	var direction := Input.get_axis("ui_left", "ui_right")
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	if direction:
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		velocity.x = direction * SPEED
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	else:
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		velocity.x = move_toward(velocity.x, 0, SPEED)
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	move_and_slide()
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	for i in get_slide_collision_count():
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		var c=get_slide_collision(i)
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		if c.get_collider() is RigidBody2D:
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			c.get_collider().apply_central_impulse(-c.get_normal() * 60)
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								ahmedgg/scripts/game controller.gd
									
									
									
									
									
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								ahmedgg/scripts/game controller.gd
									
									
									
									
									
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extends Node2D
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# Game Data
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var totalcrates=4
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var cratesdestroyed = 0
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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	pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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	pass
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func _on_trigger_areatrigger(body) -> void:
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	print("game conroller knows about crate destruction")
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	cratesdestroyed +=1
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	totalcrates -=1
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	#kill
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	body.queue_free()
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	if totalcrates <=0:
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		print("you won")
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								ahmedgg/scripts/trigger.gd
									
									
									
									
									
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								ahmedgg/scripts/trigger.gd
									
									
									
									
									
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extends Area2D
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signal areatrigger(Object)
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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	print("Trigger is here")
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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	pass
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func _on_body_entered(body: Node2D) -> void:
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	print("Body Collision in trigger")
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	areatrigger.emit(body)
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		||||
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