4 Game Objectives and Custom Signals
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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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@@ -0,0 +1,27 @@
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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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@@ -0,0 +1,16 @@
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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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