camera, textures, scaling, tilemap
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@@ -5,8 +5,9 @@ const JUMP_VELOCITY = -500.0
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var direction
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enum FaceDirection{LEFT, RIGHT}
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var facing:FaceDirection = FaceDirection.RIGHT
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enum player_state{IDLE,RUNNING}
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enum player_state{IDLE,RUNNING,JUMPING,FALLING}
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var current_player_state:player_state = player_state.IDLE
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var upJump:bool = false
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@onready var player_graphic: AnimatedSprite2D = $"player graphic"
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@@ -46,8 +47,12 @@ func handle_input()->void:
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shoveDirection = -1
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pushTarget.apply_central_impulse(Vector2(shoveDirection,0)*700)
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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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if Input.is_action_just_pressed("jump") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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upJump = true
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current_player_state = player_state.JUMPING
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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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direction = Input.get_axis("ui_left", "ui_right")
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if direction<0:
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facing = FaceDirection.LEFT
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@@ -55,6 +60,8 @@ func handle_input()->void:
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if direction>0:
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facing = FaceDirection.RIGHT
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player_graphic.flip_h = false
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func handle_movement(delta)->void:
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if not is_on_floor():
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@@ -90,6 +97,11 @@ func handle_state()->void:
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current_player_state = player_state.RUNNING
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player_state.RUNNING when velocity.x ==0:
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current_player_state = player_state.IDLE
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player_state.JUMPING when velocity.y >0:
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current_player_state = player_state.FALLING
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player_state.FALLING when is_on_floor():
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current_player_state = player_state.IDLE
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func handle_animation()->void:
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match current_player_state:
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@@ -97,3 +109,13 @@ func handle_animation()->void:
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player_graphic.play("idle")
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player_state.RUNNING:
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player_graphic.play("run")
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player_state.JUMPING:
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if upJump:
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player_graphic.play("jump")
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player_state.FALLING:
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player_graphic.play("fall")
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func _on_animation_finished() -> void:
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match current_player_state:
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player_state.JUMPING:
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upJump = false
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