added jump animation
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a245ebc135
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BIN
assets/graphics/player/jump/player jump 48x48.png
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BIN
assets/graphics/player/jump/player jump 48x48.png
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assets/graphics/player/jump/player jump 48x48.png.import
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40
assets/graphics/player/jump/player jump 48x48.png.import
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@ -0,0 +1,40 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://d2e455oxjbsf5"
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path="res://.godot/imported/player jump 48x48.png-1ccba0c36041038682bf917e1f6cf991.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://assets/graphics/player/jump/player jump 48x48.png"
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dest_files=["res://.godot/imported/player jump 48x48.png-1ccba0c36041038682bf917e1f6cf991.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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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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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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@ -1,11 +1,20 @@
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[gd_scene format=3 uid="uid://bhsvqyhsemekq"]
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[ext_resource type="Script" uid="uid://dlmf1p0vfitcx" path="res://scripts/player.gd" id="1_3vyb7"]
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[ext_resource type="Texture2D" uid="uid://d2e455oxjbsf5" path="res://assets/graphics/player/jump/player jump 48x48.png" id="2_dqkch"]
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[ext_resource type="Texture2D" uid="uid://dio2ufnpnihce" path="res://assets/graphics/player/idle/Player Idle 48x48.png" id="2_g2els"]
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[ext_resource type="Texture2D" uid="uid://bl7p2n2kgw2qx" path="res://assets/graphics/player/idle/player run 48x48.png" id="3_qhqgy"]
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_elsnr"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_4ni07"]
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atlas = ExtResource("2_dqkch")
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region = Rect2(48, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_i4ail"]
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atlas = ExtResource("2_dqkch")
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region = Rect2(96, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_qhqgy"]
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atlas = ExtResource("2_g2els")
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region = Rect2(0, 0, 48, 48)
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@ -46,6 +55,10 @@ region = Rect2(384, 0, 48, 48)
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atlas = ExtResource("2_g2els")
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region = Rect2(432, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_a38lo"]
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atlas = ExtResource("2_dqkch")
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region = Rect2(0, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_jej6c"]
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atlas = ExtResource("3_qhqgy")
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region = Rect2(0, 0, 48, 48)
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@ -82,6 +95,22 @@ region = Rect2(336, 0, 48, 48)
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animations = [{
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"frames": [{
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_4ni07")
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}],
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"loop": false,
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"name": &"apex",
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"speed": 12.0
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}, {
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"frames": [{
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_i4ail")
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}],
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"loop": false,
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"name": &"fall",
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"speed": 12.0
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}, {
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"frames": [{
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_qhqgy")
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}, {
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"duration": 1.0,
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@ -117,6 +146,14 @@ animations = [{
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}, {
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"frames": [{
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_a38lo")
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}],
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"loop": false,
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"name": &"jump",
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"speed": 12.0
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}, {
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"frames": [{
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_jej6c")
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}, {
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"duration": 1.0,
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@ -169,6 +206,7 @@ position = Vector2(-10, -12)
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texture_filter = 1
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position = Vector2(0, -1)
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sprite_frames = SubResource("SpriteFrames_jej6c")
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animation = &"run"
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animation = &"apex"
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autoplay = "idle"
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frame_progress = 0.8670586
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[connection signal="animation_finished" from="graphic" to="." method="_on_graphic_animation_finished"]
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@ -12,8 +12,9 @@ var direction : float = 0
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enum FaceDirection { LEFT, RIGHT }
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var facing: FaceDirection = FaceDirection.LEFT
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var shove_target: RigidBody2D
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enum State { IDLE, RUNNING }
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enum State { IDLE, RUN, JUMP, APEX, FALL }
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var state: State = State.IDLE
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var up_jump:bool = false
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func _physics_process(delta: float):
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handle_input()
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@ -73,13 +74,34 @@ func handle_collisions():
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func handle_state():
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match state:
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State.IDLE when velocity.x != 0:
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state = State.RUNNING
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State.RUNNING when velocity.x == 0:
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state = State.RUN
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State.RUN when velocity.x == 0:
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state = State.IDLE
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State.RUN when velocity.y < 0:
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state = State.JUMP
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State.IDLE when velocity.y < 0:
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state = State.JUMP
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State.JUMP when velocity.y > 0:
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state = State.APEX
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# from APEX to FALL is handled when apex animation finishes
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State.FALL when velocity.y == 0:
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state = State.IDLE
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func handle_animation():
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match state:
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State.IDLE:
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graphic.play("idle")
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State.RUNNING:
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State.RUN:
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graphic.play("run")
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State.JUMP:
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graphic.play("jump")
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State.APEX:
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graphic.play("apex")
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State.FALL:
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graphic.play("fall")
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func _on_graphic_animation_finished() -> void:
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# switch state from apex to fall
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match state:
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State.APEX:
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state = State.FALL
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