init space invaders
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extends RigidBody2D
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var direction = 1
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const SPEED = 1
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# signal triggerEdge(body, intentMessage)
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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func _process(delta):
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var x = get_transform().get_origin().x
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# not sure why rigid body doesn't see wall hardcoded walls
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if x < 0 or x > 300:
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# triggerEdge.emit(body, )
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direction *= -1 # switch direction
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move_local_x(SPEED * direction)
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@@ -0,0 +1 @@
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uid://c6x4gdnsnusgk
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@@ -0,0 +1,14 @@
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extends Node2D
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# Called when the node enters the scene tree for the first time.
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func _ready():
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get_window().grab_focus() # 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):
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pass
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func _on_area_2d_trigger_active_signal(body, intentMessage):
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print("game controller received trigger")
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#if intentMessage == "destroy" and not body is Player:
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#body.queue_free()
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@@ -0,0 +1 @@
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uid://cvax0kvnw574u
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@@ -0,0 +1,27 @@
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class_name Player 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):
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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() # pre-calc next position from velocity
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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() * 100)
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@@ -0,0 +1 @@
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uid://cehhkd2b24fhi
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