"static bodies, rigid bodies, character body, area 2d, "
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class_name GameController extends Node2D
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var total_crates = 4
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var time_limit = 10
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var timer = Timer.new()
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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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add_child(timer)
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timer.wait_time = 1
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timer.one_shot = false
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timer.connect('timeout', second_counter)
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timer.start()
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func second_counter():
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print('tick')
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time_limit -= 1
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if time_limit <= 0:
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print('Loser!')
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get_tree().reload_current_scene()
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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_trigger_fired(effect: Variant, body: Variant) -> void:
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print('Game Controller knows :: ' + effect)
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if effect =='Destroy':
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total_crates -= 1
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print('Crates Remaining ' + str(total_crates))
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body.queue_free()
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if total_crates == 0:
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print('Winner!')
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get_tree().reload_current_scene()
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@@ -0,0 +1 @@
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uid://dyts3mw1bhitc
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@@ -0,0 +1,34 @@
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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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@export var push_power = 80.0
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if is_on_ceiling():
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pass
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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() * push_power)
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@@ -0,0 +1 @@
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uid://cq5wc2smevldf
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@@ -0,0 +1,18 @@
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extends Area2D
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@export var effect = 'destroy'
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signal trigger_fired(effect, body)
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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_body_entered(body: Node2D) -> void:
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print('trigger fired ' + effect)
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trigger_fired.emit(effect, body)
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@@ -0,0 +1 @@
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uid://cpcbvs26n3qt0
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