destroy the crates
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@@ -3,6 +3,7 @@ extends CharacterBody2D
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const SPEED = 500.0
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const JUMP_VELOCITY = -600.0
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@export var PUSH_FORCE = 90
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func _physics_process(delta: float) -> void:
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@@ -23,3 +24,7 @@ func _physics_process(delta: float) -> void:
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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_FORCE)
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@@ -0,0 +1,17 @@
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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() -> 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(effect: Variant, body) -> void:
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print("they were triggered!")
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if body is RigidBody2D:
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print("crate spotted")
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body.queue_free()
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@@ -1,5 +1,7 @@
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extends Area2D
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@export var effect = "alert"
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signal areaTrigger(effect, 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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@@ -13,3 +15,5 @@ func _process(delta: float) -> void:
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func _on_body_entered(body: Node2D) -> void:
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print("I'm triggered!")
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areaTrigger.emit(effect, body)
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