static bodies, rigidbodies, characterbody, area2d, timer
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commit
3b578ac9ca
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.gitattributes
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# Normalize EOL for all files that Git considers text files.
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* text=auto eol=lf
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.gitignore
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.gitignore
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# Godot 4+ specific ignores
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.godot/
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/android/
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icon.svg
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icon.svg
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<svg xmlns="http://www.w3.org/2000/svg" width="128" height="128"><rect width="124" height="124" x="2" y="2" fill="#363d52" stroke="#212532" stroke-width="4" rx="14"/><g fill="#fff" transform="translate(12.322 12.322)scale(.101)"><path d="M105 673v33q407 354 814 0v-33z"/><path fill="#478cbf" d="m105 673 152 14q12 1 15 14l4 67 132 10 8-61q2-11 15-15h162q13 4 15 15l8 61 132-10 4-67q3-13 15-14l152-14V427q30-39 56-81-35-59-83-108-43 20-82 47-40-37-88-64 7-51 8-102-59-28-123-42-26 43-46 89-49-7-98 0-20-46-46-89-64 14-123 42 1 51 8 102-48 27-88 64-39-27-82-47-48 49-83 108 26 42 56 81zm0 33v39c0 276 813 276 814 0v-39l-134 12-5 69q-2 10-14 13l-162 11q-12 0-16-11l-10-65H446l-10 65q-4 11-16 11l-162-11q-12-3-14-13l-5-69z"/><path d="M483 600c0 34 58 34 58 0v-86c0-34-58-34-58 0z"/><circle cx="725" cy="526" r="90"/><circle cx="299" cy="526" r="90"/></g><g fill="#414042" transform="translate(12.322 12.322)scale(.101)"><circle cx="307" cy="532" r="60"/><circle cx="717" cy="532" r="60"/></g></svg>
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After Width: | Height: | Size: 994 B |
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icon.svg.import
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icon.svg.import
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://clrn4rob3fe8"
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path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.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://icon.svg"
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dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.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/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/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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svg/scale=1.0
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editor/scale_with_editor_scale=false
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editor/convert_colors_with_editor_theme=false
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project.godot
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project.godot
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; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=5
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[application]
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config/name="AprilGodotProject"
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run/main_scene="res://scenes/game.tscn"
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config/features=PackedStringArray("4.3", "Forward Plus")
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config/icon="res://icon.svg"
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[file_customization]
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folder_colors={
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"res://scripts/": "red"
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}
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scenes/game.tscn
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scenes/game.tscn
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[gd_scene load_steps=8 format=3 uid="uid://cwuxdg5c8ylmp"]
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[ext_resource type="Script" path="res://scripts/player.gd" id="1_8x5qb"]
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[ext_resource type="Script" path="res://scripts/gamecontroller.gd" id="1_wj22x"]
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[ext_resource type="PackedScene" uid="uid://clf5mhteceas4" path="res://scenes/trigger.tscn" id="3_jlag1"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_ryu2m"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_um86g"]
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size = Vector2(55.5, 41)
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[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_16wxc"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_gk4xx"]
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[node name="Game" type="Node2D"]
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script = ExtResource("1_wj22x")
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[node name="CharacterBody2D" type="CharacterBody2D" parent="."]
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position = Vector2(471, 287)
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script = ExtResource("1_8x5qb")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D"]
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shape = SubResource("CircleShape2D_ryu2m")
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debug_color = Color(0.287381, 0.616681, 0.378827, 0.42)
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[node name="level" type="Node2D" parent="."]
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[node name="StaticBody2D" type="StaticBody2D" parent="level"]
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position = Vector2(461, 335)
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="level/StaticBody2D"]
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position = Vector2(-0.75, 10.5)
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shape = SubResource("RectangleShape2D_um86g")
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[node name="StaticBody2D2" type="StaticBody2D" parent="level"]
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position = Vector2(520, 335)
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="level/StaticBody2D2"]
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position = Vector2(-0.75, 10.5)
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shape = SubResource("RectangleShape2D_um86g")
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[node name="StaticBody2D3" type="StaticBody2D" parent="level"]
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position = Vector2(586, 271)
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="level/StaticBody2D3"]
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position = Vector2(-0.75, 10.5)
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shape = SubResource("RectangleShape2D_um86g")
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[node name="Floor" type="StaticBody2D" parent="level"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="level/Floor"]
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position = Vector2(473, 428)
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shape = SubResource("WorldBoundaryShape2D_16wxc")
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[node name="crates" type="Node2D" parent="."]
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[node name="RigidBody2D" type="RigidBody2D" parent="crates"]
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position = Vector2(468, 257)
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rotation = 1.13734
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="crates/RigidBody2D"]
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shape = SubResource("RectangleShape2D_gk4xx")
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debug_color = Color(0.854534, 0.360936, 0.197499, 0.42)
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[node name="RigidBody2D2" type="RigidBody2D" parent="crates"]
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position = Vector2(458, 227)
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rotation = 0.693203
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="crates/RigidBody2D2"]
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shape = SubResource("RectangleShape2D_gk4xx")
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debug_color = Color(0.854534, 0.360936, 0.197499, 0.42)
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[node name="RigidBody2D3" type="RigidBody2D" parent="crates"]
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position = Vector2(451, 306)
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rotation = -2.5155
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="crates/RigidBody2D3"]
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shape = SubResource("RectangleShape2D_gk4xx")
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debug_color = Color(0.854534, 0.360936, 0.197499, 0.42)
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[node name="Trigger" parent="." instance=ExtResource("3_jlag1")]
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position = Vector2(396, 385)
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[node name="Trigger2" parent="." instance=ExtResource("3_jlag1")]
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position = Vector2(638, 390)
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effect = "teleport"
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[connection signal="triggerFired" from="Trigger" to="." method="_on_trigger_fired"]
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[connection signal="triggerFired" from="Trigger2" to="." method="_on_trigger_fired"]
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scenes/trigger.tscn
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scenes/trigger.tscn
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[gd_scene load_steps=3 format=3 uid="uid://clf5mhteceas4"]
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[ext_resource type="Script" path="res://scripts/trigger.gd" id="1_blcrl"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_br1ha"]
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radius = 29.0689
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[node name="Trigger" type="Area2D"]
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script = ExtResource("1_blcrl")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("CircleShape2D_br1ha")
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debug_color = Color(0.806371, 0.261632, 0.80211, 0.42)
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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scripts/gamecontroller.gd
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scripts/gamecontroller.gd
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class_name GameController extends Node2D
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var totalCrates = 3
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var timeLimit = 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", secondCounter)
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timer.start()
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func secondCounter():
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print("tick")
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timeLimit -=1
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if timeLimit <= 0:
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print("you lose baby")
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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_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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totalCrates -= 1
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print("Crates Remaining " + str(totalCrates) )
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body.queue_free()
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if totalCrates == 0:
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print("YOU WIN!")
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get_tree().reload_current_scene()
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scripts/player.gd
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scripts/player.gd
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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 pushpower = 80
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func _physics_process(delta: float) -> void:
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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()
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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() * pushpower)
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scripts/trigger.gd
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extends Area2D
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@export var effect = "destroy"
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signal triggerFired(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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triggerFired.emit(effect, body)
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