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README.md
78
README.md
@ -1 +1,77 @@
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Please update with readme
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Week 5 Challenge - Player Death Animation
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First, we need to make a slight update to the logic in the game controller.
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## Game Controller
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This change ensures that our signal to kill the player can ONLY happen once, by checking that the health is above zero before issuing the signal.
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```
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func playerDamage():
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#one can not kill what is dead....
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if player.health >0:
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player.health -= 20
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#is the player dead?
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if player.health <= 0:
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#kill him
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playerDeath.emit()
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```
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## Scene Manager
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In the scene_manager, we have created a connection that listens for the game controller issuing the player death command:
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`GameController.playerDeath.connect(killPlayer)`
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We must change the `killPlayer` function. It will tell the player to die, but will then start a timer rather than immediatly reloading the scene.
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```
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func killPlayer():
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# tell player to die - starts death animation
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player.killPlayer()
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if timer.is_stopped():
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timer.start(4)
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```
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Notice that we only start the timer *if it is not already running*. Otherwise if the scene_manager happens to hear more `playerDeath` signals from the GameController, it will keep restarting the timer.
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The `resetWorld` function is connected to the `timeout` event of the timer. It looks like this:
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```
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func resetWorld():
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print("screne manager resetting world")
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GameController.resetPlayer()
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get_tree().reload_current_scene()
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```
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## Player
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Lastly, the player code needs to ensure that the user can not do anything when their death animation is playing.
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A simple way to do this is to create a boolean that simply keeps track of whether they are alive or not.
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`var living = true`
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We can then update the `killPlayer` function to check if the player is currently living and update the variable before calling the death animation.
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```
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func killPlayer():
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print("kill the player")
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if living:
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living = false
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#play death animation
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playerSprite.play("death")
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```
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With the `living` variable set to false, we simply check the variable before doing *anything* in the `_physics_process` function.
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```
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func _physics_process(delta: float) -> void:
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if living:
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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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.......and so forth....
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```
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When the timer ends and the scene reloads, all of these variables will be reset and the loop begins again.
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@ -18,10 +18,11 @@ func resetPlayer():
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player.health = player.max_health
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func playerDamage():
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player.health -= 20
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print("Player health is : "+str(player.health) )
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#is the player dead?
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if player.health <= 0:
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#kill him
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playerDeath.emit()
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#one can not kill what is dead....
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if player.health >0:
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player.health -= 20
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#is the player dead?
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if player.health <= 0:
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#kill him
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playerDeath.emit()
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@ -6,6 +6,8 @@ const JUMP_VELOCITY = -400.0
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const PUSH_FORCE = 700
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var faceLeft = false
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var living = true
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# can i push right or left
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var pushLeftEnabled = false
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var pushRightEnabled = false
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@ -21,87 +23,82 @@ var bullet = preload("res://scenes/bullet.tscn")
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func killPlayer():
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print("kill the player")
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#play death animation
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playerSprite.play("death")
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if living:
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living = false
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#play death animation
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playerSprite.play("death")
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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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if living:
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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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if Input.is_action_just_pressed("Shove") && pushLeftEnabled && faceLeft:
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print("shove a box on the left")
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pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 1.5)
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pushLeftEnabled = false
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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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if Input.is_action_just_pressed("Shove") && pushRightEnabled && not faceLeft:
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print("shove a box on the right")
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pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 1.5)
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pushRightEnabled=false
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if Input.is_action_just_pressed("shoot"):
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if faceLeft:
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print("shoot left")
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# mybullet.setSpeed(-700)
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#mybullet.transform = marker_left.global_transform
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%SceneManager.placeBullet(-700, marker_left.global_transform)
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else:
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print("shoot right")
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#mybullet.transform = marker_right.global_transform
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%SceneManager.placeBullet(700, marker_right.global_transform)
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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 <0:
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faceLeft = true
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playerSprite.flip_h = true
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if direction >0:
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faceLeft = false
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playerSprite.flip_h = false
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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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if is_on_floor():
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if direction == 0:
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playerSprite.play("idle")
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else:
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playerSprite.play("run")
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else:
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playerSprite.play("jump")
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if Input.is_action_just_pressed("Shove") && pushLeftEnabled && faceLeft:
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pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 1.5)
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pushLeftEnabled = false
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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()* 100)
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if left_ray.is_colliding():
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print("left ray collision")
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var collider = left_ray.get_collider()
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if collider is Node:
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if collider.is_in_group("pushables"):
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pushLeftEnabled = true
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pushTarget = collider
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else:
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#do something else
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pushLeftEnabled = false
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if Input.is_action_just_pressed("Shove") && pushRightEnabled && not faceLeft:
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pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 1.5)
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pushRightEnabled=false
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if right_ray.is_colliding():
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print("right ray collision")
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var collider = right_ray.get_collider()
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if collider is Node:
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if collider.is_in_group("pushables"):
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pushRightEnabled = true
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pushTarget = collider
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else:
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pushRightEnabled = false
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if Input.is_action_just_pressed("shoot"):
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if faceLeft:
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# mybullet.setSpeed(-700)
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#mybullet.transform = marker_left.global_transform
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%SceneManager.placeBullet(-700, marker_left.global_transform)
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else:
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#mybullet.transform = marker_right.global_transform
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%SceneManager.placeBullet(700, marker_right.global_transform)
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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 <0:
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faceLeft = true
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playerSprite.flip_h = true
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if direction >0:
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faceLeft = false
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playerSprite.flip_h = false
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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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if is_on_floor():
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if direction == 0:
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playerSprite.play("idle")
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else:
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playerSprite.play("run")
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else:
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playerSprite.play("jump")
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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()* 100)
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if left_ray.is_colliding():
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var collider = left_ray.get_collider()
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if collider is Node:
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if collider.is_in_group("pushables"):
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pushLeftEnabled = true
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pushTarget = collider
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else:
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#do something else
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pushLeftEnabled = false
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if right_ray.is_colliding():
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var collider = right_ray.get_collider()
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if collider is Node:
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if collider.is_in_group("pushables"):
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pushRightEnabled = true
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pushTarget = collider
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else:
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pushRightEnabled = false
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@ -64,9 +64,10 @@ func crateFactory():
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return myCrate
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func killPlayer():
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print("kill the player now")
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# tell player to die - starts death animation
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player.killPlayer()
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timer.start(3)
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if timer.is_stopped():
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timer.start(4)
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func resetWorld():
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