big four game objects, timer, signals, week1
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commit
d62e6ac024
2
januaryproject/.gitattributes
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januaryproject/.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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januaryproject/.gitignore
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januaryproject/.gitignore
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# Godot 4+ specific ignores
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.godot/
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/android/
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januaryproject/icon.svg
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januaryproject/icon.svg
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januaryproject/icon.svg.import
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januaryproject/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://dxl2ykb67tiak"
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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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januaryproject/project.godot
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januaryproject/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="JanuaryProject"
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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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januaryproject/scenes/crate.tscn
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januaryproject/scenes/crate.tscn
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[gd_scene load_steps=2 format=3 uid="uid://di3tq4f0xmdqc"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_jqoba"]
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[node name="RigidBody2D" type="RigidBody2D"]
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("RectangleShape2D_jqoba")
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debug_color = Color(0.801265, 0.412511, 0.212642, 0.42)
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januaryproject/scenes/game.tscn
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januaryproject/scenes/game.tscn
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[gd_scene load_steps=9 format=3 uid="uid://r8jj43l4t6is"]
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[ext_resource type="Script" path="res://scripts/gamecontroller.gd" id="1_8i1rq"]
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[ext_resource type="PackedScene" uid="uid://di3tq4f0xmdqc" path="res://scenes/crate.tscn" id="1_tfj4n"]
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[ext_resource type="Script" path="res://scripts/charactercontroller.gd" id="2_e3e8k"]
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[ext_resource type="Script" path="res://scripts/trigger.gd" id="3_hm0br"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_jk5qv"]
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size = Vector2(66, 20)
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[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_acecj"]
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distance = -430.0
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[sub_resource type="CircleShape2D" id="CircleShape2D_qrixx"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_8j7te"]
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radius = 29.0
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[node name="Game" type="Node2D"]
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script = ExtResource("1_8i1rq")
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[node name="StaticBody2D" type="StaticBody2D" parent="."]
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position = Vector2(542, 371)
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
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shape = SubResource("RectangleShape2D_jk5qv")
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[node name="RigidBody2D" parent="." instance=ExtResource("1_tfj4n")]
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position = Vector2(526, 297)
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rotation = 2.0228
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[node name="RigidBody2D2" parent="." instance=ExtResource("1_tfj4n")]
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position = Vector2(509, 216)
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[node name="RigidBody2D3" parent="." instance=ExtResource("1_tfj4n")]
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position = Vector2(576, 241)
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rotation = -1.0315
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[node name="RigidBody2D4" parent="." instance=ExtResource("1_tfj4n")]
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position = Vector2(540, 178)
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rotation = 0.0531393
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[node name="floor" type="StaticBody2D" parent="."]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="floor"]
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shape = SubResource("WorldBoundaryShape2D_acecj")
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[node name="CharacterBody2D" type="CharacterBody2D" parent="."]
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position = Vector2(441, 314)
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script = ExtResource("2_e3e8k")
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PUSH_FORCE = 70
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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_qrixx")
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debug_color = Color(0.345561, 0.615334, 0.230675, 0.42)
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[node name="Area2D" type="Area2D" parent="."]
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position = Vector2(597, 419)
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script = ExtResource("3_hm0br")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
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shape = SubResource("CircleShape2D_8j7te")
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debug_color = Color(0.827271, 0.252084, 0.761388, 0.42)
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[connection signal="areaTrigger" from="Area2D" to="." method="_on_trigger"]
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[connection signal="body_entered" from="Area2D" to="Area2D" method="_on_body_entered"]
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januaryproject/scripts/charactercontroller.gd
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januaryproject/scripts/charactercontroller.gd
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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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# 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() * PUSH_FORCE)
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januaryproject/scripts/gamecontroller.gd
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januaryproject/scripts/gamecontroller.gd
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extends Node2D
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var boxTotal = 4
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var timer:= Timer.new()
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var countdown = 10
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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("one second")
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countdown -=1
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if countdown <=0:
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print("YOU LOSE")
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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(effect: Variant, body) -> void:
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print("Game Controller sees an alert")
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if body is RigidBody2D:
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print("I see a crate")
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body.queue_free()
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boxTotal -=1
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if boxTotal <=0:
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print("YOU WON!!")
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get_tree().reload_current_scene()
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januaryproject/scripts/trigger.gd
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januaryproject/scripts/trigger.gd
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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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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("Something in the trigger")
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areaTrigger.emit(effect, body)
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