adding a charge attack to states
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Week3Readme.md
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Week3Readme.md
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Here in week3 we have several missions to achieve.
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1. Update the Bullet with some graphics
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2. Update the player with graphics and a state-machine
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3. Update the destroy function in SceneManager to stash bullets
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4. Update level loading in GameController and SceneManager
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BIN
assets/graphics/player/charge/Player Punch 64x64.png
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assets/graphics/player/charge/Player Punch 64x64.png
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assets/graphics/player/charge/Player Punch 64x64.png.import
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assets/graphics/player/charge/Player Punch 64x64.png.import
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://t2wrpg2jjey2"
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path="res://.godot/imported/Player Punch 64x64.png-3a937f356fef19bd687f033e25d25550.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://assets/graphics/player/charge/Player Punch 64x64.png"
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dest_files=["res://.godot/imported/Player Punch 64x64.png-3a937f356fef19bd687f033e25d25550.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/uastc_level=0
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compress/rdo_quality_loss=0.0
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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/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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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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@ -2,11 +2,16 @@
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[ext_resource type="Script" uid="uid://b1obldvd2etx7" path="res://scripts/player.gd" id="1_3vyb7"]
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[ext_resource type="Script" uid="uid://b1obldvd2etx7" path="res://scripts/player.gd" id="1_3vyb7"]
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[ext_resource type="Texture2D" uid="uid://c84o6tpt2h0s8" path="res://assets/graphics/player/jump_fall/player jump 48x48.png" id="2_dqkch"]
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[ext_resource type="Texture2D" uid="uid://c84o6tpt2h0s8" path="res://assets/graphics/player/jump_fall/player jump 48x48.png" id="2_dqkch"]
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[ext_resource type="Texture2D" uid="uid://t2wrpg2jjey2" path="res://assets/graphics/player/charge/Player Punch 64x64.png" id="2_qlg0r"]
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[ext_resource type="Texture2D" uid="uid://bhjnspvqa20rc" path="res://assets/graphics/player/idle/Player Idle 48x48.png" id="3_qlg0r"]
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[ext_resource type="Texture2D" uid="uid://bhjnspvqa20rc" path="res://assets/graphics/player/idle/Player Idle 48x48.png" id="3_qlg0r"]
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[ext_resource type="Texture2D" uid="uid://jdvo0dp5qvnd" path="res://assets/graphics/player/running/player run 48x48.png" id="4_tuyoq"]
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[ext_resource type="Texture2D" uid="uid://jdvo0dp5qvnd" path="res://assets/graphics/player/running/player run 48x48.png" id="4_tuyoq"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_uwrxv"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_uwrxv"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"]
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atlas = ExtResource("2_qlg0r")
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region = Rect2(192, 0, 64, 64)
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[sub_resource type="AtlasTexture" id="AtlasTexture_fjrip"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_fjrip"]
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atlas = ExtResource("2_dqkch")
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atlas = ExtResource("2_dqkch")
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region = Rect2(96, 0, 48, 48)
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region = Rect2(96, 0, 48, 48)
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@ -91,10 +96,34 @@ region = Rect2(288, 0, 48, 48)
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atlas = ExtResource("4_tuyoq")
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atlas = ExtResource("4_tuyoq")
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region = Rect2(336, 0, 48, 48)
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region = Rect2(336, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_qlg0r"]
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atlas = ExtResource("2_qlg0r")
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region = Rect2(192, 0, 64, 64)
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[sub_resource type="AtlasTexture" id="AtlasTexture_pf23h"]
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atlas = ExtResource("2_qlg0r")
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region = Rect2(256, 0, 64, 64)
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[sub_resource type="AtlasTexture" id="AtlasTexture_dt7fs"]
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atlas = ExtResource("2_qlg0r")
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region = Rect2(320, 0, 64, 64)
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[sub_resource type="AtlasTexture" id="AtlasTexture_wqfne"]
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atlas = ExtResource("2_qlg0r")
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region = Rect2(384, 0, 64, 64)
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[sub_resource type="SpriteFrames" id="SpriteFrames_pf23h"]
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[sub_resource type="SpriteFrames" id="SpriteFrames_pf23h"]
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animations = [{
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animations = [{
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"frames": [{
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"frames": [{
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"duration": 1.0,
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_tuyoq")
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}],
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"loop": false,
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"name": &"charging",
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"speed": 12.0
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}, {
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"frames": [{
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_fjrip")
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"texture": SubResource("AtlasTexture_fjrip")
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}],
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}],
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"loop": false,
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"loop": false,
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@ -175,6 +204,23 @@ animations = [{
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"loop": true,
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"loop": true,
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"name": &"running",
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"name": &"running",
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"speed": 12.0
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"speed": 12.0
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}, {
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"frames": [{
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_qlg0r")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_pf23h")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_dt7fs")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_wqfne")
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}],
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"loop": false,
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"name": &"shoving",
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"speed": 12.0
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}]
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}]
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[node name="Player" type="CharacterBody2D" unique_id=2145223914]
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[node name="Player" type="CharacterBody2D" unique_id=2145223914]
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@ -202,7 +248,7 @@ position = Vector2(-12.837839, -8.108109)
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texture_filter = 1
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texture_filter = 1
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position = Vector2(0, -6.081082)
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position = Vector2(0, -6.081082)
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sprite_frames = SubResource("SpriteFrames_pf23h")
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sprite_frames = SubResource("SpriteFrames_pf23h")
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animation = &"falling"
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animation = &"shoving"
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autoplay = "idle"
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autoplay = "idle"
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[connection signal="animation_finished" from="PlayerGraphic" to="." method="_on_animation_finished"]
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[connection signal="animation_finished" from="PlayerGraphic" to="." method="_on_animation_finished"]
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@ -19,7 +19,7 @@ const JUMP_VELOCITY = -400.0
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enum FaceDirection {RIGHT,LEFT}
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enum FaceDirection {RIGHT,LEFT}
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var facing:FaceDirection = FaceDirection.RIGHT
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var facing:FaceDirection = FaceDirection.RIGHT
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#State Handling
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#State Handling
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enum PlayerState {IDLE, RUNNING, JUMPING, FALLING}
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enum PlayerState {IDLE, RUNNING, JUMPING, FALLING, CHARGING, SHOVING}
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var current_player_state:PlayerState = PlayerState.IDLE
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var current_player_state:PlayerState = PlayerState.IDLE
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var upJump:bool = false
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var upJump:bool = false
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@ -43,15 +43,23 @@ func handle_input()->void:
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# Handle shove.
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# Handle shove.
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if Input.is_action_just_pressed("shove"):
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if Input.is_action_just_pressed("shove"):
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print("I want to shove")
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print("I want to shove")
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pushTimer = Time.get_ticks_msec()
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if pushRightEnabled and facing==FaceDirection.RIGHT:
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pushTimer = Time.get_ticks_msec()
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current_player_state = PlayerState.CHARGING
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if pushLeftEnabled and facing==FaceDirection.LEFT:
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pushTimer = Time.get_ticks_msec()
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current_player_state = PlayerState.CHARGING
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if Input.is_action_just_released("shove"):
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if Input.is_action_just_released("shove"):
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var pushForce = Time.get_ticks_msec() - pushTimer
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var pushForce = Time.get_ticks_msec() - pushTimer
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if pushForce>4000:
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if pushForce>4000:
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pushForce=4000
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pushForce=4000
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if pushRightEnabled and facing==FaceDirection.RIGHT:
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if pushRightEnabled and facing==FaceDirection.RIGHT:
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#deliver the boom
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#deliver the boom
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current_player_state=PlayerState.SHOVING
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pushSignal.emit(pushTarget, Vector2(1,0)*100*(pushForce/100))
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pushSignal.emit(pushTarget, Vector2(1,0)*100*(pushForce/100))
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if pushLeftEnabled and facing==FaceDirection.LEFT:
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if pushLeftEnabled and facing==FaceDirection.LEFT:
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current_player_state=PlayerState.SHOVING
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pushSignal.emit(pushTarget, Vector2(-1,0)*100*(pushForce/100))
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pushSignal.emit(pushTarget, Vector2(-1,0)*100*(pushForce/100))
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#Handle Shoot Bullet
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#Handle Shoot Bullet
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if Input.is_action_just_pressed("shoot"):
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if Input.is_action_just_pressed("shoot"):
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@ -140,9 +148,15 @@ func handle_update_animation()->void:
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player_graphic.play("jumping")
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player_graphic.play("jumping")
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PlayerState.FALLING:
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PlayerState.FALLING:
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player_graphic.play("falling")
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player_graphic.play("falling")
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PlayerState.CHARGING:
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player_graphic.play("charging")
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PlayerState.SHOVING:
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player_graphic.play("shoving")
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func _on_animation_finished() -> void:
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func _on_animation_finished() -> void:
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match current_player_state:
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match current_player_state:
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PlayerState.JUMPING:
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PlayerState.JUMPING:
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upJump = false
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upJump = false
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PlayerState.SHOVING:
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current_player_state = PlayerState.IDLE
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@ -58,7 +58,7 @@ func stash(bullet:Bullet)->void:
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func destroy(body)->void:
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func destroy(body)->void:
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match body:
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match body:
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var bod when bod is Rocket:
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var bod when bod is Rocket:
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print("removing rocket")
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body.queue_free()
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var bod when bod is Crate:
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var bod when bod is Crate:
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body.queue_free()
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body.queue_free()
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var bod when bod is Bullet:
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var bod when bod is Bullet:
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