mult level, autoload, coins, raycasts, enemies, dictionary damage health
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072d13734c
commit
fa5025b626
18 files changed
+1449
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@@ -21,3 +21,7 @@ func _process(delta: float) -> void:
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func _on_body_entered(body: Node2D) -> void:
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bulletDamageSignal.emit(body, self)
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func _on_area_entered(area: Area2D) -> void:
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bulletDamageSignal.emit(area, self)
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@@ -0,0 +1,8 @@
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class_name Coin extends Area2D
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signal coinCollectedSignal(body,coin)
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func _on_body_entered(body: Node2D) -> void:
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if body is Player:
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coinCollectedSignal.emit(body,self)
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@@ -0,0 +1 @@
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uid://xi6t77dsj108
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@@ -9,6 +9,18 @@ var currentScene:String = "res://scenes/game.tscn"
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var timer := Timer.new()
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var timeAvailable := 10
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var levels=["res://scenes/game.tscn","res://scenes/level2.tscn","res://scenes/level3.tscn"]
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var timers=[15,10,8]
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var currentLevel=0
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var coinsCollected = 0
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var playerHealth = 100
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var playerStartingHealth = 100
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var enemiesDict={}
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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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get_window().grab_focus()
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@@ -18,11 +30,15 @@ func _ready() -> void:
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timer.connect("timeout", secondCounter)
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timer.start()
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func reset()->void:
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timeAvailable = timers[currentLevel]
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playerHealth = playerStartingHealth
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func secondCounter()->void:
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timeAvailable -=1
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if timeAvailable <=0:
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print("YOU LOSE BABY!!")
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levelChangeSignal.emit(currentScene)
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levelChangeSignal.emit(levels[currentLevel])
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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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@@ -51,10 +67,48 @@ func crateUpdate(cratesAmount)->void:
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print("GC updated crates: "+str(crateTotal))
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if crateTotal <=0:
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print("You WON!!!")
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levelChangeSignal.emit(currentScene)
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currentLevel +=1
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if currentLevel >= levels.size():
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currentLevel = 0
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levelChangeSignal.emit(levels[currentLevel])
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func bulletDamage(body:Node2D, bullet:Bullet)->void:
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if body is Crate:
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#destroy crate
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destroySignal.emit(body)
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destroySignal.emit(bullet)
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if body is Slime:
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enemiesDict[body]["health"] -= 10
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if enemiesDict[body]["health"]<=0:
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destroySignal.emit(body)
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destroySignal.emit(bullet)
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func _on_coin_collected(body:Node2D, coin:Coin)->void:
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print("GC knows coin collected")
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coinsCollected +=1
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destroySignal.emit(coin)
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func totalCoins(value)->void:
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print("GC knows coins remaining "+str(value))
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if value <=0:
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#no coins left in level
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currentLevel +=1
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if currentLevel >= levels.size():
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currentLevel = 0
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levelChangeSignal.emit(levels[currentLevel])
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func _on_slime_damage(body:Node2D, slime:Slime)->void:
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playerHealth -= enemiesDict[slime]["damage"]
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print("GC knows damage from slime "+str(enemiesDict[slime]["damage"]))
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print("GC knows slime damage to player "+str(playerHealth))
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if playerHealth <=0:
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print("YOU DED")
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levelChangeSignal.emit(levels[currentLevel])
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func addEnemyToLevel(slime:Slime)->void:
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var randDamage:int = randi()%10
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var enemyStat = {
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"health":50,
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"damage":randDamage
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}
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#put it in dictionary
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enemiesDict[slime]=enemyStat
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+42
-11
@@ -2,7 +2,8 @@ class_name SceneManager extends Node2D
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@onready var triggers: Node2D = $"../Triggers"
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@onready var crates: Node2D = $"../Crates"
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@onready var level: Node2D = $"../Level"
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@onready var game: GameController = $".."
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@onready var coins: Node2D = $"../Coins"
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@onready var slimes: Node2D = $"../Slimes"
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var bullet = preload("res://scenes/bullet.tscn")
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var bulletArray:Array[Bullet] = []
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@@ -10,6 +11,10 @@ var totalAllowedBullets:int = 7
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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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#resets the timer
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#player health?
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Gamecontroller.reset()
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buildLevel()
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@@ -21,18 +26,44 @@ func buildLevel()->void:
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print("building level")
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updateCrates()
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updateTriggers()
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updateCoins()
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updateEnemies()
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#wire up signals from GameController
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game.destroySignal.connect(destroy)
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game.teleportSignal.connect(teleport)
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game.levelChangeSignal.connect(loadLevel)
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Gamecontroller.destroySignal.connect(destroy)
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Gamecontroller.teleportSignal.connect(teleport)
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Gamecontroller.levelChangeSignal.connect(loadLevel)
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func updateEnemies()->void:
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if slimes:
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var totalSlimes = 0
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for obj in slimes.get_children():
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if obj is Slime:
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totalSlimes +=1
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Gamecontroller.addEnemyToLevel(obj)
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#hook up to game controller
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if not obj.slimeDamageSignal.is_connected(Gamecontroller._on_slime_damage):
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obj.slimeDamageSignal.connect(Gamecontroller._on_slime_damage)
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func updateCoins()->void:
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if coins:
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var totalCoins = 0
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for obj in coins.get_children():
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if obj is Coin:
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totalCoins +=1
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#hook up coin to gamecontroller
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if not obj.coinCollectedSignal.is_connected(Gamecontroller._on_coin_collected):
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obj.coinCollectedSignal.connect(Gamecontroller._on_coin_collected)
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#Any time coin destroyed update game controller
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if not obj.tree_exited.is_connected(updateCoins):
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obj.tree_exited.connect(updateCoins)
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#tell game controller!
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Gamecontroller.totalCoins(totalCoins)
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func updateTriggers()->void:
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if triggers:
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for obj in triggers.get_children():
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if obj is Trigger:
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if not obj.AreaTrigger.is_connected(game._on_trigger):
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obj.AreaTrigger.connect(game._on_trigger)
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if not obj.AreaTrigger.is_connected(Gamecontroller._on_trigger):
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obj.AreaTrigger.connect(Gamecontroller._on_trigger)
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func updateCrates()->void:
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#check that there is a crates node
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@@ -43,7 +74,7 @@ func updateCrates()->void:
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if not obj.tree_exited.is_connected(updateCrates):
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obj.tree_exited.connect(updateCrates)
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totalCrates +=1
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game.crateUpdate(totalCrates)
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Gamecontroller.crateUpdate(totalCrates)
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func destroy(body)->void:
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if body is Bullet:
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@@ -71,9 +102,9 @@ func bulletFactory()->Bullet :
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#how many bullets have been made?
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if bulletArray.size() <= totalAllowedBullets:
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myBullet = bullet.instantiate()
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if not myBullet.bulletDamageSignal.is_connected(game.bulletDamage):
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myBullet.bulletDamageSignal.connect(game.bulletDamage)
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game.add_child(myBullet)
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if not myBullet.bulletDamageSignal.is_connected(Gamecontroller.bulletDamage):
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myBullet.bulletDamageSignal.connect(Gamecontroller.bulletDamage)
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add_sibling(myBullet)
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else:
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myBullet = bulletArray.pop_back()
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@@ -0,0 +1,32 @@
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class_name Slime extends Area2D
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@onready var right_cast: RayCast2D = $RightCast
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@onready var left_cast: RayCast2D = $LeftCast
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@onready var left_down_cast: RayCast2D = $LeftDownCast
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@onready var right_down_cast: RayCast2D = $RightDownCast
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@onready var slime_graphic: AnimatedSprite2D = $SlimeGraphic
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var speed:int = 100
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var direction = 1
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signal slimeDamageSignal(body, slime)
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#Animation code
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func _process(delta: float) -> void:
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if not right_down_cast.is_colliding():
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direction = -1
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slime_graphic.flip_h = true
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if not left_down_cast.is_colliding():
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direction = 1
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slime_graphic.flip_h = false
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if right_cast.is_colliding() && not right_cast.get_collider() is Player:
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direction = -1
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slime_graphic.flip_h = true
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if left_cast.is_colliding() && not left_cast.get_collider() is Player:
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direction = 1
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slime_graphic.flip_h = false
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position.x += direction * speed * delta
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func _on_body_entered(body: Node2D) -> void:
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if body is Player:
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slimeDamageSignal.emit(body, self)
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@@ -0,0 +1 @@
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uid://c8o8u4tesokv5
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