tilemaps sprite sheets animated sprites
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@@ -1,11 +1,16 @@
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class_name Bullet extends Area2D
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@onready var bulletSprite: Sprite2D = $Sprite2D
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var speed = 750
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var speed = 700
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# did I hit anyone?
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signal hit(bullet, body)
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func setSpeed(speedValue):
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speed = speedValue
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if speed <0:
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bulletSprite.flip_h = true
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else:
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bulletSprite.flip_h = false
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func _physics_process(delta):
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position += transform.x * speed * delta
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@@ -2,18 +2,21 @@ extends CharacterBody2D
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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const JUMP_VELOCITY = -450.0
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const BUMPFORCE = 50
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const PUSHFORCE = 750
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@onready var right_ray: RayCast2D = $RightRay
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@onready var left_ray: RayCast2D = $LeftRay
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@onready var playerSprite: AnimatedSprite2D = $AnimatedSprite2D
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var faceLeft = false
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var pushTarget
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var pushLeftEnabled = false
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var pushRightEnabled = false
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var isJumping = false
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@onready var right_target: Node2D = $RightTarget
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@onready var left_target: Node2D = $LeftTarget
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@@ -44,10 +47,10 @@ func _physics_process(delta: float) -> void:
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var myBullet = %SceneManager.bulletFactory()
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if not faceLeft:
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myBullet.transform = right_target.global_transform
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myBullet.setSpeed(750)
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myBullet.setSpeed(700)
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if faceLeft ==true:
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myBullet.transform = left_target.global_transform
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myBullet.setSpeed(-750)
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myBullet.setSpeed(-700)
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if direction:
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velocity.x = direction * SPEED
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@@ -55,8 +58,25 @@ func _physics_process(delta: float) -> void:
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faceLeft = false
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if direction < 0:
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faceLeft = true
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else:
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else:#TODO: implement jump
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pass
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velocity.x = move_toward(velocity.x, 0, SPEED)
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if faceLeft:
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playerSprite.flip_h = true
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else:
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playerSprite.flip_h = false
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if is_on_floor():
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isJumping = false
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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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if not isJumping:
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playerSprite.play("jump")
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isJumping = true
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move_and_slide()
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if right_ray.is_colliding():
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