lots of damage
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@@ -1,7 +1,8 @@
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class_name coin extends Area2D
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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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print("coin collision")
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coincollectedsignal.emit(body,self)
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if body is Player:
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coincollectedsignal.emit(body,self)
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@@ -1,11 +1,44 @@
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extends Node2D
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signal playerDamage
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signal destroySignal(body)
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signal levelChangeSignal(level)
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var timer = Timer.new()
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var timeAvailable:int = 5
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var levels = ["res://Scenes/reallygoodgame.tscn", "res://Scenes/reallygoodgame2.tscn", "res://Scenes/reallygoodgame3.tscn"]
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var timers = [500,500,500]
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var currentLevel = 0
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#character stats
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var enemy:CharacterStats
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var player:CharacterStats
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var playerCurrentHealth:int
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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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enemy = load("res://scripts/rscs/slimeStats.tres")
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player = load("res://scripts/rscs/PlayerStats.tres")
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playerCurrentHealth = player.starting_health
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# Replace with function body.
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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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timeAvailable -=1
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if timeAvailable <=0:
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print("you lose")
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levelChangeSignal.emit(levels[currentLevel])
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func reset():
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timeAvailable = timers[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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pass
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@@ -20,8 +53,8 @@ func _on_trigger(effect: Variant, body: Variant) -> void:
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playerDamage.emit()
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if body.name == "world-boundary":
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return
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if not body is Player:
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body.queue_free()
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#if not body is Player:
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# body.queue_free()
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func bulletDamage(target: Node2D, bullet: Node2D):
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print("GC sees a hit")
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@@ -30,5 +63,21 @@ func bulletDamage(target: Node2D, bullet: Node2D):
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func coincollected(body, coin):
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print("coincollected")
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coin.queue_free()
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destroySignal.emit(coin)
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func totalcoincount(count):
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print("GC knows total coins"+str(count))
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if count == 0:
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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 playerAttacked(body, slime):
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print("player attacked")
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print("damage : "+str(enemy.meleeDamage) )
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print("player health : "+str(player.health))
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playerCurrentHealth -= enemy.meleeDamage
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if playerCurrentHealth <=0:
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print("you died")
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@@ -0,0 +1,12 @@
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[gd_resource type="Resource" script_class="CharacterStats" load_steps=2 format=3 uid="uid://dwjbdmn7rqrq"]
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[ext_resource type="Script" uid="uid://dketxenj4lhi2" path="res://scripts/rscs/characterstats.gd" id="1_sf2cn"]
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[resource]
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script = ExtResource("1_sf2cn")
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health = 100
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max_health = 100
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starting_health = 100
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meleeDamage = 100
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rangeDamage = 0
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metadata/_custom_type_script = "uid://dketxenj4lhi2"
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@@ -0,0 +1,10 @@
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class_name CharacterStats extends Resource
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#health
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@export var health:int = 100
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@export var max_health:int =100
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@export var starting_health:int =100
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#damage dealing
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@export var meleeDamage:int = 10
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@export var rangeDamage:int = 0
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@@ -0,0 +1 @@
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uid://dketxenj4lhi2
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@@ -0,0 +1,12 @@
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[gd_resource type="Resource" script_class="CharacterStats" load_steps=2 format=3 uid="uid://biwt82n31llbp"]
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[ext_resource type="Script" uid="uid://dketxenj4lhi2" path="res://scripts/rscs/characterstats.gd" id="1_ppipo"]
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[resource]
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script = ExtResource("1_ppipo")
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health = 100
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max_health = 100
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starting_health = 100
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meleeDamage = 100
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rangeDamage = 0
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metadata/_custom_type_script = "uid://dketxenj4lhi2"
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@@ -1,20 +1,49 @@
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class_name SCENEMANAGER extends Node2D
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const bulletscn = preload("res://Scenes/bullet.tscn")
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@onready var game: Node2D = $".."
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@onready var triggers: Node2D = $"../Triggers"
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@onready var coins: Node2D = $"../Coins"
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@onready var enemies: Node2D = $"../enemies"
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func _ready() -> void:
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Gamecontroller.reset()
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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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obj.areaTriggerSignal.connect(game._on_trigger)
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obj.areaTriggerSignal.connect(Gamecontroller._on_trigger)
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if coins:
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for obj in coins.get_children():
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if obj is coin:
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obj.coincollectedsignal.connect(game.coincollected)
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Updatecoins()
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if enemies:
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updateEnemies()
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Gamecontroller.destroySignal.connect(destroy)
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Gamecontroller.levelChangeSignal.connect(changeScene)
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func updateEnemies():
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for obj in enemies.get_children():
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if obj is Slime:
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if not obj.playerDamageSignal.is_connected(Gamecontroller.playerAttacked):
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obj.playerDamageSignal.connect(Gamecontroller.playerAttacked)
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func Updatecoins():
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var coincount = 0
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for obj in coins.get_children():
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if obj is Coin:
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if not obj.coincollectedsignal.is_connected(Gamecontroller.coincollected):
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obj.coincollectedsignal.connect(Gamecontroller.coincollected)
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print("hooked up")
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#connect tree exit
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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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coincount +=1
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Gamecontroller.totalcoincount(coincount)
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var bullets: Array[Bullet] = []
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const MAX_BULLETS = 10
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@@ -25,7 +54,7 @@ func bulletFactory() -> Bullet:
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if len(bullets) < MAX_BULLETS:
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# create new bujllet
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var b = bulletscn.instantiate()
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b.bulletDamageSignal.connect(game.bulletDamage)
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b.bulletDamageSignal.connect(Gamecontroller.bulletDamage)
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add_child(b)
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bullets.append(b)
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return b
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@@ -44,3 +73,9 @@ func makeBullet(pos: Transform2D, dir: int) -> Node2D:
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b.setSpeed(dir * 700)
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return b
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func destroy(body):
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body.queue_free()
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print("destroy")
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func changeScene(level):
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get_tree().call_deferred("change_scene_to_file", level)
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@@ -0,0 +1,37 @@
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class_name Slime extends Area2D
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@onready var slime_graphic: AnimatedSprite2D = $SlimeGraphic
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@onready var right_cast: RayCast2D = $"right cast"
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@onready var left_cast: RayCast2D = $"left cast"
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@onready var left_down_cast: RayCast2D = $"left down cast"
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@onready var right_down_cast: RayCast2D = $"right down cast"
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var speed:int = 100
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var direction = 1
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signal playerDamageSignal(body, slime)
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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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position.x += direction * speed * delta
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if not right_down_cast.is_colliding():
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direction = -1
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if not left_down_cast.is_colliding():
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direction = 1
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if left_cast.is_colliding() && direction == -1:
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direction = 1
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if right_cast.is_colliding() && direction == 1:
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direction = -1
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slime_graphic.flip_h = direction == -1
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func _on_body_entered(body: Node2D) -> void:
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if body is Player:
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print("slime attack")
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playerDamageSignal.emit(body, self)
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@@ -0,0 +1 @@
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uid://da1ki5gcro7rb
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