add enemies, autoload, multilevels, coins
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f20d4a2703
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84efe0ff37
21 files changed
+1504
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@@ -24,3 +24,7 @@ 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 +1,12 @@
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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://bojml668gpamd
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@@ -8,6 +8,18 @@ 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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@@ -17,12 +29,16 @@ func _ready() -> void:
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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 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!!")
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levelChangeSignal.emit(currentScene)
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levelChangeSignal.emit(levels[currentLevel])
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@@ -59,19 +75,53 @@ 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 win")
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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 coin remaining " + str(value))
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if value <=0:
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# no coins left in level
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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 "+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 are dead")
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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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+48
-15
@@ -2,7 +2,9 @@ class_name SceneManager extends Node2D
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@onready var triggers: Node2D = $"../Triggers"
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@onready var level: Node2D = $"../Level"
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@onready var crates: Node2D = $"../Crates"
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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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# has the recepies
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var bullet = preload("res://scenes/bullet.tscn")
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var bulletArray:Array[Bullet] = []
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@@ -11,6 +13,9 @@ 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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@@ -23,18 +28,51 @@ func buildLevel() -> void:
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print("building level")
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updatesCrates()
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updateTriggers()
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updateCoins()
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updateEnemies()
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#wire up signals from gamecontrollerd
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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 gamecontrollerd
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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 updatesCrates() -> void:
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@@ -47,7 +85,7 @@ func updatesCrates() -> void:
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obj.tree_exited.connect(updatesCrates)
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totalCrates+=1
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print("Total crates: "+str(totalCrates))
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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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@@ -79,10 +117,9 @@ 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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bulletArray.push_front(myBullet)
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@@ -97,7 +134,3 @@ func makebullet(targetPosition,speed) -> void:
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myBullet.setSpeed(speed)
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myBullet.set_process(true)
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@@ -0,0 +1,34 @@
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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 right_down_cast: RayCast2D = $RightDownCast
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@onready var left_down_cast: RayCast2D = $LeftDownCast
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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=true
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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://8iya0pgh6sfe
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