week1 - collisions
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extends Node2D
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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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pass
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func _on_trigger(effect: Variant, body: Variant) -> void:
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print("game controller sees trigger "+effect+" "+body.name)
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if not body is Player:
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body.queue_free()
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uid://c3o8iur48idhr
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class_name Player extends CharacterBody2D
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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# Handle jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var direction := Input.get_axis("ui_left", "ui_right")
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if direction:
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velocity.x = direction * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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move_and_slide()
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for i in get_slide_collision_count():
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var collision := get_slide_collision(i)
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var collider := collision.get_collider()
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if collider is RigidBody2D:
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collider.apply_central_impulse(-collision.get_normal()*100)
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@@ -0,0 +1 @@
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uid://bg8hstdeqf43x
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extends Area2D
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@export var effect:String
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#custom signal
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signal areaTriggerSignal(effect, Object)
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func _on_body_entered(body: Node2D) -> void:
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areaTriggerSignal.emit(effect, body)
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@@ -0,0 +1 @@
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uid://ce32s4sac7kf0
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