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								extends CharacterBody2D
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								const SPEED = 300.0
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								const JUMP_VELOCITY = -400.0
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								const BUMP_FORCE = 50
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								const PUSH_FORCE = 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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								var animPlaying = "idle"
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								var living = true
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								signal playerDead
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								@onready var right_target: Node2D = $RightTarget
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								@onready var left_target: Node2D = $LeftTarget
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								func hurtPlayer(amt):
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									print("Character knows it should hurt")
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									animPlaying = "hurt"
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									playerSprite.play("hurt")
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								func killPlayer():
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									print("Characters know it is the end")
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									if living:
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										living = false
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										animPlaying = "death"
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										playerSprite.play(animPlaying)
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								func _physics_process(delta: float) -> void:
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									if  living and not animPlaying == "hurt":
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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 Input.is_action_just_pressed("shove") && pushRightEnabled && faceLeft == false:
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											print("shove a box")
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											pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 2)
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											pushRightEnabled = false
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										if Input.is_action_just_pressed("shove") && faceLeft == true && pushLeftEnabled == true:
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											pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 2)
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											pushLeftEnabled = false
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										if Input.is_action_just_pressed("shoot"):
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											print("shoot a bullet")
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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(400)
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											if faceLeft:
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												mybullet.transform = left_target.global_transform
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												mybullet.setSpeed(-400)
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										if direction:
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											velocity.x = direction * SPEED
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											if direction > 0:
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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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											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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											print("Something is on my right")
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											if not faceLeft:
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												var collider = right_ray.get_collider()
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												if collider is Node:
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													if collider.is_in_group("box"):
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														print("This is a pushable box")
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														pushTarget = collider
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														pushRightEnabled = true
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										else:
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											pushRightEnabled = false
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										if left_ray.is_colliding():
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											print("Something is on my left")
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											if faceLeft:
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												var collider = left_ray.get_collider()
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												if collider is Node:
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													if collider.is_in_group("box"):
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														print("This is a pushable box")
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														pushTarget = collider
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														pushLeftEnabled = true
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										else:
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											pushLeftEnabled = false
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										for i in get_slide_collision_count():
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											var c = get_slide_collision(i)
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											if c.get_collider() is RigidBody2D:
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												c.get_collider().apply_central_impulse(-c.get_normal() * BUMP_FORCE)
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								func _on_animation_finished() -> void:
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									if animPlaying == "hurt":
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										animPlaying = "idle"
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									if animPlaying == "death":
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										## emita custom signal
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										playerDead.emit()
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