added state handling, animation, camera; changed resolution
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c5b67bc07c
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14146a476d
@ -15,6 +15,14 @@ run/main_scene="uid://cueixogtk70go"
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config/features=PackedStringArray("4.5", "Forward Plus")
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config/features=PackedStringArray("4.5", "Forward Plus")
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config/icon="res://icon.svg"
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config/icon="res://icon.svg"
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[display]
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window/size/viewport_width=640
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window/size/viewport_height=360
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window/size/window_width_override=1280
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window/size/window_height_override=720
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window/stretch/mode="viewport"
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[file_customization]
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[file_customization]
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folder_colors={
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folder_colors={
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@ -20,8 +20,10 @@ script = ExtResource("2_iywne")
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[node name="Player" parent="." instance=ExtResource("3_lnu2h")]
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[node name="Player" parent="." instance=ExtResource("3_lnu2h")]
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position = Vector2(84, 58)
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position = Vector2(84, 58)
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BUMP_POWER = 50
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BUMP_POWER = null
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SHOVE_POWER = 400
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SHOVE_POWER = 400
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ACCELERATION = 10
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HARD_GRAVITY = 2
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[node name="Block" type="StaticBody2D" parent="."]
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[node name="Block" type="StaticBody2D" parent="."]
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position = Vector2(136, 339)
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position = Vector2(136, 339)
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@ -1,4 +1,4 @@
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[gd_scene load_steps=28 format=3 uid="uid://d3y1iqmpknpyo"]
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[gd_scene load_steps=27 format=3 uid="uid://d3y1iqmpknpyo"]
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[ext_resource type="Script" uid="uid://d3hp5rjoph7hg" path="res://scripts/player.gd" id="1_3vyb7"]
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[ext_resource type="Script" uid="uid://d3hp5rjoph7hg" path="res://scripts/player.gd" id="1_3vyb7"]
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[ext_resource type="Texture2D" uid="uid://dr3rp5hv7rexv" path="res://graphics/player_idle/Player Idle 48x48.png" id="2_g2els"]
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[ext_resource type="Texture2D" uid="uid://dr3rp5hv7rexv" path="res://graphics/player_idle/Player Idle 48x48.png" id="2_g2els"]
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@ -9,6 +9,10 @@
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radius = 6.0
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radius = 6.0
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height = 32.0
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height = 32.0
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[sub_resource type="AtlasTexture" id="AtlasTexture_oprun"]
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atlas = ExtResource("3_dqkch")
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region = Rect2(96, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_qhqgy"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_qhqgy"]
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atlas = ExtResource("2_g2els")
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atlas = ExtResource("2_g2els")
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region = Rect2(0, 0, 48, 48)
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region = Rect2(0, 0, 48, 48)
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@ -53,14 +57,6 @@ region = Rect2(432, 0, 48, 48)
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atlas = ExtResource("3_dqkch")
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atlas = ExtResource("3_dqkch")
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region = Rect2(0, 0, 48, 48)
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region = Rect2(0, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_f1ej7"]
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atlas = ExtResource("3_dqkch")
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region = Rect2(48, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_oprun"]
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atlas = ExtResource("3_dqkch")
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region = Rect2(96, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_a8ls1"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_a8ls1"]
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atlas = ExtResource("4_qlg0r")
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atlas = ExtResource("4_qlg0r")
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region = Rect2(0, 0, 48, 48)
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region = Rect2(0, 0, 48, 48)
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@ -97,6 +93,14 @@ region = Rect2(336, 0, 48, 48)
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animations = [{
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animations = [{
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"frames": [{
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"frames": [{
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"duration": 1.0,
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_oprun")
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}],
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"loop": true,
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"name": &"fall",
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"speed": 15.0
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}, {
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"frames": [{
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_qhqgy")
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"texture": SubResource("AtlasTexture_qhqgy")
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}, {
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}, {
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"duration": 1.0,
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"duration": 1.0,
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@ -133,14 +137,8 @@ animations = [{
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"frames": [{
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"frames": [{
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"duration": 1.0,
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_jej6c")
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"texture": SubResource("AtlasTexture_jej6c")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_f1ej7")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_oprun")
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}],
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}],
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"loop": false,
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"loop": true,
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"name": &"jump",
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"name": &"jump",
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"speed": 15.0
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"speed": 15.0
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}, {
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}, {
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@ -195,8 +193,10 @@ position = Vector2(10, -4)
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[node name="LeftSpawn" type="Marker2D" parent="."]
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[node name="LeftSpawn" type="Marker2D" parent="."]
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position = Vector2(-10, -4)
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position = Vector2(-10, -4)
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[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
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[node name="PlayerSprite" type="AnimatedSprite2D" parent="."]
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sprite_frames = SubResource("SpriteFrames_3vyb7")
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sprite_frames = SubResource("SpriteFrames_3vyb7")
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animation = &"run"
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animation = &"jump"
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autoplay = "idle"
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autoplay = "idle"
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frame_progress = 0.6462772
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[node name="Camera2D" type="Camera2D" parent="."]
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position_smoothing_enabled = true
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@ -4,10 +4,14 @@ const SPEED = 300.0
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const JUMP_VELOCITY = -600.0
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const JUMP_VELOCITY = -600.0
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enum FaceDirection{LEFT, RIGHT}
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enum FaceDirection{LEFT, RIGHT}
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enum State{IDLE, WALK, JUMP, FALLING}
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@export var BUMP_POWER = 50
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@export var BUMP_POWER := 50
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@export var SHOVE_POWER = 200
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@export var SHOVE_POWER := 200
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@export var ACCELERATION := 5
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@export var HARD_GRAVITY := 100
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var current_state: State = State.IDLE
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var facing : FaceDirection = FaceDirection.RIGHT
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var facing : FaceDirection = FaceDirection.RIGHT
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var direction : float = 0.0
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var direction : float = 0.0
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var jump_buffer_timer : Timer
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var jump_buffer_timer : Timer
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@ -18,6 +22,7 @@ var push_enabled : bool = false
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@onready var left_cast: RayCast2D = $LeftCast
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@onready var left_cast: RayCast2D = $LeftCast
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@onready var right_spawn: Marker2D = $RightSpawn
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@onready var right_spawn: Marker2D = $RightSpawn
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@onready var left_spawn: Marker2D = $LeftSpawn
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@onready var left_spawn: Marker2D = $LeftSpawn
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@onready var player_sprite: AnimatedSprite2D = $PlayerSprite
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func _ready() -> void:
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func _ready() -> void:
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jump_buffer_timer = Timer.new()
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jump_buffer_timer = Timer.new()
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@ -28,15 +33,17 @@ func _physics_process(delta: float) -> void:
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handle_movement(delta)
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handle_movement(delta)
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move_and_slide()
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move_and_slide()
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handle_collisions()
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handle_collisions()
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update_state()
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update_animation()
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func handle_input() -> void:
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func handle_input() -> void:
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# Handle jumping.
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# Handle jumping.
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if Input.is_action_just_pressed("jump"):
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if Input.is_action_just_pressed("jump"):
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jump_buffer_timer.start(0.1)
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jump_buffer_timer.start(0.1)
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if is_on_floor() and jump_buffer_timer.time_left > 0:
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if is_on_floor() and jump_buffer_timer.time_left > 0:
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velocity.y = JUMP_VELOCITY
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velocity.y = JUMP_VELOCITY
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current_state = State.JUMP
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jump_buffer_timer.stop()
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jump_buffer_timer.stop()
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# Set direction.
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# Set direction.
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@ -56,7 +63,7 @@ func handle_input() -> void:
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shove_direction = -1
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shove_direction = -1
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push_target.apply_central_impulse(Vector2(shove_direction, 0) * SHOVE_POWER)
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push_target.apply_central_impulse(Vector2(shove_direction, 0) * SHOVE_POWER)
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# Handle shooting.eee
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# Handle shooting
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if Input.is_action_just_pressed("shoot"):
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if Input.is_action_just_pressed("shoot"):
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print("pew-pew")
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print("pew-pew")
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match facing:
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match facing:
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@ -67,6 +74,7 @@ func handle_input() -> void:
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%SceneManager.make_bullet(left_spawn.global_transform, -700)
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%SceneManager.make_bullet(left_spawn.global_transform, -700)
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print("shoot left")
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print("shoot left")
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# Handle throwing grenades
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if Input.is_action_just_pressed("throw"):
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if Input.is_action_just_pressed("throw"):
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print("grenade!")
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print("grenade!")
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match facing:
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match facing:
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@ -78,15 +86,23 @@ func handle_input() -> void:
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print("throwing left")
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print("throwing left")
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func handle_movement(delta) -> void:
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func handle_movement(delta) -> void:
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# Left-right movement.
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# Left-right movement. Use acceleration for smoothing
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if direction:
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if direction:
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velocity.x = direction * SPEED
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velocity.x = move_toward(velocity.x, SPEED * direction, ACCELERATION)
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else:
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.x = move_toward(velocity.x, 0, ACCELERATION)
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# Add gravity.
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if not is_on_floor():
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if not is_on_floor():
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# Add gravity.
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if current_state == State.JUMP:
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# Character is jumping; apply normal gravity
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velocity += get_gravity() * delta
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velocity += get_gravity() * delta
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if velocity.y > 0:
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current_state = State.FALLING
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else:
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# Character falling; apply hard gravity
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current_state = State.FALLING
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velocity += get_gravity() * HARD_GRAVITY * delta
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func handle_collisions() -> void:
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func handle_collisions() -> void:
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@ -110,3 +126,45 @@ func handle_collisions() -> void:
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if not right_cast.is_colliding() and not left_cast.is_colliding():
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if not right_cast.is_colliding() and not left_cast.is_colliding():
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push_enabled = false
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push_enabled = false
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func update_state() -> void:
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match current_state:
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# If player is moving left or right
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State.IDLE when velocity.x !=0:
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current_state = State.WALK
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# If player stops walking, or starts falling
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State.WALK:
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# If not moving left or right
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if velocity.x == 0:
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current_state = State.IDLE
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# If falling
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if not is_on_floor() and velocity.y > 0:
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current_state = State.FALLING
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# When jump peaks, we start to fall
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State.JUMP when velocity.y > 0:
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current_state = State.FALLING
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# Player lands, either still or moving
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State.FALLING when is_on_floor():
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if velocity.x == 0:
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current_state = State.IDLE
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else:
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current_state = State.WALK
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func update_animation() -> void:
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match facing:
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FaceDirection.LEFT:
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player_sprite.flip_h = true
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FaceDirection.RIGHT:
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player_sprite.flip_h = false
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match current_state:
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State.IDLE:
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player_sprite.play("idle")
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State.WALK:
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player_sprite.play("run")
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State.JUMP:
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player_sprite.play("jump")
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State.FALLING:
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player_sprite.play("fall")
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