Added coins, enemies, player death
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f2241640ae
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660d311752
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+1551
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@@ -17,13 +17,22 @@ var faceLeft = false
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var pushLeftEnabled = false
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var pushRightEnabled = false
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var pushTarget
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var living = true
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var bullet = preload("res://scenes/bullet.tscn")
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
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func defeated():
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print("character body player defeated")
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animated_sprite.play("death")
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living = false
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func _physics_process(delta):
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if not living:
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return
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# Add the gravity.
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if not is_on_floor():
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velocity.y += gravity * delta
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+3
-2
@@ -5,5 +5,6 @@ signal areatrigger(effect, Object)
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func _on_body_entered(body):
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print("detected a body")
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if body.get_collider() != StaticBody2D:
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areatrigger.emit(effect, body)
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# Need to fix this part and see why it's not acknowledging the static body
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# if body.get_collider() != StaticBody2D:
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# areatrigger.emit(effect, body)
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@@ -0,0 +1,18 @@
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extends Area2D
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@onready var gameCtrl = %GameController
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# Called when the node enters the scene tree for the first time.
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func _ready():
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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):
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pass
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func _on_body_entered(body):
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print("somebody hit a coin")
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if body.is_in_group("player"):
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gameCtrl.coinCollected()
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queue_free()
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@@ -0,0 +1,42 @@
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extends Area2D
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@onready var gameCtrl = %GameController
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@onready var right_cast = $RightCast
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@onready var left_cast = $LeftCast
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@onready var right_floor_cast = $RightFloorCast
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@onready var left_floor_cast = $LeftFloorCast
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@onready var sprite = $AnimatedSprite2D
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const speed = 60
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var direction = 1
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# Called when the node enters the scene tree for the first time.
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func _ready():
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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):
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if right_cast.is_colliding():
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if not right_cast.get_collider().is_in_group("player"):
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direction = -1
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sprite.flip_h = true
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elif left_cast.is_colliding():
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if not left_cast.get_collider().is_in_group("player"):
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direction = 1
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sprite.flip_h = false
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if not right_floor_cast.is_colliding():
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direction = -1
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sprite.flip_h = true
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elif not left_floor_cast.is_colliding():
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direction = 1
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sprite.flip_h = false
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position.x += direction * speed * delta
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func _on_body_entered(body):
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print("bad guy intercepted!")
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if body.is_in_group("player"):
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gameCtrl.playerDefeated()
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@@ -1,7 +1,11 @@
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extends Node2D
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extends Node
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var myBox = preload("res://scenes/crate.tscn")
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@onready var box_trap = $BoxTrap
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@onready var box_trap = $"../BoxTrap"
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@onready var timer = $Timer
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@onready var player = $"../CharacterBody2D"
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var totalCoins = 0
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# Called when the node enters the scene tree for the first time.
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func _ready():
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@@ -19,5 +23,17 @@ func _on_area_2d_areatrigger(effect, body):
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"alert":
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for n in 5:
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var box = myBox.instantiate()
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add_child(box)
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owner.add_child(box)
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box.transform = box_trap.global_transform
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func coinCollected():
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totalCoins += 1
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print("Coin added! Total coins is now " + str(totalCoins))
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func playerDefeated():
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player.defeated()
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timer.start()
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func resetWorld():
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get_tree().reload_current_scene()
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