forked from team-sg/hero-mark-2
2022 demo
This commit is contained in:
parent
c60375cb98
commit
4727fb0f55
41 changed files with 761 additions and 68 deletions
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@ -16,6 +16,7 @@ func _process(delta):
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#Scroll screen when player is on different sector
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current_sector = (player.global_position / resolution).floor()
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if current_sector != last_sector:
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Game.respawn_point = player.global_position + Vector2(8,0)
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if scroll_h: position.x = current_sector.x * resolution.x
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if scroll_v: position.y = current_sector.y * resolution.y
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last_sector = current_sector
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6
objects/death tile/death_tile.gd
Normal file
6
objects/death tile/death_tile.gd
Normal file
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@ -0,0 +1,6 @@
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extends Area2D
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func _on_Area2D_area_entered(area):
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#Kill player
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if area.is_in_group("player"):
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area.get_parent().die()
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15
objects/death tile/death_tile.tscn
Normal file
15
objects/death tile/death_tile.tscn
Normal file
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@ -0,0 +1,15 @@
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://objects/death tile/death_tile.gd" type="Script" id=1]
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 4, 4 )
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[node name="Area2D" type="Area2D"]
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script = ExtResource( 1 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2( 4, 4 )
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shape = SubResource( 1 )
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[connection signal="area_entered" from="." to="." method="_on_Area2D_area_entered"]
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@ -26,7 +26,7 @@ animations = [ {
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} ]
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[sub_resource type="RectangleShape2D" id=5]
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extents = Vector2( 5, 5 )
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extents = Vector2( 4, 4 )
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[node name="Bat" type="Node2D"]
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script = ExtResource( 3 )
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@ -39,7 +39,6 @@ flip_sprite = false
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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material = SubResource( 1 )
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frames = SubResource( 4 )
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frame = 1
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playing = true
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[node name="Area2D" type="Area2D" parent="."]
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@ -26,7 +26,7 @@ animations = [ {
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} ]
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[sub_resource type="RectangleShape2D" id=5]
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extents = Vector2( 5.5, 6 )
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extents = Vector2( 4, 4 )
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[node name="Snake" type="Node2D"]
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script = ExtResource( 3 )
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@ -35,13 +35,12 @@ score_for_killing = 15
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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material = SubResource( 1 )
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frames = SubResource( 4 )
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frame = 1
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playing = true
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[node name="Area2D" type="Area2D" parent="."]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
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position = Vector2( 0.5, 2 )
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position = Vector2( 0, 4 )
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shape = SubResource( 5 )
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[connection signal="area_entered" from="Area2D" to="." method="_on_Area2D_area_entered"]
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19
objects/exit/exit.gd
Normal file
19
objects/exit/exit.gd
Normal file
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@ -0,0 +1,19 @@
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extends Node2D
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export var cost = 0
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onready var label = $Label
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onready var anims = $AnimationPlayer
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func _ready():
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anims.play("closed")
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label.text = str(cost)
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func _physics_process(delta):
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if Game.shards >= cost:
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anims.play("open")
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func _on_Area2D_area_entered(area):
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if area.is_in_group("player"):
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if Game.score > Game.high_score: Game.high_score = Game.score
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Game.change_map(load("res://maps/demo_end.tscn"))
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151
objects/exit/exit.tscn
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151
objects/exit/exit.tscn
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@ -0,0 +1,151 @@
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[gd_scene load_steps=9 format=2]
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[ext_resource path="res://scripts/theme.tres" type="Theme" id=1]
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[ext_resource path="res://objects/exit/exit.gd" type="Script" id=2]
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[ext_resource path="res://graphics/exit/exit.png" type="Texture" id=3]
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[ext_resource path="res://scripts/1px_border.gdshader" type="Shader" id=4]
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[sub_resource type="ShaderMaterial" id=1]
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shader = ExtResource( 4 )
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shader_param/border_color = Color( 0, 0, 0, 1 )
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shader_param/border_corners = true
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[sub_resource type="RectangleShape2D" id=2]
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extents = Vector2( 8, 7.5 )
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[sub_resource type="Animation" id=3]
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resource_name = "closed"
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tracks/0/type = "value"
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tracks/0/path = NodePath("Sprite:region_rect")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 0,
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"values": [ Rect2( 0, 0, 16, 24 ) ]
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}
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tracks/1/type = "value"
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tracks/1/path = NodePath("Area2D/CollisionShape2D:disabled")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 1,
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"values": [ true ]
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}
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tracks/2/type = "value"
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tracks/2/path = NodePath("Label:visible")
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 1,
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"values": [ true ]
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}
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tracks/3/type = "value"
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tracks/3/path = NodePath("Sprite:modulate")
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tracks/3/interp = 1
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tracks/3/loop_wrap = true
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tracks/3/imported = false
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tracks/3/enabled = true
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tracks/3/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 0,
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"values": [ Color( 1, 1, 1, 1 ) ]
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}
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[sub_resource type="Animation" id=4]
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resource_name = "open"
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length = 0.8
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loop = true
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tracks/0/type = "value"
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tracks/0/path = NodePath("Sprite:region_rect")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 0,
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"values": [ Rect2( 16, 0, 16, 24 ) ]
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}
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tracks/1/type = "value"
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tracks/1/path = NodePath("Area2D/CollisionShape2D:disabled")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 1,
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"values": [ false ]
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}
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tracks/2/type = "value"
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tracks/2/path = NodePath("Label:visible")
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 1,
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"values": [ false ]
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}
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tracks/3/type = "value"
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tracks/3/path = NodePath("Sprite:modulate")
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tracks/3/interp = 1
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tracks/3/loop_wrap = true
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tracks/3/imported = false
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tracks/3/enabled = true
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tracks/3/keys = {
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"times": PoolRealArray( 0, 0.4, 0.8 ),
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"transitions": PoolRealArray( 1, 1, 1 ),
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"update": 0,
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"values": [ Color( 1, 0, 0, 1 ), Color( 0, 1, 0.203922, 1 ), Color( 1, 0, 0, 1 ) ]
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}
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[node name="Exit" type="Node2D"]
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z_index = -1
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script = ExtResource( 2 )
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[node name="Label" type="Label" parent="."]
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visible = false
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margin_left = -3.0
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margin_top = -15.0
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margin_right = 37.0
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margin_bottom = 5.0
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theme = ExtResource( 1 )
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text = "2"
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[node name="Sprite" type="Sprite" parent="."]
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material = SubResource( 1 )
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texture = ExtResource( 3 )
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region_enabled = true
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region_rect = Rect2( 0, 0, 16, 24 )
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[node name="Area2D" type="Area2D" parent="."]
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z_index = -3
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
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position = Vector2( 0, 4.5 )
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shape = SubResource( 2 )
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disabled = true
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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anims/closed = SubResource( 3 )
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anims/open = SubResource( 4 )
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[connection signal="area_entered" from="Area2D" to="." method="_on_Area2D_area_entered"]
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@ -9,6 +9,8 @@ onready var blue_star = $BlueStar
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onready var magenta_star = $MagentaStar
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onready var score_counter = $ScoreCounter
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onready var arrow_counter = $ArrowCounter
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onready var lives_counter = $LivesCounter
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onready var high_counter = $HighCounter
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func _physics_process(delta):
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#Gold Counter
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@ -25,3 +27,8 @@ func _physics_process(delta):
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score_counter.text = "%06d" % Game.score
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#Arrow Counter
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arrow_counter.text = "%02d" % Game.arrows
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##TOUCH UP LATER
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#Lives counter
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lives_counter.text = str("LIVES:") + str(Game.lives)
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#High counter
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high_counter.text = str("HIGH:") + str("%06d" % Game.high_score)
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@ -115,6 +115,22 @@ margin_bottom = 21.0
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theme = ExtResource( 10 )
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text = "000000"
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[node name="HighCounter" type="Label" parent="HUD"]
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margin_left = 178.0
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margin_top = 178.0
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margin_right = 262.0
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margin_bottom = 198.0
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theme = ExtResource( 10 )
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text = "High:000000"
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[node name="LivesCounter" type="Label" parent="HUD"]
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margin_left = 1.0
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margin_top = 178.0
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margin_right = 85.0
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margin_bottom = 198.0
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theme = ExtResource( 10 )
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text = "Lives:2"
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[node name="ArrowCounter" type="Label" parent="HUD"]
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margin_left = 237.0
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margin_top = 1.0
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@ -24,8 +24,11 @@ var jump_force = 150
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var doublejump_force = 120
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var current_ladder = null #Used for checking climbing every frame instead of area entered
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var can_doublejump = true
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var can_move_in_air = false
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#Positions
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var arrowpos = Vector2(5,3)
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#Tiles
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onready var deathtiles = map.get_node("Death")
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##Preload
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var pre_arrow = preload("res://objects/player/arrow_projectile.tscn")
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@ -95,8 +98,9 @@ func _process_walk():
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collision.get_collider().push(collision.normal)
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func _process_idle_walk():
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can_doublejump = false
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can_move_in_air = false
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velocity.y = 0
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can_doublejump = true
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#Goto Fall
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if !is_on_floor(): current_state = State.FALL
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#Goto Jump
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@ -123,6 +127,8 @@ func _process_fall():
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if is_on_floor():
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current_state = State.IDLE
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return
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#Cant move in air
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if !can_move_in_air: velocity.x = 0
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func _process_jump_fall():
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check_double_jump()
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@ -131,6 +137,7 @@ func _process_jump_fall():
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check_shoot()
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func _process_climb():
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can_move_in_air = true
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can_doublejump = true
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#Graphics
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anims.play("climb")
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@ -184,6 +191,8 @@ func check_jump():
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position.x -= sprite.scale.x * 5
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anims.set_speed_scale(1)
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# Jump
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can_doublejump = true
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can_move_in_air = true
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velocity.y = 0
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jump_pressure = 0
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current_state = State.JUMP
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@ -209,9 +218,10 @@ func check_shoot():
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anims.play("shoot air") #Shoot immediately in air
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func move(hsp,vsp,flip:bool):
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velocity.x = hsp * axis.x
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#Flip
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if flip: if sign(axis.x) != 0: sprite.scale.x = axis.x
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if is_on_floor() or can_move_in_air:
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velocity.x = hsp * axis.x
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#Flip
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if flip: if sign(axis.x) != 0: sprite.scale.x = axis.x
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func check_ladder():
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if climb_ray.get_collider() != null:
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@ -231,7 +241,20 @@ func check_ladder():
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climb_ray.position.x = 4 * sprite.scale.x
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func die():
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get_tree().reload_current_scene()
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position = Game.respawn_point
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Game.lives -= 1
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Game.play_sound(Game.a_die,Game.ac_die)
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if Game.lives < 0:
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if Game.score > Game.high_score: Game.high_score = Game.score
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Game.score = 0
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Game.golds = 0
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Game.stars = [false,false,false,false,false]
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Game.shards = 0
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Game.arrows = 0
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Game.lives = 2
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Game.ac_climb.stop()
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get_tree().reload_current_scene()
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func _on_AnimationPlayer_animation_finished(anim_name):
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#Return to idle after slash
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@ -255,3 +278,4 @@ func debug():
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if Input.is_action_pressed("debug_move_player"):
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position = get_viewport().get_mouse_position()
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print(get_viewport().get_mouse_position())
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@ -93,15 +93,17 @@ script = ExtResource( 1 )
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[node name="Sprite" type="Sprite" parent="."]
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position = Vector2( 4, 4 )
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rotation = 1.5708
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texture = ExtResource( 2 )
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region_enabled = true
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region_rect = Rect2( 0, 0, 8, 8 )
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region_rect = Rect2( 8, 0, 8, 8 )
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[node name="StaticBody2D" type="StaticBody2D" parent="."]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
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position = Vector2( 4, 4 )
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shape = SubResource( 1 )
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disabled = true
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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anims/idle = SubResource( 2 )
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