forked from team-sg/hero-mark-2
a NEW game mechanic??
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6 changed files with 334 additions and 3 deletions
34
objects/environment/stalactite/stalactite.gd
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34
objects/environment/stalactite/stalactite.gd
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extends Node2D
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onready var cast = $RayCast2D
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export var speed = 80
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var fall = false
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onready var refresh_timer = $RefreshTimer
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onready var anims = $AnimationPlayer
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onready var startpos = position
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func _physics_process(delta):
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if cast.is_colliding():
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var collider = cast.get_collider()
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if collider.is_in_group("player_hitbox") or collider.is_in_group("msx"):
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if fall == false: refresh_timer.start()
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fall = true
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if fall == true:
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position.y += speed * delta
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if !refresh_timer.is_stopped() && refresh_timer.get_time_left() <= 0.6:
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anims.play("disappear")
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func _on_Hitbox_area_entered(area):
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if area.is_in_group("player_hitbox"):
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area.get_parent().die()
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func _on_RefreshTimer_timeout():
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call_deferred("set_position", startpos)
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fall = false
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anims.play("idle")
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anims.play("disappear", -1, -1.0, true)
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137
objects/environment/stalactite/stalactite.tscn
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137
objects/environment/stalactite/stalactite.tscn
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[gd_scene load_steps=7 format=2]
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[ext_resource path="res://graphics/stalactite/stalactite.png" type="Texture" id=1]
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[ext_resource path="res://objects/environment/stalactite/stalactite.gd" type="Script" id=2]
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 4, 5 )
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[sub_resource type="Animation" id=4]
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length = 0.001
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tracks/0/type = "value"
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tracks/0/path = NodePath("Hitbox/CollisionShape2D:disabled")
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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": [ true ]
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}
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[sub_resource type="Animation" id=2]
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resource_name = "disappear"
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length = 0.6
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step = 0.05
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tracks/0/type = "value"
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tracks/0/path = NodePath("Sprite:visible")
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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( 0.00203761, 0.1, 0.2, 0.3, 0.4, 0.5 ),
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"transitions": PoolRealArray( 1, 1, 1, 1, 1, 1 ),
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"update": 1,
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"values": [ true, false, true, false, true, false ]
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}
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tracks/1/type = "value"
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tracks/1/path = NodePath("Hitbox/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, 0.6 ),
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"transitions": PoolRealArray( 1, 1 ),
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"update": 1,
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"values": [ false, true ]
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}
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tracks/2/type = "value"
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tracks/2/path = NodePath("RayCast2D:enabled")
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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, 0.6 ),
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"transitions": PoolRealArray( 1, 1 ),
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"update": 1,
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"values": [ true, false ]
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}
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[sub_resource type="Animation" id=3]
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resource_name = "idle"
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tracks/0/type = "value"
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tracks/0/path = NodePath("Sprite:visible")
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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": 1,
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"values": [ true ]
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}
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tracks/1/type = "value"
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tracks/1/path = NodePath("RayCast2D:enabled")
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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("Hitbox/CollisionShape2D:disabled")
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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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[node name="Stalactite" type="Node2D"]
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script = ExtResource( 2 )
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[node name="Sprite" type="Sprite" parent="."]
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position = Vector2( 4, 0 )
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texture = ExtResource( 1 )
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[node name="RayCast2D" type="RayCast2D" parent="."]
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position = Vector2( 3, 0 )
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enabled = true
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cast_to = Vector2( 0, 40 )
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collision_mask = 10
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collide_with_areas = true
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[node name="Hitbox" type="Area2D" parent="."]
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collision_mask = 2
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Hitbox"]
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position = Vector2( 4, 0 )
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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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autoplay = "idle"
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anims/RESET = SubResource( 4 )
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anims/disappear = SubResource( 2 )
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anims/idle = SubResource( 3 )
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[node name="RefreshTimer" type="Timer" parent="."]
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wait_time = 2.0
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one_shot = true
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[connection signal="area_entered" from="Hitbox" to="." method="_on_Hitbox_area_entered"]
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[connection signal="timeout" from="RefreshTimer" to="." method="_on_RefreshTimer_timeout"]
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