forked from team-sg/hero-mark-2
partially reimplemented cheats
This commit is contained in:
parent
bfa052968b
commit
9f7668107b
4 changed files with 16 additions and 1181 deletions
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@ -1,430 +0,0 @@
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extends KinematicBody2D
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signal hatch_exited
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const ArrowProjectile = preload("res://objects/player/arrow_projectile.tscn")
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##CLEAN UP CODE LATER
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##Movement
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export var use_iframes = false
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export var walk_speed = 50
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export var gravity = 12
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export var max_fall_speed = INF
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export var jump_time = 15
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export var jump_force = 150
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export var doublejump_force = 122
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##Children
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onready var sprite = $Sprite
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onready var climb_ray = $ClimbRay
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onready var anims = $AnimationPlayer
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onready var sword_sprite = $SwordSprite
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onready var sword_hitbox = $SwordArea
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onready var death_particles = $DeathSplatter
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onready var dust_particles = $DustParticles
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onready var iframe_timer = $IframeTimer
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onready var hitbox = $Area2D/CollisionShape2D2
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#Map
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onready var map = get_owner()
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##States
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enum State {IDLE,WALK,JUMP,FALL,STUNNED,CLIMB,SWORD,SHOOT,INACTIVE,TRANSPORT,HATCH}
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var current_state = State.IDLE
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var can_die = true
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var dead = false
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##Runtime
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var axis = Vector2.ZERO #Current direction being held
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var trail_color = Color(0.25,0,1,0.4)
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#Physics
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var velocity = Vector2.ZERO
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var current_ladder = null #Used for checking climbing every frame instead of area entered
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var jump_pressure = 0
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var can_doublejump = true
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var can_move_in_air = false
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var transport_speed = 0.0
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var transport_direction = Vector2.ZERO
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#Positions
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var arrowpos = Vector2(5,3)
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##Preload
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#Set initial respawn point
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func _ready():
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$LeftShoe.shape.length = 0.0
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Game.respawn_point = global_position
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func _physics_process(delta):
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if current_state == State.INACTIVE:
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return
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axis = Vector2(Input.get_axis("ui_left","ui_right"),Input.get_axis("ui_up","ui_down"))
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#Check ladder
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check_ladder()
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match current_state:
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State.IDLE:
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_process_idle()
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continue
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State.WALK:
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_process_walk()
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continue
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State.IDLE, State.WALK:
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_process_idle_walk()
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continue
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State.JUMP:
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_process_jump()
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continue
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State.FALL:
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_process_fall()
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continue
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State.JUMP, State.FALL:
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_process_jump_fall()
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continue
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State.CLIMB:
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_process_climb()
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continue
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State.SWORD:
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_process_sword()
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continue
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State.SHOOT:
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_process_shoot()
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continue
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State.TRANSPORT:
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_process_transport(delta)
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return
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State.HATCH:
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_process_hatch(delta)
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return
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#Gravity
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if current_state != State.CLIMB:
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velocity.y = min(velocity.y + gravity, max_fall_speed)
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#Cut y velocity when hitting ceiling
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if is_on_ceiling():
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current_state = State.FALL
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position.y += 1
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velocity.y = 0
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#Apply velocity
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var snap = Vector2.ZERO
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if velocity.y < 0.0 and current_ladder == null:
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snap.y = 1.0
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move_and_slide_with_snap(velocity, snap, Vector2.UP, true)
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#Moon Jump
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if Debug.moon_jump == true: can_doublejump = true
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#2011
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if Debug.cfox_mode == true:
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anims.play("idle")
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anims.set_speed_scale(0)
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#Infinite arrows
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if Debug.infinite_arrows == true:
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Game.arrows = 99
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func _process_idle():
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if anims.get_current_animation() != "idle": anims.play("idle")
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#Stop
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velocity.x = 0
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#Goto Walk
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if axis.x != 0: current_state = State.WALK
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func _process_walk():
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if anims.get_current_animation() != "walk": anims.play("walk")
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#Move
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move(walk_speed,0,true)
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#Goto Idle
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if axis.x == 0: current_state = State.IDLE
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#Push Blocks
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for i in get_slide_count():
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var collision = get_slide_collision(i)
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if collision.get_collider().is_in_group("pushable"):
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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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#Goto Fall
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if !is_on_floor(): current_state = State.FALL
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#Goto Jump
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check_jump()
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#Goto Sword
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if Debug.allow_sword && Input.is_action_just_pressed("sword"):
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Audio.play_sound(Audio.a_sword,Audio.ac_jump)
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current_state = State.SWORD
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return
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#Goto Shoot
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check_shoot()
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func _process_jump():
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jump_pressure += 1
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#Pressure sensitive jump
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if jump_pressure >= jump_time or Input.is_action_just_released("jump"):
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velocity.y = -jump_force / 4
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#velocity.y = 0
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current_state = State.FALL
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func _process_fall():
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if anims.get_current_animation() != "doublejump": anims.play("jump")
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#Return to idle
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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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move(walk_speed,0,true)
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#Goto Shoot
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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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anims.set_speed_scale(abs(axis.y))
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#Climb
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position.y += axis.y * 0.65
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#Sound
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if axis.y == -1:
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if Audio.ac_climb.get_stream() != Audio.a_climb_up: Audio.play_sound(Audio.a_climb_up,Audio.ac_climb)
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if axis.y == 1:
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if Audio.ac_climb.get_stream() != Audio.a_climb_down: Audio.play_sound(Audio.a_climb_down,Audio.ac_climb)
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if axis.y == 0: Audio.ac_climb.set_stream(null)
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#Manual Jump,, only works when holding neutral or away from ladder
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if axis.x != sprite.scale.x && Input.is_action_just_pressed("jump"):
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position.x -= sprite.scale.x * 3
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velocity.y = -jump_force
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anims.set_speed_scale(1)
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current_state = State.FALL
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Audio.ac_climb.set_stream(null)
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return
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if climb_ray.get_collider() == null:
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if axis.y == -1:
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#Auto Jump
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velocity.y = -jump_force
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Audio.play_sound(Audio.a_jump,Audio.ac_jump)
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#Auto dismount
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Audio.ac_climb.set_stream(null)
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current_state = State.FALL
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return
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#Side dismount
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if axis.x != sprite.scale.x && Input.is_action_just_pressed("shoot"):
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position.x -= sprite.scale.x * 3
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current_state = State.FALL
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anims.set_speed_scale(1)
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Audio.ac_climb.set_stream(null)
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return
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func _process_sword():
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anims.play("stab")
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#Stop
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velocity.x = 0
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sword_sprite.scale.x = sprite.scale.x
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#Move hitbox with flip
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sword_hitbox.position.x = sprite.scale.x * 10
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#Return to idle after animationplayer end anim signal
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func _process_shoot():
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#Stop
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velocity.x = 0
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if anims.get_current_animation() == "shoot air":
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#Cancel air shoot animation when grounded
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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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move(walk_speed,0,true)
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func _process_transport(delta):
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position += transport_direction * transport_speed * delta
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func _process_hatch(delta):
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if Input.is_action_just_pressed("exit_hatch"):
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anims.play("enter hatch", -1, -2,true)
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emit_signal("hatch_exited")
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func spawn_arrow():
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Audio.play_sound(Audio.a_shoot,Audio.ac_jump)
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var arrow = ArrowProjectile.instance()
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arrow.global_position = Vector2(
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global_position.x + arrowpos.x * sprite.scale.x,
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global_position.y + arrowpos.y
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)
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arrow.direction = sprite.scale.x
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arrow.add_to_group("player_arrow")
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map.add_child(arrow)
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func check_jump():
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if Input.is_action_just_pressed("jump"):
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#Detach ladder
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if current_state == State.CLIMB:
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Audio.ac_climb.set_stream(null) # stop climb sound
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position.x -= sprite.scale.x * 3
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else:
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dust_particles.restart()
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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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Audio.play_sound(Audio.a_jump,Audio.ac_jump)
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anims.play("jump")
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velocity.y = -jump_force
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move(walk_speed,0,true)
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func check_double_jump():
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if is_on_floor():
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check_jump()
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if Input.is_action_just_pressed("jump") && can_doublejump:
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Audio.play_sound(Audio.a_doublejump,Audio.ac_jump)
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can_doublejump = false
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velocity.y = -doublejump_force
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anims.play("doublejump")
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func check_shoot():
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#Only Shoot if have arrows and there are no arrows onscreen
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if Input.is_action_just_pressed("shoot") && Game.arrows > 0 && get_tree().get_nodes_in_group("player_arrow").size() == 0:
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current_state = State.SHOOT
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if is_on_floor():
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anims.play("shoot grounded")
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else:
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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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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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current_ladder = climb_ray.get_collider().get_parent()
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#Stop the velocity
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velocity = Vector2.ZERO
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#Snap to closest side
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if position.x < current_ladder.middle:
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position.x = current_ladder.left_snap.global_position.x
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sprite.scale.x = 1
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else:
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position.x = current_ladder.right_snap.global_position.x
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sprite.scale.x = -1
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#Start Climbing
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current_state = State.CLIMB
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#Move the raycast
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#climb_ray.position.x = 4 * sprite.scale.x
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func enter_transport(speed, direction):
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transport_speed = speed
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transport_direction = direction
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current_state = State.TRANSPORT
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can_doublejump = false
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anims.play("doublejump")
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func exit_transport():
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current_state = State.FALL
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func enter_hatch(snap_position):
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if dead:
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return
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position = snap_position
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current_state = State.INACTIVE
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hitbox.disabled = true
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collision_layer = 0
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anims.play("enter hatch", -1, 2)
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func die():
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#If the player is already dead, don't kill them again
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if current_state == State.INACTIVE or current_state == State.HATCH:
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return
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if can_die:
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dead = true
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Audio.ac_climb.set_stream(null) # stop climbing sound\
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#Create particles
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var new_particles = death_particles.duplicate()
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get_parent().add_child(new_particles)
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new_particles.global_position = global_position
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new_particles.emitting = true
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sprite.visible = false
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current_state = State.INACTIVE # Set to state where player is not controllable
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position = Game.respawn_point # Set respawn point
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if Game.lives <= 0 && Game.use_lives:
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#Gover
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#Particles
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new_particles.amount = 64
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new_particles.lifetime = 0.45
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new_particles.speed_scale = 1.5
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current_state = State.INACTIVE # Set to state where player is not controllable
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Audio.play_sound(Audio.a_gover, Audio.ac_die)
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#Slow down time
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var time_tween = get_tree().create_tween()
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time_tween.tween_property(Engine, "time_scale", 0.1, 0.3)
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Audio.ac_music.stream_paused = true
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yield(time_tween, "finished") #Resume from freeze frame
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yield(get_tree().create_timer, "timeout")
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Game.call_deferred("restart_level")
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else:
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#Die
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Game.lives -= 1
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Game.deaths += 1
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Audio.play_sound(Audio.a_die, Audio.ac_die)
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yield(Game.freeze_frame(0.3), "timeout")
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#Reduce points if playing in infinite lives mode
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if Game.use_lives == false && Game.lives < 0:
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Game.score = max(0,Game.score - 500)
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#Iframes after respawn
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if use_iframes:
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iframe_timer.start()
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can_die = false
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#Respawn player
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current_state = State.IDLE
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sprite.visible = true
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dead = false
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func _on_AnimationPlayer_animation_finished(anim_name):
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#Set hatch state
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if anim_name == "enter hatch":
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match current_state:
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State.INACTIVE:
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current_state = State.HATCH
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return
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State.HATCH:
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current_state = State.IDLE
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hitbox.disabled = false
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collision_layer = 2
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return
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if current_state == State.INACTIVE:
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return
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#Return to idle after slash
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if anim_name == "stab":
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current_state = State.IDLE
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return
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#Return to idle after grounded shoot
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if anim_name == "shoot grounded":
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current_state = State.IDLE
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return
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#Return to fall or idle after air shoot
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if anim_name == "shoot air":
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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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else:
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current_state = State.FALL
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return
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func _on_SwordArea_area_entered(area):
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if area.is_in_group("enemy_hitbox"):
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var target = area.get_parent()
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# create block text and return if blocked
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if area.is_in_group("blocks_sword"):
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var pos = target.global_position
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Game.instance_node(Game.block_text, pos.x, pos.y, target.get_parent())
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return
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else:
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target.die()
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func _on_Area2D_body_entered(body):
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if body.is_in_group("death"): die()
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func _on_IframeTimer_timeout():
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can_die = true
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@ -1,751 +0,0 @@
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[gd_scene load_steps=34 format=2]
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[ext_resource path="res://objects/player/player.gd" type="Script" id=1]
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[ext_resource path="res://graphics/player/sg_walk.png" type="Texture" id=2]
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[ext_resource path="res://graphics/player/sg_idle.png" type="Texture" id=3]
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[ext_resource path="res://shaders/recolor_border.shader" type="Shader" id=4]
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[ext_resource path="res://graphics/player/sg_jump.png" type="Texture" id=5]
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[ext_resource path="res://graphics/player/pal_purplearmor.png" type="Texture" id=6]
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[ext_resource path="res://graphics/player/sg_climb.png" type="Texture" id=7]
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[ext_resource path="res://graphics/player/pal_sword_red.png" type="Texture" id=8]
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[ext_resource path="res://graphics/player/sg_stab.png" type="Texture" id=9]
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[ext_resource path="res://graphics/player/sg_shoot_grounded.png" type="Texture" id=10]
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[ext_resource path="res://graphics/player/sword_stab.png" type="Texture" id=11]
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[ext_resource path="res://graphics/player/sg_shoot_air.png" type="Texture" id=12]
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[ext_resource path="res://shaders/recolor.tres" type="Shader" id=13]
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[ext_resource path="res://graphics/player/sg_doublejump.png" type="Texture" id=14]
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[ext_resource path="res://objects/player/player_death_particles.tscn" type="PackedScene" id=15]
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[ext_resource path="res://graphics/particles/dust.png" type="Texture" id=16]
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[ext_resource path="res://scripts/snap_sprite.gd" type="Script" id=17]
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[sub_resource type="ShaderMaterial" id=38]
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resource_local_to_scene = true
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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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shader_param/palette = ExtResource( 6 )
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||||
[sub_resource type="ShaderMaterial" id=28]
|
||||
shader = ExtResource( 13 )
|
||||
shader_param/palette = ExtResource( 8 )
|
||||
|
||||
[sub_resource type="RectangleShape2D" id=6]
|
||||
extents = Vector2( 2.5, 5 )
|
||||
|
||||
[sub_resource type="RectangleShape2D" id=39]
|
||||
extents = Vector2( 2.5, 5 )
|
||||
|
||||
[sub_resource type="RayShape2D" id=44]
|
||||
length = 0.01
|
||||
|
||||
[sub_resource type="Animation" id=29]
|
||||
resource_name = "climb"
|
||||
length = 0.3
|
||||
loop = true
|
||||
step = 0.15
|
||||
tracks/0/type = "value"
|
||||
tracks/0/path = NodePath("Sprite:region_rect")
|
||||
tracks/0/interp = 1
|
||||
tracks/0/loop_wrap = true
|
||||
tracks/0/imported = false
|
||||
tracks/0/enabled = true
|
||||
tracks/0/keys = {
|
||||
"times": PoolRealArray( 0, 0.15 ),
|
||||
"transitions": PoolRealArray( 1, 1 ),
|
||||
"update": 1,
|
||||
"values": [ Rect2( 0, 0, 20, 20 ), Rect2( 20, 0, 20, 20 ) ]
|
||||
}
|
||||
tracks/1/type = "value"
|
||||
tracks/1/path = NodePath("Sprite:texture")
|
||||
tracks/1/interp = 1
|
||||
tracks/1/loop_wrap = true
|
||||
tracks/1/imported = false
|
||||
tracks/1/enabled = true
|
||||
tracks/1/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 1,
|
||||
"values": [ ExtResource( 7 ) ]
|
||||
}
|
||||
tracks/2/type = "value"
|
||||
tracks/2/path = NodePath("SwordArea/SwordHitBox:disabled")
|
||||
tracks/2/interp = 1
|
||||
tracks/2/loop_wrap = true
|
||||
tracks/2/imported = false
|
||||
tracks/2/enabled = true
|
||||
tracks/2/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 1,
|
||||
"values": [ true ]
|
||||
}
|
||||
tracks/3/type = "value"
|
||||
tracks/3/path = NodePath("SwordSprite:texture")
|
||||
tracks/3/interp = 1
|
||||
tracks/3/loop_wrap = true
|
||||
tracks/3/imported = false
|
||||
tracks/3/enabled = true
|
||||
tracks/3/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 1,
|
||||
"values": [ null ]
|
||||
}
|
||||
tracks/4/type = "value"
|
||||
tracks/4/path = NodePath("Sprite:rotation_degrees")
|
||||
tracks/4/interp = 1
|
||||
tracks/4/loop_wrap = true
|
||||
tracks/4/imported = false
|
||||
tracks/4/enabled = true
|
||||
tracks/4/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 0,
|
||||
"values": [ 0.0 ]
|
||||
}
|
||||
|
||||
[sub_resource type="Animation" id=35]
|
||||
resource_name = "doublejump"
|
||||
length = 0.3
|
||||
loop = true
|
||||
step = 0.038
|
||||
tracks/0/type = "value"
|
||||
tracks/0/path = NodePath("Sprite:region_rect")
|
||||
tracks/0/interp = 1
|
||||
tracks/0/loop_wrap = true
|
||||
tracks/0/imported = false
|
||||
tracks/0/enabled = true
|
||||
tracks/0/keys = {
|
||||
"times": PoolRealArray( 0, 0.038, 0.076, 0.114, 0.152, 0.19, 0.228, 0.266 ),
|
||||
"transitions": PoolRealArray( 1, 1, 1, 1, 1, 1, 1, 1 ),
|
||||
"update": 1,
|
||||
"values": [ Rect2( 0, 0, 20, 20 ), Rect2( 20, 0, 20, 20 ), Rect2( 0, 0, 20, 20 ), Rect2( 20, 0, 20, 20 ), Rect2( 0, 0, 20, 20 ), Rect2( 20, 0, 20, 20 ), Rect2( 0, 0, 20, 20 ), Rect2( 20, 0, 20, 20 ) ]
|
||||
}
|
||||
tracks/1/type = "value"
|
||||
tracks/1/path = NodePath("Sprite:texture")
|
||||
tracks/1/interp = 1
|
||||
tracks/1/loop_wrap = true
|
||||
tracks/1/imported = false
|
||||
tracks/1/enabled = true
|
||||
tracks/1/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 1,
|
||||
"values": [ ExtResource( 14 ) ]
|
||||
}
|
||||
tracks/2/type = "value"
|
||||
tracks/2/path = NodePath("SwordArea/SwordHitBox:disabled")
|
||||
tracks/2/interp = 1
|
||||
tracks/2/loop_wrap = true
|
||||
tracks/2/imported = false
|
||||
tracks/2/enabled = true
|
||||
tracks/2/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 1,
|
||||
"values": [ true ]
|
||||
}
|
||||
tracks/3/type = "value"
|
||||
tracks/3/path = NodePath("SwordSprite:texture")
|
||||
tracks/3/interp = 1
|
||||
tracks/3/loop_wrap = true
|
||||
tracks/3/imported = false
|
||||
tracks/3/enabled = true
|
||||
tracks/3/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 1,
|
||||
"values": [ null ]
|
||||
}
|
||||
tracks/4/type = "value"
|
||||
tracks/4/path = NodePath("Sprite:rotation_degrees")
|
||||
tracks/4/interp = 1
|
||||
tracks/4/loop_wrap = true
|
||||
tracks/4/imported = false
|
||||
tracks/4/enabled = true
|
||||
tracks/4/keys = {
|
||||
"times": PoolRealArray( 0, 0.038, 0.076, 0.114, 0.152, 0.19, 0.228, 0.266, 0.3 ),
|
||||
"transitions": PoolRealArray( 1, 1, 1, 1, 1, 1, 1, 1, 1 ),
|
||||
"update": 1,
|
||||
"values": [ 0.0, 0.0, 90.0, 90.0, 180.0, 180.0, 270.0, 270.0, 360.0 ]
|
||||
}
|
||||
|
||||
[sub_resource type="Animation" id=45]
|
||||
resource_name = "enter hatch"
|
||||
tracks/0/type = "value"
|
||||
tracks/0/path = NodePath("Sprite:offset")
|
||||
tracks/0/interp = 2
|
||||
tracks/0/loop_wrap = true
|
||||
tracks/0/imported = false
|
||||
tracks/0/enabled = true
|
||||
tracks/0/keys = {
|
||||
"times": PoolRealArray( 0, 0.1, 0.3, 0.5 ),
|
||||
"transitions": PoolRealArray( 1, 1, 1, 1 ),
|
||||
"update": 0,
|
||||
"values": [ Vector2( 0, 0 ), Vector2( 0, -6 ), Vector2( 0, 0 ), Vector2( 0, 10 ) ]
|
||||
}
|
||||
tracks/1/type = "value"
|
||||
tracks/1/path = NodePath("Sprite:texture")
|
||||
tracks/1/interp = 1
|
||||
tracks/1/loop_wrap = true
|
||||
tracks/1/imported = false
|
||||
tracks/1/enabled = true
|
||||
tracks/1/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 1,
|
||||
"values": [ ExtResource( 5 ) ]
|
||||
}
|
||||
tracks/2/type = "value"
|
||||
tracks/2/path = NodePath("Sprite:region_rect")
|
||||
tracks/2/interp = 1
|
||||
tracks/2/loop_wrap = true
|
||||
tracks/2/imported = false
|
||||
tracks/2/enabled = true
|
||||
tracks/2/keys = {
|
||||
"times": PoolRealArray( 0, 0.3, 0.5 ),
|
||||
"transitions": PoolRealArray( 1, 1, 1 ),
|
||||
"update": 0,
|
||||
"values": [ Rect2( 1, 0, 20, 20 ), Rect2( 1, 0, 20, 20 ), Rect2( 1, 0, 20, 0 ) ]
|
||||
}
|
||||
|
||||
[sub_resource type="Animation" id=30]
|
||||
resource_name = "idle"
|
||||
length = 0.5
|
||||
loop = true
|
||||
step = 0.06
|
||||
tracks/0/type = "value"
|
||||
tracks/0/path = NodePath("Sprite:region_rect")
|
||||
tracks/0/interp = 1
|
||||
tracks/0/loop_wrap = true
|
||||
tracks/0/imported = false
|
||||
tracks/0/enabled = true
|
||||
tracks/0/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 1,
|
||||
"values": [ Rect2( 0, 0, 20, 20 ) ]
|
||||
}
|
||||
tracks/1/type = "value"
|
||||
tracks/1/path = NodePath("Sprite:texture")
|
||||
tracks/1/interp = 1
|
||||
tracks/1/loop_wrap = true
|
||||
tracks/1/imported = false
|
||||
tracks/1/enabled = true
|
||||
tracks/1/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 1,
|
||||
"values": [ ExtResource( 3 ) ]
|
||||
}
|
||||
tracks/2/type = "value"
|
||||
tracks/2/path = NodePath("SwordArea/SwordHitBox:disabled")
|
||||
tracks/2/interp = 1
|
||||
tracks/2/loop_wrap = true
|
||||
tracks/2/imported = false
|
||||
tracks/2/enabled = true
|
||||
tracks/2/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 1,
|
||||
"values": [ true ]
|
||||
}
|
||||
tracks/3/type = "value"
|
||||
tracks/3/path = NodePath("SwordSprite:texture")
|
||||
tracks/3/interp = 1
|
||||
tracks/3/loop_wrap = true
|
||||
tracks/3/imported = false
|
||||
tracks/3/enabled = true
|
||||
tracks/3/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 1,
|
||||
"values": [ null ]
|
||||
}
|
||||
tracks/4/type = "value"
|
||||
tracks/4/path = NodePath("Sprite:rotation_degrees")
|
||||
tracks/4/interp = 1
|
||||
tracks/4/loop_wrap = true
|
||||
tracks/4/imported = false
|
||||
tracks/4/enabled = true
|
||||
tracks/4/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 0,
|
||||
"values": [ 0.0 ]
|
||||
}
|
||||
|
||||
[sub_resource type="Animation" id=31]
|
||||
resource_name = "jump"
|
||||
length = 0.5
|
||||
loop = true
|
||||
step = 0.06
|
||||
tracks/0/type = "value"
|
||||
tracks/0/path = NodePath("Sprite:region_rect")
|
||||
tracks/0/interp = 1
|
||||
tracks/0/loop_wrap = true
|
||||
tracks/0/imported = false
|
||||
tracks/0/enabled = true
|
||||
tracks/0/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 1,
|
||||
"values": [ Rect2( 1, 0, 20, 20 ) ]
|
||||
}
|
||||
tracks/1/type = "value"
|
||||
tracks/1/path = NodePath("Sprite:texture")
|
||||
tracks/1/interp = 1
|
||||
tracks/1/loop_wrap = true
|
||||
tracks/1/imported = false
|
||||
tracks/1/enabled = true
|
||||
tracks/1/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 1,
|
||||
"values": [ ExtResource( 5 ) ]
|
||||
}
|
||||
tracks/2/type = "value"
|
||||
tracks/2/path = NodePath("SwordArea/SwordHitBox:disabled")
|
||||
tracks/2/interp = 1
|
||||
tracks/2/loop_wrap = true
|
||||
tracks/2/imported = false
|
||||
tracks/2/enabled = true
|
||||
tracks/2/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 1,
|
||||
"values": [ true ]
|
||||
}
|
||||
tracks/3/type = "value"
|
||||
tracks/3/path = NodePath("SwordSprite:texture")
|
||||
tracks/3/interp = 1
|
||||
tracks/3/loop_wrap = true
|
||||
tracks/3/imported = false
|
||||
tracks/3/enabled = true
|
||||
tracks/3/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 1,
|
||||
"values": [ null ]
|
||||
}
|
||||
tracks/4/type = "value"
|
||||
tracks/4/path = NodePath("Sprite:rotation_degrees")
|
||||
tracks/4/interp = 1
|
||||
tracks/4/loop_wrap = true
|
||||
tracks/4/imported = false
|
||||
tracks/4/enabled = true
|
||||
tracks/4/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 0,
|
||||
"values": [ 0.0 ]
|
||||
}
|
||||
|
||||
[sub_resource type="Animation" id=37]
|
||||
resource_name = "shoot air"
|
||||
length = 0.5
|
||||
step = 0.06
|
||||
tracks/0/type = "value"
|
||||
tracks/0/path = NodePath("Sprite:region_rect")
|
||||
tracks/0/interp = 1
|
||||
tracks/0/loop_wrap = true
|
||||
tracks/0/imported = false
|
||||
tracks/0/enabled = true
|
||||
tracks/0/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 1,
|
||||
"values": [ Rect2( 1, 0, 20, 20 ) ]
|
||||
}
|
||||
tracks/1/type = "value"
|
||||
tracks/1/path = NodePath("Sprite:texture")
|
||||
tracks/1/interp = 1
|
||||
tracks/1/loop_wrap = true
|
||||
tracks/1/imported = false
|
||||
tracks/1/enabled = true
|
||||
tracks/1/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 1,
|
||||
"values": [ ExtResource( 12 ) ]
|
||||
}
|
||||
tracks/2/type = "value"
|
||||
tracks/2/path = NodePath("SwordArea/SwordHitBox:disabled")
|
||||
tracks/2/interp = 1
|
||||
tracks/2/loop_wrap = true
|
||||
tracks/2/imported = false
|
||||
tracks/2/enabled = true
|
||||
tracks/2/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 1,
|
||||
"values": [ true ]
|
||||
}
|
||||
tracks/3/type = "value"
|
||||
tracks/3/path = NodePath("SwordSprite:texture")
|
||||
tracks/3/interp = 1
|
||||
tracks/3/loop_wrap = true
|
||||
tracks/3/imported = false
|
||||
tracks/3/enabled = true
|
||||
tracks/3/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 1,
|
||||
"values": [ null ]
|
||||
}
|
||||
tracks/4/type = "value"
|
||||
tracks/4/path = NodePath("Sprite:rotation_degrees")
|
||||
tracks/4/interp = 1
|
||||
tracks/4/loop_wrap = true
|
||||
tracks/4/imported = false
|
||||
tracks/4/enabled = true
|
||||
tracks/4/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 0,
|
||||
"values": [ 0.0 ]
|
||||
}
|
||||
tracks/5/type = "method"
|
||||
tracks/5/path = NodePath(".")
|
||||
tracks/5/interp = 1
|
||||
tracks/5/loop_wrap = true
|
||||
tracks/5/imported = false
|
||||
tracks/5/enabled = true
|
||||
tracks/5/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"values": [ {
|
||||
"args": [ ],
|
||||
"method": "spawn_arrow"
|
||||
} ]
|
||||
}
|
||||
|
||||
[sub_resource type="Animation" id=36]
|
||||
resource_name = "shoot grounded"
|
||||
length = 0.25
|
||||
step = 0.06
|
||||
tracks/0/type = "value"
|
||||
tracks/0/path = NodePath("Sprite:region_rect")
|
||||
tracks/0/interp = 1
|
||||
tracks/0/loop_wrap = true
|
||||
tracks/0/imported = false
|
||||
tracks/0/enabled = true
|
||||
tracks/0/keys = {
|
||||
"times": PoolRealArray( 0, 0.03, 0.06, 0.12, 0.15, 0.18 ),
|
||||
"transitions": PoolRealArray( 1, 1, 1, 1, 1, 1 ),
|
||||
"update": 1,
|
||||
"values": [ Rect2( 0, 0, 20, 20 ), Rect2( 20, 0, 20, 20 ), Rect2( 40, 0, 20, 20 ), Rect2( 60, 0, 20, 20 ), Rect2( 80, 0, 20, 20 ), Rect2( 100, 0, 20, 20 ) ]
|
||||
}
|
||||
tracks/1/type = "value"
|
||||
tracks/1/path = NodePath("Sprite:texture")
|
||||
tracks/1/interp = 1
|
||||
tracks/1/loop_wrap = true
|
||||
tracks/1/imported = false
|
||||
tracks/1/enabled = true
|
||||
tracks/1/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 1,
|
||||
"values": [ ExtResource( 10 ) ]
|
||||
}
|
||||
tracks/2/type = "value"
|
||||
tracks/2/path = NodePath("SwordArea/SwordHitBox:disabled")
|
||||
tracks/2/interp = 1
|
||||
tracks/2/loop_wrap = true
|
||||
tracks/2/imported = false
|
||||
tracks/2/enabled = true
|
||||
tracks/2/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 1,
|
||||
"values": [ true ]
|
||||
}
|
||||
tracks/3/type = "value"
|
||||
tracks/3/path = NodePath("SwordSprite:texture")
|
||||
tracks/3/interp = 1
|
||||
tracks/3/loop_wrap = true
|
||||
tracks/3/imported = false
|
||||
tracks/3/enabled = true
|
||||
tracks/3/keys = {
|
||||
"times": PoolRealArray( ),
|
||||
"transitions": PoolRealArray( ),
|
||||
"update": 1,
|
||||
"values": [ ]
|
||||
}
|
||||
tracks/4/type = "value"
|
||||
tracks/4/path = NodePath("Sprite:rotation_degrees")
|
||||
tracks/4/interp = 1
|
||||
tracks/4/loop_wrap = true
|
||||
tracks/4/imported = false
|
||||
tracks/4/enabled = true
|
||||
tracks/4/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 0,
|
||||
"values": [ 0.0 ]
|
||||
}
|
||||
tracks/5/type = "method"
|
||||
tracks/5/path = NodePath(".")
|
||||
tracks/5/interp = 1
|
||||
tracks/5/loop_wrap = true
|
||||
tracks/5/imported = false
|
||||
tracks/5/enabled = true
|
||||
tracks/5/keys = {
|
||||
"times": PoolRealArray( 0.12 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"values": [ {
|
||||
"args": [ ],
|
||||
"method": "spawn_arrow"
|
||||
} ]
|
||||
}
|
||||
|
||||
[sub_resource type="Animation" id=32]
|
||||
resource_name = "stab"
|
||||
length = 0.3
|
||||
step = 0.06
|
||||
tracks/0/type = "value"
|
||||
tracks/0/path = NodePath("Sprite:region_rect")
|
||||
tracks/0/interp = 1
|
||||
tracks/0/loop_wrap = true
|
||||
tracks/0/imported = false
|
||||
tracks/0/enabled = true
|
||||
tracks/0/keys = {
|
||||
"times": PoolRealArray( 0, 0.06 ),
|
||||
"transitions": PoolRealArray( 1, 1 ),
|
||||
"update": 1,
|
||||
"values": [ Rect2( 0, 0, 32, 32 ), Rect2( 32, 0, 32, 32 ) ]
|
||||
}
|
||||
tracks/1/type = "value"
|
||||
tracks/1/path = NodePath("Sprite:texture")
|
||||
tracks/1/interp = 1
|
||||
tracks/1/loop_wrap = true
|
||||
tracks/1/imported = false
|
||||
tracks/1/enabled = true
|
||||
tracks/1/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 1,
|
||||
"values": [ ExtResource( 9 ) ]
|
||||
}
|
||||
tracks/2/type = "value"
|
||||
tracks/2/path = NodePath("SwordArea/SwordHitBox:disabled")
|
||||
tracks/2/interp = 1
|
||||
tracks/2/loop_wrap = true
|
||||
tracks/2/imported = false
|
||||
tracks/2/enabled = true
|
||||
tracks/2/keys = {
|
||||
"times": PoolRealArray( 0, 0.06 ),
|
||||
"transitions": PoolRealArray( 1, 1 ),
|
||||
"update": 1,
|
||||
"values": [ true, false ]
|
||||
}
|
||||
tracks/3/type = "value"
|
||||
tracks/3/path = NodePath("SwordSprite:texture")
|
||||
tracks/3/interp = 1
|
||||
tracks/3/loop_wrap = true
|
||||
tracks/3/imported = false
|
||||
tracks/3/enabled = true
|
||||
tracks/3/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 1,
|
||||
"values": [ ExtResource( 11 ) ]
|
||||
}
|
||||
tracks/4/type = "value"
|
||||
tracks/4/path = NodePath("SwordSprite:region_rect")
|
||||
tracks/4/interp = 1
|
||||
tracks/4/loop_wrap = true
|
||||
tracks/4/imported = false
|
||||
tracks/4/enabled = true
|
||||
tracks/4/keys = {
|
||||
"times": PoolRealArray( 0, 0.06 ),
|
||||
"transitions": PoolRealArray( 1, 1 ),
|
||||
"update": 1,
|
||||
"values": [ Rect2( 0, 0, 32, 32 ), Rect2( 32, 0, 32, 32 ) ]
|
||||
}
|
||||
tracks/5/type = "value"
|
||||
tracks/5/path = NodePath("Sprite:rotation_degrees")
|
||||
tracks/5/interp = 1
|
||||
tracks/5/loop_wrap = true
|
||||
tracks/5/imported = false
|
||||
tracks/5/enabled = true
|
||||
tracks/5/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 0,
|
||||
"values": [ 0.0 ]
|
||||
}
|
||||
|
||||
[sub_resource type="Animation" id=33]
|
||||
resource_name = "walk"
|
||||
length = 0.4
|
||||
loop = true
|
||||
tracks/0/type = "value"
|
||||
tracks/0/path = NodePath("Sprite:region_rect")
|
||||
tracks/0/interp = 1
|
||||
tracks/0/loop_wrap = true
|
||||
tracks/0/imported = false
|
||||
tracks/0/enabled = true
|
||||
tracks/0/keys = {
|
||||
"times": PoolRealArray( 0, 0.1, 0.2, 0.3 ),
|
||||
"transitions": PoolRealArray( 1, 1, 1, 1 ),
|
||||
"update": 1,
|
||||
"values": [ Rect2( 0, 0, 20, 20 ), Rect2( 20, 0, 20, 20 ), Rect2( 40, 0, 20, 20 ), Rect2( 60, 0, 20, 20 ) ]
|
||||
}
|
||||
tracks/1/type = "value"
|
||||
tracks/1/path = NodePath("Sprite:texture")
|
||||
tracks/1/interp = 1
|
||||
tracks/1/loop_wrap = true
|
||||
tracks/1/imported = false
|
||||
tracks/1/enabled = true
|
||||
tracks/1/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 1,
|
||||
"values": [ ExtResource( 2 ) ]
|
||||
}
|
||||
tracks/2/type = "value"
|
||||
tracks/2/path = NodePath("SwordArea/SwordHitBox:disabled")
|
||||
tracks/2/interp = 1
|
||||
tracks/2/loop_wrap = true
|
||||
tracks/2/imported = false
|
||||
tracks/2/enabled = true
|
||||
tracks/2/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 1,
|
||||
"values": [ true ]
|
||||
}
|
||||
tracks/3/type = "value"
|
||||
tracks/3/path = NodePath("SwordSprite:texture")
|
||||
tracks/3/interp = 1
|
||||
tracks/3/loop_wrap = true
|
||||
tracks/3/imported = false
|
||||
tracks/3/enabled = true
|
||||
tracks/3/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 1,
|
||||
"values": [ null ]
|
||||
}
|
||||
tracks/4/type = "value"
|
||||
tracks/4/path = NodePath("Sprite:rotation_degrees")
|
||||
tracks/4/interp = 1
|
||||
tracks/4/loop_wrap = true
|
||||
tracks/4/imported = false
|
||||
tracks/4/enabled = true
|
||||
tracks/4/keys = {
|
||||
"times": PoolRealArray( 0 ),
|
||||
"transitions": PoolRealArray( 1 ),
|
||||
"update": 0,
|
||||
"values": [ 0.0 ]
|
||||
}
|
||||
|
||||
[sub_resource type="RectangleShape2D" id=34]
|
||||
extents = Vector2( 6, 7 )
|
||||
|
||||
[sub_resource type="Curve" id=43]
|
||||
_data = [ Vector2( 0, 1 ), 0.0, -0.0636948, 0, 0, Vector2( 1, 0 ), -3.43886, 0.0, 0, 0 ]
|
||||
|
||||
[node name="Player" type="KinematicBody2D"]
|
||||
collision_layer = 0
|
||||
collision_mask = 7
|
||||
script = ExtResource( 1 )
|
||||
max_fall_speed = 255.0
|
||||
|
||||
[node name="Trail" type="Node" parent="."]
|
||||
|
||||
[node name="Sprite" type="Sprite" parent="."]
|
||||
material = SubResource( 38 )
|
||||
texture = ExtResource( 3 )
|
||||
region_enabled = true
|
||||
region_rect = Rect2( 0, 0, 20, 20 )
|
||||
script = ExtResource( 17 )
|
||||
|
||||
[node name="SwordSprite" type="Sprite" parent="."]
|
||||
material = SubResource( 28 )
|
||||
region_enabled = true
|
||||
region_rect = Rect2( 0, 0, 32, 32 )
|
||||
script = ExtResource( 17 )
|
||||
|
||||
[node name="Area2D" type="Area2D" parent="." groups=["player"]]
|
||||
position = Vector2( 0, 3 )
|
||||
collision_layer = 11
|
||||
collision_mask = 33
|
||||
|
||||
[node name="CollisionShape2D2" type="CollisionShape2D" parent="Area2D"]
|
||||
position = Vector2( 0.5, 2 )
|
||||
shape = SubResource( 6 )
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
||||
position = Vector2( 0.5, 5 )
|
||||
shape = SubResource( 39 )
|
||||
|
||||
[node name="LeftShoe" type="CollisionShape2D" parent="."]
|
||||
position = Vector2( -2, 10 )
|
||||
shape = SubResource( 44 )
|
||||
|
||||
[node name="RightShoe" type="CollisionShape2D" parent="."]
|
||||
position = Vector2( 3, 10 )
|
||||
shape = SubResource( 44 )
|
||||
|
||||
[node name="ClimbRay" type="RayCast2D" parent="."]
|
||||
position = Vector2( 0.5, 10 )
|
||||
enabled = true
|
||||
cast_to = Vector2( 0, -10 )
|
||||
collision_mask = 64
|
||||
collide_with_areas = true
|
||||
collide_with_bodies = false
|
||||
|
||||
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
|
||||
anims/climb = SubResource( 29 )
|
||||
anims/doublejump = SubResource( 35 )
|
||||
"anims/enter hatch" = SubResource( 45 )
|
||||
anims/idle = SubResource( 30 )
|
||||
anims/jump = SubResource( 31 )
|
||||
"anims/shoot air" = SubResource( 37 )
|
||||
"anims/shoot grounded" = SubResource( 36 )
|
||||
anims/stab = SubResource( 32 )
|
||||
anims/walk = SubResource( 33 )
|
||||
|
||||
[node name="SwordArea" type="Area2D" parent="." groups=["sword"]]
|
||||
visible = false
|
||||
|
||||
[node name="SwordHitBox" type="CollisionShape2D" parent="SwordArea"]
|
||||
position = Vector2( 0, 3 )
|
||||
shape = SubResource( 34 )
|
||||
disabled = true
|
||||
|
||||
[node name="DeathSplatter" parent="." instance=ExtResource( 15 )]
|
||||
|
||||
[node name="DustParticles" type="CPUParticles2D" parent="."]
|
||||
position = Vector2( 0, 12 )
|
||||
z_index = 1
|
||||
emitting = false
|
||||
amount = 5
|
||||
lifetime = 0.3
|
||||
one_shot = true
|
||||
explosiveness = 0.9
|
||||
fract_delta = false
|
||||
local_coords = false
|
||||
texture = ExtResource( 16 )
|
||||
emission_shape = 2
|
||||
emission_rect_extents = Vector2( 5, 0 )
|
||||
direction = Vector2( 0, -1 )
|
||||
spread = 60.0
|
||||
gravity = Vector2( 0, 0 )
|
||||
initial_velocity = 10.0
|
||||
initial_velocity_random = 0.8
|
||||
angle = 720.0
|
||||
angle_random = 1.0
|
||||
scale_amount = 0.25
|
||||
scale_amount_random = 0.5
|
||||
scale_amount_curve = SubResource( 43 )
|
||||
|
||||
[node name="IframeTimer" type="Timer" parent="."]
|
||||
wait_time = 0.5
|
||||
|
||||
[connection signal="body_entered" from="Area2D" to="." method="_on_Area2D_body_entered"]
|
||||
[connection signal="animation_finished" from="AnimationPlayer" to="." method="_on_AnimationPlayer_animation_finished"]
|
||||
[connection signal="area_entered" from="SwordArea" to="." method="_on_SwordArea_area_entered"]
|
||||
[connection signal="timeout" from="IframeTimer" to="." method="_on_IframeTimer_timeout"]
|
|
@ -65,6 +65,7 @@ func _ready() -> void:
|
|||
state_chart.initialize()
|
||||
state_chart.set_guard_property("can_respawn", true)
|
||||
state_chart.set_guard_property("use_iframes", use_iframes)
|
||||
state_chart.set_guard_property("red_feather", false)
|
||||
# state chart debug
|
||||
$StateDebugLayer/StateChartDebug.target = state_chart
|
||||
|
||||
|
@ -90,6 +91,12 @@ func _physics_process(delta: float) -> void:
|
|||
if ladder_detector.is_colliding():
|
||||
state_chart.send_event("ladder_touched")
|
||||
|
||||
#Cheats
|
||||
#CFox mode
|
||||
if Debug.cfox_mode == true:
|
||||
animation_player.play("idle")
|
||||
animation_player.set_speed_scale(0)
|
||||
|
||||
|
||||
# HELPER FUNCTIONS #
|
||||
## spawns an arrow
|
||||
|
|
|
@ -996,6 +996,15 @@ __meta__ = {
|
|||
}
|
||||
initial_state = NodePath("Falling")
|
||||
|
||||
[node name="On Jump If Redfeather" type="Node" parent="StateChart/Root/Movement/Airborne"]
|
||||
script = ExtResource( 10 )
|
||||
__meta__ = {
|
||||
"_editor_description_": "enter double jump state when the jump button is pressed"
|
||||
}
|
||||
to = NodePath("../Jump/NormalJump")
|
||||
event = "jump"
|
||||
guard_expression = "red_feather"
|
||||
|
||||
[node name="On Grounded" type="Node" parent="StateChart/Root/Movement/Airborne"]
|
||||
script = ExtResource( 10 )
|
||||
to = NodePath("../../Grounded")
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue