forked from team-sg/hero-mark-2
they say i'm the best at handling balls
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7 changed files with 137 additions and 0 deletions
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@ -117,6 +117,9 @@ func _enter_code():
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"MACOSX":
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var player = get_tree().get_nodes_in_group("player").pop_back()
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if player != null: Game.instance_node(load("res://objects/environment/beach_ball/beach_ball.tscn"),player.global_position.x,player.global_position.y - 8,Game.get_map())
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"CANYOUDUNK":
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var player = get_tree().get_nodes_in_group("player").pop_back()
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if player != null: Game.instance_node(preload("res://objects/environment/zball/zball.tscn"),player.global_position.x,player.global_position.y - 18.0,Game.get_map())
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"YUMMY":
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var player = get_tree().get_nodes_in_group("player").pop_back()
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if player != null:
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BIN
graphics/secret/zball.png
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BIN
graphics/secret/zball.png
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After Width: | Height: | Size: 656 B |
35
graphics/secret/zball.png.import
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35
graphics/secret/zball.png.import
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@ -0,0 +1,35 @@
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/zball.png-766d895c88e3cffc348d3ca2bc047df8.stex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://graphics/secret/zball.png"
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dest_files=[ "res://.import/zball.png-766d895c88e3cffc348d3ca2bc047df8.stex" ]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=false
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flags/mipmaps=false
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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process/normal_map_invert_y=false
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stream=false
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size_limit=0
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detect_3d=true
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svg/scale=1.0
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BIN
graphics/secret/zball_glow.png
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BIN
graphics/secret/zball_glow.png
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After Width: | Height: | Size: 643 B |
35
graphics/secret/zball_glow.png.import
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graphics/secret/zball_glow.png.import
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@ -0,0 +1,35 @@
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/zball_glow.png-a903baaaddcbe84df17501813dffd3fd.stex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://graphics/secret/zball_glow.png"
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dest_files=[ "res://.import/zball_glow.png-a903baaaddcbe84df17501813dffd3fd.stex" ]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=false
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flags/mipmaps=false
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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process/normal_map_invert_y=false
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stream=false
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size_limit=0
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detect_3d=true
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svg/scale=1.0
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27
objects/environment/zball/zball.gd
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27
objects/environment/zball/zball.gd
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@ -0,0 +1,27 @@
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extends RigidBody2D
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export var max_glow: float = 5.0
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onready var glow: Light2D = $Glow
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func _on_Hurtbox_area_entered(area: Area2D) -> void:
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if area.is_in_group("enemy_hitbox"):
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var target = area.get_parent()
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target.die()
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func _physics_process(delta: float) -> void:
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var speed: float = inverse_lerp(0.0, 250.0, linear_velocity.length())
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print(speed)
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glow.energy = lerp(0.0, max_glow, speed)
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func _on_body_entered(body: Node) -> void:
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pass
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# if glow.energy < max_glow:
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# pass
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# glow.energy += glow_increase
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# smoke_particles.amount += 1
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37
objects/environment/zball/zball.tscn
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37
objects/environment/zball/zball.tscn
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@ -0,0 +1,37 @@
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[gd_scene load_steps=6 format=2]
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[ext_resource path="res://objects/environment/zball/zball.gd" type="Script" id=1]
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[ext_resource path="res://graphics/secret/zball.png" type="Texture" id=2]
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[ext_resource path="res://graphics/secret/zball_glow.png" type="Texture" id=3]
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[sub_resource type="PhysicsMaterial" id=2]
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bounce = 0.75
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[sub_resource type="CircleShape2D" id=1]
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radius = 4.0
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[node name="ZBall" type="RigidBody2D"]
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mass = 5.0
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physics_material_override = SubResource( 2 )
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script = ExtResource( 1 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource( 1 )
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[node name="Sprite" type="Sprite" parent="."]
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light_mask = 9
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texture = ExtResource( 2 )
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[node name="Glow" type="Light2D" parent="."]
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texture = ExtResource( 3 )
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energy = 5.0
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range_item_cull_mask = 8
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[node name="Hurtbox" type="Area2D" parent="."]
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collision_mask = 5
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Hurtbox"]
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shape = SubResource( 1 )
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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[connection signal="area_entered" from="Hurtbox" to="." method="_on_Hurtbox_area_entered"]
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