forked from team-sg/hero-mark-2
more ms.x work
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e03cede4bb
commit
d9f7eaaede
13 changed files with 225 additions and 20 deletions
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@ -13,19 +13,25 @@ onready var respawn_raycast = $RespawnRaycast
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onready var shard_position = $Position2D
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onready var start_position = position
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onready var blink_timer = $BlinkTimer
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onready var text_anim = $TextAnim
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onready var cop_detector = $CopDetector
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const shard = preload("res://objects/collectibles/shard.tscn")
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const BloodSpray := preload("res://objects/environment/blood/blood_spray.tscn")
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#DIALOGUE
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const here_take_this = preload("res://audio/sounds/msx_here_take_this.wav")
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const come_here = preload("res://audio/sounds/msx_come_here.ogg")
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const help_me = preload("res://audio/sounds/msx_help_me_get_outta_here.ogg")
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const fuck = preload("res://audio/sounds/msx_fuck.ogg")
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const fucking_cop = preload("res://audio/sounds/msx_fucking_cop.ogg")
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const goddammit = preload("res://audio/sounds/msx_goddammit.ogg")
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const motherfucker = preload("res://audio/sounds/msx_motherfucker.ogg")
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const shit = preload("res://audio/sounds/msx_shit.ogg")
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func _ready():
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raycast.add_exception($Hitbox)
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blink_timer.start(rand_range(5.0,7.0))
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func _physics_process(delta):
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print(respawn_raycast.get_collider())
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if is_moving: velocity.x = -50
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#Stop when see something
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if raycast.is_colliding():
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@ -34,14 +40,17 @@ func _physics_process(delta):
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if respawn_raycast.is_colliding():
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#start moving again after respawning when seeing sg
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if raycast.get_collider() != null:
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if first_lead == true: Audio.play_sound(help_me,Audio.ac_voice)
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first_lead = false
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if raycast.get_collider().is_in_group("player_hitbox"): is_moving = true
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if raycast.get_collider().is_in_group("player_hitbox"):
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if first_lead == true:
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Audio.play_sound(help_me,Audio.ac_voice)
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text_anim.play("help me")
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first_lead = false
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is_moving = true
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velocity.y += 128 * delta
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velocity = move_and_slide_with_snap(velocity, Vector2.DOWN, Vector2.UP, true)
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#Anims
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if velocity.x == 0:
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if !anims.get_current_animation() == "give" && !anims.get_current_animation() == "respawn" && !anims.get_current_animation() == "blink" && !anims.get_current_animation() == "come here": anims.play("idle")
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if !anims.get_current_animation() == "give" && !anims.get_current_animation() == "respawn" && !anims.get_current_animation() == "blink" && !anims.get_current_animation() == "come here" && !anims.get_current_animation() == "help me": anims.play("idle")
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else:
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anims.play("walk")
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#Stop at the end of path and give shard
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@ -50,6 +59,9 @@ func _physics_process(delta):
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velocity.x = 0
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if is_holding_shard:
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anims.play("give")
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#Cop detector
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if cop_detector.is_colliding():
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print(cop_detector.get_collider())
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func spawn_shard():
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Audio.play_sound(here_take_this,Audio.ac_voice)
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