Coin I guess

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Debugman committed 2026-10-17 02:21:08 -05:00
1 parent dc11398846
commit a73609b86b
31 files changed
+488 -46

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+27 -6
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@@ -1,14 +1,19 @@
extends CharacterBody2D
const SPEED = 380.0
const DASH_SPEED = 600
const FRICTION = 100
const GRAVITY_MULT = 0.8
const JUMP_VELOCITY = -410.0
const DASH_LENGTH = 0.2
var fall_timer = 0.0
var teleport_cooldown = 0
var jumps = 0
var dashes = 1
var dashing = false
var death_threshold = 1000
var coins = 0
@@ -27,6 +32,9 @@ func on_teleport():
$Camera2D.position_smoothing_enabled = true
await get_tree().create_timer(1).timeout
teleport_cooldown = 0
func on_death():
position = %LevelStart.position
func _process(delta: float) -> void:
if Input.is_action_just_pressed("jump"):
@@ -42,20 +50,33 @@ func _process(delta: float) -> void:
#velocity.x = 0
var direction = Input.get_axis("move_left","move_right")
if direction < 0:
$Sprite2D.flip_h = true
elif direction > 0:
$Sprite2D.flip_h = false
if direction:
if Input.is_action_just_pressed("dash"):
dashing = true
velocity = Vector2(
Input.get_axis("dash_left","dash_right"),
Input.get_axis("dash_up","dash_down")
) * DASH_SPEED
await get_tree().create_timer(DASH_LENGTH).timeout
dashing = false
elif direction and !dashing:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
$Sprite2D.play("running")
elif !dashing:
velocity.x = move_toward(velocity.x, 0, FRICTION)
$Sprite2D.play("idle")
#print("PLAYER X POSITION: " + str(position.y))
if position.y >= death_threshold:
print("SLASH KILL")
get_tree().reload_current_scene()
on_death()
fall_timer += 1*delta
if is_on_floor():