104 lines
2.2 KiB
GDScript
104 lines
2.2 KiB
GDScript
extends CharacterBody2D
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const SPEED = 380.0
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const DASH_SPEED = 600
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const FRICTION = 100
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const GRAVITY_MULT = 0.8
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const JUMP_VELOCITY = -410.0
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const DASH_LENGTH = 0.2
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var fall_timer = 0.0
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var teleport_cooldown = 0
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var jumps = 0
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var dashes = 1
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var dashing = false
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var death_threshold = 1000
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var coins = 0
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func _ready() -> void:
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pass
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func refresh_jump(new_jumps):
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if jumps:
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jumps = new_jumps
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else:
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jumps = 1
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func on_teleport():
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refresh_jump(1)
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teleport_cooldown = 1
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$Camera2D.position_smoothing_enabled = true
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await get_tree().create_timer(1).timeout
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teleport_cooldown = 0
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func on_death():
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position = %LevelStart.position
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func _process(delta: float) -> void:
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if Input.is_action_just_pressed("jump"):
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if is_on_floor():
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velocity.y = JUMP_VELOCITY
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elif !is_on_floor() and jumps >= 1:
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jumps -= 1
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velocity.y = JUMP_VELOCITY
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if Input.is_action_pressed("jump") and is_on_wall_only():
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print("WALL HANGING")
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#velocity.y = 0
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#velocity.x = 0
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var direction = Input.get_axis("move_left","move_right")
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if direction < 0:
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$Sprite2D.flip_h = true
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elif direction > 0:
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$Sprite2D.flip_h = false
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if Input.is_action_just_pressed("dash"):
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dashing = true
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velocity = Vector2(
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Input.get_axis("dash_left","dash_right"),
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Input.get_axis("dash_up","dash_down")
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) * DASH_SPEED
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await get_tree().create_timer(DASH_LENGTH).timeout
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dashing = false
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elif direction and !dashing:
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velocity.x = direction * SPEED
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$Sprite2D.play("running")
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elif !dashing:
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velocity.x = move_toward(velocity.x, 0, FRICTION)
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$Sprite2D.play("idle")
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#print("PLAYER X POSITION: " + str(position.y))
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if position.y >= death_threshold:
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print("SLASH KILL")
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on_death()
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fall_timer += 1*delta
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if is_on_floor():
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fall_timer = 0
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refresh_jump(1)
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#%Player2D.get_node("Camera2D").position_smoothing_speed = %Player2D.CAMERA_SMOOTHING_SPEED
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if is_on_wall():
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refresh_jump(1)
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#%Player2D.get_node("Camera2D").position_smoothing_speed = %Player2D.CAMERA_SMOOTHING_SPEED
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if is_on_ceiling():
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refresh_jump(1)
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if fall_timer > 3:
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pass
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#get_tree().reload_current_scene()
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func _physics_process(delta: float) -> void:
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if not is_on_floor():
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velocity += (get_gravity() * GRAVITY_MULT) * delta
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move_and_slide()
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