Level 2 in progress
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a8c9e74d2f
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@ -5,7 +5,7 @@ resource_name = "Skeleton Hit"
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length = 0.1
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length = 0.1
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step = 0.05
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step = 0.05
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tracks/0/type = "value"
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tracks/0/type = "value"
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tracks/0/path = NodePath("../Skeleton Enemy/Skeleton:modulate")
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tracks/0/path = NodePath("Skeleton:modulate")
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tracks/0/interp = 1
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/imported = false
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@ -18,7 +18,8 @@ func _ready():
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func _on_TextureButton_pressed():
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func _on_TextureButton_pressed():
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Player.respawn()
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Player.respawn()
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get_tree().change_scene(Player.current_scene)
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print(Player.current_scene)
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get_tree().change_scene(""+Player.current_scene+"")
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func _on_TextureButton2_pressed():
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func _on_TextureButton2_pressed():
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@ -25,7 +25,7 @@ func _physics_process(_delta):
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if collider != null && collider.has_method("get_type") && collider.get_type() == "player":
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if collider != null && collider.has_method("get_type") && collider.get_type() == "player":
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shoot_fireball(position.direction_to(player_position))
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shoot_fireball(position.direction_to(player_position))
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if dist <= 400:
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if dist <= 200:
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velocity.x = position.direction_to(player_position).normalized().x * speed
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velocity.x = position.direction_to(player_position).normalized().x * speed
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else:
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else:
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velocity = Vector2(0, 0)
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velocity = Vector2(0, 0)
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@ -28,7 +28,7 @@ func _physics_process(_delta):
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velocity.x *= speed
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velocity.x *= speed
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velocity = move_and_slide(velocity, UP)
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velocity = move_and_slide(velocity, UP)
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if dist <= 400:
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if dist <= 200:
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velocity.x = position.direction_to(Player.position).normalized().x
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velocity.x = position.direction_to(Player.position).normalized().x
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else:
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else:
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velocity = Vector2(0, 0)
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velocity = Vector2(0, 0)
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@ -11,7 +11,6 @@ func _ready():
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health = 3
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health = 3
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func _physics_process(delta):
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func _physics_process(delta):
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Player.current_scene = "res://levels/World.tscn"
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if knockback != Vector2.ZERO:
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if knockback != Vector2.ZERO:
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knockback = lerp(knockback, Vector2.ZERO, 0.5)
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knockback = lerp(knockback, Vector2.ZERO, 0.5)
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move_and_slide(-knockback * knockback_amount)
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move_and_slide(-knockback * knockback_amount)
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@ -20,7 +19,7 @@ func _physics_process(delta):
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return
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return
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var player = Player.position
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var player = Player.position
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var distance = global_position.distance_to(player)
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var distance = global_position.distance_to(player)
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if distance <= 400:
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if distance <= 200:
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if player.x > global_position.x:
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if player.x > global_position.x:
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Spr.flip_h = false
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Spr.flip_h = false
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velocity.x = speed
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velocity.x = speed
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File diff suppressed because one or more lines are too long
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@ -9,4 +9,5 @@ func _on_Leap_body_entered(body):
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func _on_Timer_timeout():
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func _on_Timer_timeout():
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Player.respawn()
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Player.respawn()
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Player.current_scene = "res://levels/Campaign/Level 1/Level 1a.tscn"
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get_tree().change_scene("res://levels/Campaign/Level 1/Level 1a.tscn")
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get_tree().change_scene("res://levels/Campaign/Level 1/Level 1a.tscn")
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23
levels/Campaign/Level 2/Area2D.gd
Normal file
23
levels/Campaign/Level 2/Area2D.gd
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@ -0,0 +1,23 @@
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extends Area2D
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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func _on_Area2D_body_entered(body):
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if body.has_method("get_type") and body.get_type() == "player":
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get_tree().change_scene("res://Title/Death Screen'.tscn")
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else:
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print("hi")
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49
levels/Campaign/Level 2/Level 2.tscn
Normal file
49
levels/Campaign/Level 2/Level 2.tscn
Normal file
File diff suppressed because one or more lines are too long
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@ -11,6 +11,7 @@ func _process(delta):
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$Label.text = "F to Open"
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$Label.text = "F to Open"
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if Input.is_action_just_pressed("open"):
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if Input.is_action_just_pressed("open"):
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Player.current_scene = next_scene
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Player.current_scene = next_scene
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print(Player.current_scene)
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get_tree().change_scene(""+next_scene+"")
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get_tree().change_scene(""+next_scene+"")
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else:
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else:
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$Label.text = "Locked"
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$Label.text = "Locked"
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