Too much stuff
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a58e3fa0c8
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16
KinematicBody2D.gd
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16
KinematicBody2D.gd
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extends KinematicBody2D
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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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27
Skeleton Enemy.gd
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27
Skeleton Enemy.gd
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extends KinematicBody2D
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var speed = 60
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var gravity =500
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const UP = Vector2(0, -1)
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var velocity = Vector2()
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func apply_gravity(delta, modifier = 1):
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velocity.y += gravity * delta * modifier
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func _physics_process(_delta):
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if Globals.player != null:
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if $RayCast2D.get_collider() != null && $RayCast2D.get_collider().has_method("get_type") and $RayCast2D.get_collider().get_type() == "player":
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velocity = Vector2(0, 0)
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elif $RayCast2D2.get_collider() != null && $RayCast2D2.get_collider().has_method("get_type") and $RayCast2D2.get_collider().get_type() == "player":
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velocity = Vector2(0, 0)
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else:
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velocity.x = position.direction_to(Globals.player).normalized().x
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apply_gravity(_delta)
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velocity.x *= speed
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velocity = move_and_slide(velocity, UP)
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if is_on_wall() and is_on_floor():
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velocity.y = -150
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32
Skeleton.gd
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32
Skeleton.gd
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@ -0,0 +1,32 @@
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extends RigidBody2D
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var speed = 45
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var gravity = 500
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const UP = Vector2(0, -1)
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var is_grounded
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var touching_wall = 0
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var velocity = Vector2()
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func apply_gravity(delta, modifier = 1):
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velocity.y += gravity * delta * modifier
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func _physics_process(_delta):
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if Globals.player != null:
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velocity.x = position.direction_to(Globals.player).normalized().x
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apply_gravity(_delta)
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velocity = move_and_slide(velocity * speed)
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if is_on_wall():
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if velocity.x > -1 and velocity.x < 1:
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velocity.x = 0
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var was_on_floor = is_on_floor()
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velocity = move_and_slide(velocity, Vector2.UP)
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if !was_on_floor and is_on_floor():
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emit_signal("grounded_updated", is_on_floor())
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var was_grounded = is_grounded
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is_grounded = is_on_floor()
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if Vector2.ZERO == velocity:
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velocity.y = -10
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28
ai/Skeleton Enemy.tscn
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28
ai/Skeleton Enemy.tscn
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://Skeleton Enemy.gd" type="Script" id=1]
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[ext_resource path="res://art/unknown.png" type="Texture" id=2]
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 5, 7 )
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[node name="Skeleton Enemy" type="KinematicBody2D"]
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collision_layer = 4
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collision_mask = 3
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script = ExtResource( 1 )
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[node name="Sprite" type="Sprite" parent="."]
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texture = ExtResource( 2 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource( 1 )
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[node name="RayCast2D" type="RayCast2D" parent="."]
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enabled = true
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cast_to = Vector2( -80, 0 )
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collision_mask = 3
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[node name="RayCast2D2" type="RayCast2D" parent="."]
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enabled = true
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cast_to = Vector2( 80, 0 )
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collision_mask = 3
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BIN
art/unknown.png
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BIN
art/unknown.png
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Binary file not shown.
After Width: | Height: | Size: 220 B |
34
art/unknown.png.import
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art/unknown.png.import
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/unknown.png-7a4eff0f343d686ce2bdb9afaa03b634.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://art/unknown.png"
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dest_files=[ "res://.import/unknown.png-7a4eff0f343d686ce2bdb9afaa03b634.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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stream=false
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size_limit=0
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detect_3d=false
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svg/scale=1.0
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@ -1,4 +1,4 @@
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[gd_scene load_steps=11 format=2]
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[gd_scene load_steps=10 format=2]
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[ext_resource path="res://script/player.gd" type="Script" id=1]
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[ext_resource path="res://ui/PlayerStats.tscn" type="PackedScene" id=2]
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@ -9,10 +9,6 @@
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[sub_resource type="OccluderPolygon2D" id=1]
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polygon = PoolVector2Array( -7, 0, -7, -2, -6, -2, -6, -3, -5, -3, -5, -5, -6, -5, -6, -10, -7, -10, -7, -12, -6, -12, -6, -19, -4, -19, -4, -18, -3, -18, -3, -17, 1, -17, 1, -16, 3, -16, 3, -15, 4, -15, 4, -14, 5, -14, 5, -13, 6, -13, 6, -12, 7, -12, 7, -10, 6, -10, 6, -9, 5, -9, 5, -8, 6, -8, 6, -4, 5, -4, 5, 0, -7, 0 )
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[sub_resource type="CapsuleShape2D" id=2]
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radius = 6.0
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height = 2.0
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[sub_resource type="Animation" id=3]
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resource_name = "Idle"
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length = 0.8
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position = Vector2( 0, 12 )
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occluder = SubResource( 1 )
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[node name="WorldCollision" type="CollisionShape2D" parent="."]
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visible = false
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position = Vector2( 0, -7 )
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shape = SubResource( 2 )
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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anims/Idle = SubResource( 3 )
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anims/Jumping = SubResource( 4 )
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@ -118,5 +109,8 @@ position = Vector2( 0, -7 )
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[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Hitbox"]
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visible = false
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polygon = PoolVector2Array( -6, -12, -6, -5, -7, -5, -7, -3, -6, -3, -6, 2, -5, 2, -5, 4, -6, 4, -6, 5, -7, 5, -7, 7, 5, 7, 5, 3, 6, 3, 6, -1, 5, -1, 5, -2, 6, -2, 6, -3, 7, -3, 7, -5, 6, -5, 6, -6, 5, -6, 5, -7, 4, -7, 4, -8, 3, -8, 3, -9, 1, -9, 1, -10, -3, -10, -3, -11, -4, -11, -4, -12, -6, -12 )
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polygon = PoolVector2Array( -6, -12, -6, -5, -7, -5, -7, -3, -6, -3, -6, -0.52261, -6, 2, -5, 2, -5, 4, -6, 4, -6, 5, -7, 5, -7, 7, -3.9179, 7, 0.0151539, 7, 5, 7, 5, 5.0024, 5, 3, 6, 3, 6, 0.882053, 6, -1, 5, -1, 5, -2, 6, -2, 6, -3, 7, -3, 7, -5, 6, -5, 6, -6, 5, -6, 5, -7, 4, -7, 4, -8, 3, -8, 3, -9, 1, -9, 1, -10, -3, -10, -3, -11, -4, -11, -4, -12, -6, -12 )
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[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="."]
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polygon = PoolVector2Array( 5, 0, 5, -4, 6, -4, 6, -8, 5, -8, 5, -9, 6, -9, 6, -10, 7, -10, 7, -12, 6, -12, 6, -13, 5, -13, 5, -14, 4, -14, 4, -15, 3, -15, 3, -16, 1, -16, 1, -17, -3, -17, -3, -18, -4, -18, -4, -19, -6, -19, -6, -12, -7, -12, -7, -10, -6, -10, -6, -5, -5, -5, -5, -3, -6, -3, -6, -2, -7, -2, -7, 0 )
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[connection signal="grounded_updated" from="." to="Camera" method="_on_grounded_updated"]
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File diff suppressed because one or more lines are too long
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[gd_scene load_steps=4 format=2]
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[gd_scene load_steps=5 format=2]
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[ext_resource path="res://script/Projectile.gd" type="Script" id=1]
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[ext_resource path="res://art/WhiteProjectile.png" type="Texture" id=2]
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[sub_resource type="CircleShape2D" id=1]
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radius = 4.0
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[sub_resource type="Environment" id=2]
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background_mode = 4
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glow_enabled = true
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glow_intensity = 0.25
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glow_bloom = 0.15
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glow_blend_mode = 0
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glow_hdr_threshold = 3.29
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glow_bicubic_upscale = true
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[node name="WhiteProjectile" type="KinematicBody2D"]
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collision_layer = 8
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collision_mask = 2
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[node name="WhiteProjectile" type="Sprite" parent="."]
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texture = ExtResource( 2 )
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = SubResource( 2 )
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@ -116,19 +116,13 @@ shoot={
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]
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}
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<<<<<<< HEAD
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=======
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[layer_names]
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2d_render/layer_1="Player"
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2d_physics/layer_1="Player"
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2d_render/layer_2="World"
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2d_physics/layer_2="World"
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2d_physics/layer_3="Enemy"
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2d_physics/layer_4="Projectiles"
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>>>>>>> master
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[rendering]
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quality/driver/fallback_to_gles2=true
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environment/default_environment="res://default_env.tres"
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@ -67,4 +67,4 @@ func enter_state(new_state, old_state):
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func exit_state(old_state, new_state):
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pass
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pass
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20
script/Skeleton Enemy.gd
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20
script/Skeleton Enemy.gd
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extends KinematicBody2D
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var speed = 75
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var gravity = 500
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const UP = Vector2(0, -1)
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var velocity = Vector2()
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func apply_gravity(delta, modifier = 1):
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velocity.y += gravity * delta * modifier
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func _physics_process(_delta):
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if Globals.player != null:
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velocity.x = position.direction_to(Globals.player).normalized().x
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apply_gravity(_delta)
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velocity = move_and_slide(velocity * speed)
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if is_on_wall():
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velocity.y = -50
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velocity = move_and_slide(velocity, UP)
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@ -32,6 +32,9 @@ onready var Stats = $Stats
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onready var health = Stats.health setget set_health, get_health
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onready var energy = Stats.energy setget set_energy, get_energy
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func get_type():
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return "player"
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func set_health(value):
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Stats.set_health(value)
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@ -56,7 +59,6 @@ func _physics_process(delta):
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Globals.player = position
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emit_signal("grounded_updated", is_on_floor())
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func handle_move_input():
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input_direction = int(Input.is_action_pressed("right")) - int(Input.is_action_pressed("left"))
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velocity.x = lerp(velocity.x, speed * input_direction, get_movement_weight())
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