update
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@@ -1,41 +1,76 @@
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extends KinematicBody2D
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const ACCELERATION = 1000
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const MAX_SPEED = 120
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const FRICTION = 1000
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export var ACCELERATION: int = 1000
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export var MAX_SPEED: int = 120
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export var FRICTION: int = 1000
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const HEALTH_SLICES: Array = [0, 18, 35, 50, 65, 82, 100]
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var health_index: int = 6
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var hud: CanvasLayer = null
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var velocity: Vector2 = Vector2.ZERO
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var isDash = false
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var counter = 0
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func _physics_process(delta) -> void:
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var input_vector: Vector2 = Vector2.ZERO
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func _physics_process(delta: float) -> void:
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var input_vector: Vector2 = Vector2.ZERO
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input_vector.x = Input.get_action_strength('player_right') - Input.get_action_strength('player_left')
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input_vector.y = Input.get_action_strength('player_down') - Input.get_action_strength('player_up')
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input_vector = input_vector.normalized()
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input_vector.x = Input.get_action_strength('player_right') \
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- Input.get_action_strength('player_left')
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input_vector.y = Input.get_action_strength('player_down') \
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- Input.get_action_strength('player_up')
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input_vector = input_vector.normalized()
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if input_vector != Vector2.ZERO:
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$AnimationTree.set('parameters/Idle/blend_position', input_vector)
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velocity = velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
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else:
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velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
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# if dashing, increase velocity by 4 for one frame
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if Input.is_action_just_pressed("player_dash") and input_vector != Vector2.ZERO and isDash == false:
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velocity = velocity * 4
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isDash = true
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# If the dash was previously pressed, start a counter
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if isDash:
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counter += 1
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# wait time before you can dash again
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if counter > 60:
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counter = 0
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isDash = false
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if input_vector != Vector2.ZERO:
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$AnimationTree.set('parameters/Idle/blend_position', input_vector)
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velocity = velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
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else:
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velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
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velocity = move_and_slide(velocity)
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return
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velocity = move_and_slide(velocity)
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return
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func load_hud(node: CanvasLayer) -> void:
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hud = node
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if hud.connect('add_currency', self, 'add_currency') != OK:
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print('ERROR: HUD "add_currency" signal already connected.')
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hud.update_health(HEALTH_SLICES[health_index])
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hud.update_currency($Inventory.get_currency())
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return
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func add_currency(amount: int) -> void:
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$Inventory.add_currency(amount)
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return
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func _on_Inventory_update_currency(amount: int) -> void:
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hud.update_currency(amount)
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return
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func _on_Hitbox_body_entered(body: Node) -> void:
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if not 'enemies' in body.get_groups():
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return
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if health_index != 0:
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health_index -= 1
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hud.update_health(HEALTH_SLICES[health_index])
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return
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed('screenshot'):
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var img: Image = get_viewport().get_texture().get_data()
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yield(get_tree(), "idle_frame")
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yield(get_tree(), "idle_frame")
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img.flip_y()
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var time: Dictionary = OS.get_datetime_from_unix_time(OS.get_unix_time())
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var time_msecs: int = OS.get_system_time_msecs()
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if img.save_png('user://Screenshot_%d%d%d_%d.png' % [time.year, time.month, time.day, time_msecs]) != OK:
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print('ERROR: Failed saving screenshot.')
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return
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