Camera limits, key in chest, dark forest tilesetter
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40
Levels/Objects/Chest.gd
Normal file
40
Levels/Objects/Chest.gd
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extends AnimatedSprite
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export(PackedScene) var object_scene: PackedScene = null
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var is_player_inside: bool = false
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var is_opened: bool = false
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var has_key: bool = false
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onready var animation_player: AnimationPlayer = get_node("AnimationPlayer")
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onready var tween: Tween = get_node("Key/Tween")
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func _ready() -> void:
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assert(object_scene!=null)
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animation_player.play("closed")
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$Key/KeySprite.visible = false
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func _input(event: InputEvent) -> void:
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if is_player_inside and not is_opened:
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is_opened = true
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animation_player.play("open")
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_drop_object()
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func _drop_object() -> void:
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#print($Key.position)
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$Key/KeySprite.visible = true
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tween.interpolate_property($Key, "position", Vector2(0,0), Vector2(0, -10), 1.0, Tween.TRANS_QUAD,
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Tween.EASE_OUT)
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tween.start()
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yield(tween, "tween_completed")
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$Key/KeySprite.visible = false
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func _on_Area2D_player_entered(_player: KinematicBody2D) -> void:
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is_player_inside = true
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func _on_Area2D_player_exited(_player: KinematicBody2D) -> void:
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is_player_inside = false
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