New features and plenty of code still in testing. This includes a level select, basic inventory, and a basic HUD.
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59
Player/Player.gd
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59
Player/Player.gd
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extends KinematicBody2D
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const ACCELERATION: int = 1000
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const MAX_SPEED: int = 120
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const FRICTION: int = 1000
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const HEALTH_SLICES: Array = [0, 20, 35, 50, 65, 80, 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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func _physics_process(delta) -> void:
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var input_vector: Vector2 = Vector2.ZERO
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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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$AnimationTree.set('parameters/Idle/blend_position', input_vector)
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velocity = velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
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else:
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velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
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velocity = move_and_slide(velocity)
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return
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func load_hud(node: CanvasLayer) -> void:
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hud = node
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if hud.connect('add_currency', self, 'add_currency') != OK:
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print('ERROR: HUD "add_currency" signal already connected.')
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hud.update_health(HEALTH_SLICES[health_index])
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hud.update_currency($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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