Merged with daniel-hell-level and modified weapon handling
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@@ -7,10 +7,17 @@ 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 l5_gems: int = 0
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var hud: CanvasLayer = null
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var velocity: Vector2 = Vector2.ZERO
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func _ready() -> void:
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set_weapon_position(Vector2(1, 0))
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return
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func _physics_process(delta: float) -> void:
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var input_vector: Vector2 = Vector2.ZERO
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@@ -23,6 +30,7 @@ func _physics_process(delta: float) -> void:
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if input_vector != Vector2.ZERO:
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$AnimationTree.set('parameters/Idle/blend_position', input_vector)
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velocity = velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
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set_weapon_position(input_vector)
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else:
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velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
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@@ -40,6 +48,29 @@ func load_hud(node: CanvasLayer) -> void:
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return
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func set_weapon_position(pos: Vector2) -> void:
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# facing left
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if pos[0] < 0:
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$Sword.rotation_degrees = -90
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$Javelin.rotation_degrees = -90
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# facing right
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elif pos[0] > 0:
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$Sword.rotation_degrees = 90
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$Javelin.rotation_degrees = 90
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# facing up
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elif pos[1] < 0:
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$Sword.rotation_degrees = 0
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$Javelin.rotation_degrees = 0
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# facing down
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elif pos[1] > 0:
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$Sword.rotation_degrees = 180
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$Javelin.rotation_degrees = 180
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return
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func add_currency(amount: int) -> void:
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$Inventory.add_currency(amount)
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return
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@@ -85,10 +116,16 @@ func _on_hitbox_area_entered(area: Area2D) -> void:
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed('player_attack'):
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if hud.weapon == 'sword':
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$'Sword/Sword Animation'.play('swing')
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elif hud.weapon == 'javelin':
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$'Javelin/Javelin Animation'.play('swing')
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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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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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