Added win condition for level 1 and added boss fight for level 5

This commit is contained in:
VoidTwo
2021-12-10 14:23:23 -06:00
parent 3c880d1566
commit e5aafa6cd0
74 changed files with 791 additions and 1300 deletions

View File

@@ -16,9 +16,7 @@ height = 2.0
[sub_resource type="CircleShape2D" id=3] [sub_resource type="CircleShape2D" id=3]
radius = 50.0 radius = 50.0
[node name="Chasing Glowing Ghost" type="KinematicBody2D" groups=[ [node name="Chasing Glowing Ghost" type="KinematicBody2D" groups=["enemy"]]
"enemy",
]]
light_mask = 0 light_mask = 0
collision_layer = 4 collision_layer = 4
collision_mask = 5 collision_mask = 5
@@ -36,9 +34,7 @@ light_mask = 0
rotation = 1.5708 rotation = 1.5708
shape = SubResource( 1 ) shape = SubResource( 1 )
[node name="Hitbox" type="Area2D" parent="." groups=[ [node name="Hitbox" type="Area2D" parent="." groups=["enemy_hitbox_1"]]
"enemy_hitbox_1",
]]
light_mask = 0 light_mask = 0
collision_layer = 4 collision_layer = 4
collision_mask = 2 collision_mask = 2
@@ -51,10 +47,10 @@ shape = SubResource( 2 )
[node name="Player Detector" type="Area2D" parent="."] [node name="Player Detector" type="Area2D" parent="."]
light_mask = 0 light_mask = 0
input_pickable = false
monitorable = false
collision_layer = 0 collision_layer = 0
collision_mask = 2 collision_mask = 2
input_pickable = false
monitorable = false
[node name="CollisionShape2D" type="CollisionShape2D" parent="Player Detector"] [node name="CollisionShape2D" type="CollisionShape2D" parent="Player Detector"]
visible = false visible = false

View File

@@ -1,5 +1,6 @@
extends KinematicBody2D extends KinematicBody2D
signal death
# Declare member variables here. Examples: # Declare member variables here. Examples:
# var a = 2 # var a = 2
# var b = "text" # var b = "text"
@@ -55,7 +56,7 @@ func _on_Star_detect_body_entered(body_star):
#print("timer start") #print("timer start")
func _on_Star_detect_body_exited(_body): func _on_Star_detect_body_exited(_body):
#if _body.name == 'Star': #if _body.name == 'Star':
#print("obstacle exited") #print("obstacle exited")
#if _body.name == 'Obstacle': #if _body.name == 'Obstacle':
#obstacle = null #obstacle = null
@@ -74,5 +75,6 @@ func _on_Hitbox_area_entered(area: Area2D):
health -= 2 health -= 2
if health <= 0: if health <= 0:
emit_signal('death')
call_deferred('queue_free') call_deferred('queue_free')
return return

78
Enemies/Eyeball Boss.gd Normal file
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@@ -0,0 +1,78 @@
extends StaticBody2D
signal death
export var glowing_blue_fireball: PackedScene
var player: KinematicBody2D = null
var health: int = 12
var center: Vector2
var center_x: float
var shoot_y: int
var rng: RandomNumberGenerator = RandomNumberGenerator.new()
func _ready() -> void:
center = $Sprite.global_position
center_x = center.x
shoot_y = int(center.y) + 1
rng.randomize()
return
func _on_shoot_timeout() -> void:
if player:
var shoot_directions: Array = [
Vector2(center_x + rng.randf_range(-1, 1), shoot_y),
Vector2(center_x + rng.randf_range(-1, 1), shoot_y),
Vector2(center_x + rng.randf_range(-1, 1), shoot_y),
Vector2(center_x + rng.randf_range(-1, 1), shoot_y),
Vector2(center_x + rng.randf_range(-1, 1), shoot_y)]
for itr in shoot_directions:
var projectile: Node = glowing_blue_fireball.instance()
projectile.init(center, itr)
get_tree().get_current_scene().get_node('Projectiles').add_child(projectile)
$'Flash Timer'.start()
$Flash.set_visible(true)
return
func _on_flash_timer_timeout() -> void:
$Flash.set_visible(false)
return
func _on_hit_timeout() -> void:
$Sprite.self_modulate = Color(1, 1, 1)
return
func _on_hitbox_area_entered(area: Area2D) -> void:
if area.is_in_group('player_weapon_1'):
health -= 1
$Sprite.self_modulate = Color(1, 0, 0)
$Hit.start()
elif area.is_in_group('player_weapon_2'):
health -= 2
$Sprite.self_modulate = Color(1, 0, 0)
$Hit.start()
if health <= 0:
emit_signal('death')
call_deferred('queue_free')
return
func _on_player_detector_body_entered(body: Node) -> void:
if body.is_in_group('player'):
player = body
return
func _on_player_detector_body_exited(body: Node) -> void:
if body.is_in_group('player'):
player = null
return

127
Enemies/Eyeball Boss.tscn Normal file
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@@ -0,0 +1,127 @@
[gd_scene load_steps=17 format=2]
[ext_resource path="res://Sprites/Enemies/Eyeball_Boss_Spritesheet.png" type="Texture" id=1]
[ext_resource path="res://Enemies/Eyeball Boss.gd" type="Script" id=2]
[ext_resource path="res://Sprites/Assets/Light.png" type="Texture" id=3]
[ext_resource path="res://Enemies/Projectiles/Glowing Blue Fireball.tscn" type="PackedScene" id=4]
[sub_resource type="AtlasTexture" id=1]
atlas = ExtResource( 1 )
region = Rect2( 0, 0, 32, 32 )
[sub_resource type="AtlasTexture" id=2]
atlas = ExtResource( 1 )
region = Rect2( 32, 0, 32, 32 )
[sub_resource type="AtlasTexture" id=3]
atlas = ExtResource( 1 )
region = Rect2( 64, 0, 32, 32 )
[sub_resource type="AtlasTexture" id=4]
atlas = ExtResource( 1 )
region = Rect2( 96, 0, 32, 32 )
[sub_resource type="AtlasTexture" id=5]
atlas = ExtResource( 1 )
region = Rect2( 128, 0, 32, 32 )
[sub_resource type="AtlasTexture" id=6]
atlas = ExtResource( 1 )
region = Rect2( 160, 0, 32, 32 )
[sub_resource type="AtlasTexture" id=7]
atlas = ExtResource( 1 )
region = Rect2( 192, 0, 32, 32 )
[sub_resource type="AtlasTexture" id=8]
atlas = ExtResource( 1 )
region = Rect2( 224, 0, 32, 32 )
[sub_resource type="SpriteFrames" id=9]
animations = [ {
"frames": [ SubResource( 1 ), SubResource( 2 ), SubResource( 3 ), SubResource( 4 ), SubResource( 5 ), SubResource( 6 ), SubResource( 7 ), SubResource( 8 ) ],
"loop": true,
"name": "idle",
"speed": 5.0
} ]
[sub_resource type="CircleShape2D" id=10]
radius = 15.0
[sub_resource type="CircleShape2D" id=12]
radius = 17.0
[sub_resource type="CircleShape2D" id=11]
radius = 200.0
[node name="Eyeball Boss" type="StaticBody2D"]
light_mask = 0
collision_mask = 0
script = ExtResource( 2 )
glowing_blue_fireball = ExtResource( 4 )
[node name="Sprite" type="AnimatedSprite" parent="."]
self_modulate = Color( 0.705882, 0.705882, 0.705882, 1 )
frames = SubResource( 9 )
animation = "idle"
frame = 2
playing = true
[node name="Collision" type="CollisionShape2D" parent="."]
visible = false
light_mask = 0
shape = SubResource( 10 )
[node name="Hitbox" type="Area2D" parent="." groups=["enemy_hitbox_2"]]
light_mask = 0
collision_layer = 4
collision_mask = 2
input_pickable = false
[node name="CollisionShape2D" type="CollisionShape2D" parent="Hitbox"]
visible = false
light_mask = 0
shape = SubResource( 12 )
[node name="Player Detector" type="Area2D" parent="."]
light_mask = 0
collision_layer = 0
collision_mask = 2
input_pickable = false
monitorable = false
[node name="CollisionShape2D" type="CollisionShape2D" parent="Player Detector"]
visible = false
light_mask = 0
shape = SubResource( 11 )
[node name="Light" type="Light2D" parent="."]
texture = ExtResource( 3 )
texture_scale = 0.8
[node name="Flash" type="Light2D" parent="."]
visible = false
position = Vector2( 0, 8 )
texture = ExtResource( 3 )
texture_scale = 0.2
color = Color( 0, 0.952941, 1, 1 )
shadow_item_cull_mask = 0
[node name="Shoot" type="Timer" parent="."]
wait_time = 1.5
autostart = true
[node name="Flash Timer" type="Timer" parent="."]
wait_time = 0.1
one_shot = true
[node name="Hit" type="Timer" parent="."]
wait_time = 0.1
one_shot = true
[connection signal="area_entered" from="Hitbox" to="." method="_on_hitbox_area_entered"]
[connection signal="body_entered" from="Player Detector" to="." method="_on_player_detector_body_entered"]
[connection signal="body_exited" from="Player Detector" to="." method="_on_player_detector_body_exited"]
[connection signal="timeout" from="Shoot" to="." method="_on_shoot_timeout"]
[connection signal="timeout" from="Flash Timer" to="." method="_on_flash_timer_timeout"]
[connection signal="timeout" from="Hit" to="." method="_on_hit_timeout"]

View File

@@ -10,49 +10,49 @@ var counter: int = 0
func _physics_process(_delta: float) -> void: func _physics_process(_delta: float) -> void:
velocity = Vector2.ZERO velocity = Vector2.ZERO
if player and position.distance_to(player.position) > 1: if player and position.distance_to(player.position) > 1:
velocity = position.direction_to(player.position).normalized() * SPEED velocity = position.direction_to(player.position).normalized() * SPEED
if hit == true: if hit == true:
if counter < 15: if counter < 15:
if counter % 5 == 0: if counter % 5 == 0:
$AnimatedSprite.visible = false $AnimatedSprite.visible = false
else: else:
$AnimatedSprite.visible = true $AnimatedSprite.visible = true
counter += 1 counter += 1
velocity = Vector2.ZERO velocity = Vector2.ZERO
else: else:
counter = 0 counter = 0
hit = false hit = false
velocity = move_and_slide(velocity) velocity = move_and_slide(velocity)
return return
func _on_player_detector_body_entered(body: Node) -> void: func _on_player_detector_body_entered(body: Node) -> void:
if body.is_in_group('player'): if body.is_in_group('player'):
player = body player = body
return return
func _on_player_detector_body_exited(body: Node) -> void: func _on_player_detector_body_exited(body: Node) -> void:
if body.is_in_group('player'): if body.is_in_group('player'):
player = null player = null
return return
func _on_hitbox_area_entered(area: Area2D) -> void: func _on_hitbox_area_entered(area: Area2D) -> void:
if area.is_in_group('player_weapon_1'): if area.is_in_group('player_weapon_1'):
health -= 1 health -= 1
hit = true hit = true
elif area.is_in_group('player_weapon_2'): elif area.is_in_group('player_weapon_2'):
health -= 2 health -= 2
hit = true hit = true
if health <= 0: if health <= 0:
call_deferred('queue_free') call_deferred('queue_free')
return return

View File

@@ -20,7 +20,7 @@ func _ready() -> void:
func _physics_process(delta): func _physics_process(delta):
velocity = Vector2.ZERO velocity = Vector2.ZERO
if player and position.distance_to(player.position) > 1: if player and position.distance_to(player.position) > 1:
velocity = position.direction_to(player.position).normalized() * SPEED velocity = position.direction_to(player.position).normalized() * SPEED
velocity = move_and_slide(velocity) velocity = move_and_slide(velocity)
@@ -34,7 +34,7 @@ func _on_Area2D_body_entered(body):
self.visible = true self.visible = true
$AnimatedSprite.play("appear") $AnimatedSprite.play("appear")
counter = 1 counter = 1
func _on_AnimatedSprite_animation_finished(): func _on_AnimatedSprite_animation_finished():

View File

@@ -6,7 +6,7 @@
[ext_resource path="res://Sprites/Assets/ghost-vanish.png" type="Texture" id=4] [ext_resource path="res://Sprites/Assets/ghost-vanish.png" type="Texture" id=4]
[ext_resource path="res://Enemies/Ghost_Enemy.gd" type="Script" id=5] [ext_resource path="res://Enemies/Ghost_Enemy.gd" type="Script" id=5]
[ext_resource path="res://Enemies/Projectiles/Fireball.tscn" type="PackedScene" id=6] [ext_resource path="res://Enemies/Projectiles/Fireball.tscn" type="PackedScene" id=6]
[ext_resource path="res://Sprites/Assets/fire_column_medium_14.png" type="Texture" id=7] [ext_resource path="res://Sprites/Levels/Environment/Fire_Column_Medium_14.png" type="Texture" id=7]
[sub_resource type="AtlasTexture" id=1] [sub_resource type="AtlasTexture" id=1]
atlas = ExtResource( 2 ) atlas = ExtResource( 2 )

View File

@@ -10,65 +10,65 @@ var counter: int = 0
func _physics_process(_delta: float) -> void: func _physics_process(_delta: float) -> void:
velocity = Vector2.ZERO velocity = Vector2.ZERO
if player and position.distance_to(player.position) > 1: if player and position.distance_to(player.position) > 1:
velocity = position.direction_to(player.position).normalized() * SPEED velocity = position.direction_to(player.position).normalized() * SPEED
var angle = position.angle_to_point(player.position) var angle = position.angle_to_point(player.position)
if abs(angle) > PI/2: if abs(angle) > PI/2:
$AnimatedSprite1.scale.x = -0.563 $AnimatedSprite1.scale.x = -0.563
else: else:
$AnimatedSprite1.scale.x = 0.563 $AnimatedSprite1.scale.x = 0.563
if hit == true: if hit == true:
if counter < 15: if counter < 15:
if counter % 5 == 0: if counter % 5 == 0:
$AnimatedSprite1.visible = false $AnimatedSprite1.visible = false
else: else:
$AnimatedSprite1.visible = true $AnimatedSprite1.visible = true
counter += 1 counter += 1
velocity = Vector2.ZERO velocity = Vector2.ZERO
else: else:
counter = 0 counter = 0
hit = false hit = false
velocity = move_and_slide(velocity) velocity = move_and_slide(velocity)
return return
func _on_player_detector_body_entered(body: Node) -> void: func _on_player_detector_body_entered(body: Node) -> void:
if body.is_in_group('player'): if body.is_in_group('player'):
player = body player = body
$AnimatedSprite1.animation = 'Running' $AnimatedSprite1.animation = 'Running'
return return
func _on_player_detector_body_exited(body: Node) -> void: func _on_player_detector_body_exited(body: Node) -> void:
if body.is_in_group('player'): if body.is_in_group('player'):
player = null player = null
$AnimatedSprite1.animation = 'Idle' $AnimatedSprite1.animation = 'Idle'
return return
func _on_hitbox_area_entered(area: Area2D) -> void: func _on_hitbox_area_entered(area: Area2D) -> void:
if area.is_in_group('player_weapon_1'): if area.is_in_group('player_weapon_1'):
health -= 1 health -= 1
hit = true hit = true
elif area.is_in_group('player_weapon_2'): elif area.is_in_group('player_weapon_2'):
health -= 2 health -= 2
hit = true hit = true
if health <= 0: if health <= 0:
call_deferred('queue_free') call_deferred('queue_free')
return return
func _on_Player_Detector__Attack_body_entered(body: Node) -> void: func _on_Player_Detector__Attack_body_entered(body: Node) -> void:
if body.is_in_group('player'): if body.is_in_group('player'):
player = body player = body
$AnimatedSprite1.animation = 'Jump' $AnimatedSprite1.animation = 'Jump'
func _on_Player_Detector__Attack_body_exited(body: Node) -> void: func _on_Player_Detector__Attack_body_exited(body: Node) -> void:
if body.is_in_group('player'): if body.is_in_group('player'):
player = body player = body
$AnimatedSprite1.animation = 'Running' $AnimatedSprite1.animation = 'Running'

View File

@@ -23,6 +23,6 @@ func _physics_process(delta: float) -> void:
return return
func _on_tifetime_timeout() -> void: func _on_lifetime_timeout() -> void:
call_deferred('queue_free') call_deferred('queue_free')
return return

View File

@@ -7,15 +7,13 @@
[sub_resource type="CircleShape2D" id=1] [sub_resource type="CircleShape2D" id=1]
radius = 12.0 radius = 12.0
[node name="Creepy Hand" type="Area2D" groups=[ [node name="Creepy Hand" type="Area2D" groups=["enemy_projectile_1"]]
"enemy_projectile_1",
]]
light_mask = 0 light_mask = 0
scale = Vector2( 0.5, 0.5 ) scale = Vector2( 0.5, 0.5 )
input_pickable = false
monitoring = false
collision_layer = 0 collision_layer = 0
collision_mask = 2 collision_mask = 2
input_pickable = false
monitoring = false
script = ExtResource( 3 ) script = ExtResource( 3 )
[node name="Sprite" type="Sprite" parent="."] [node name="Sprite" type="Sprite" parent="."]
@@ -40,4 +38,4 @@ wait_time = 2.0
one_shot = true one_shot = true
autostart = true autostart = true
[connection signal="timeout" from="Lifetime" to="." method="_on_tifetime_timeout"] [connection signal="timeout" from="Lifetime" to="." method="_on_lifetime_timeout"]

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@@ -0,0 +1,21 @@
extends Area2D
const SPEED: int = 60
var velocity: Vector2 = Vector2.ZERO
func init(spawn_position: Vector2, shoot_position: Vector2) -> void:
position = spawn_position
velocity = position.direction_to(shoot_position).normalized() * SPEED
return
func _physics_process(delta: float) -> void:
position += velocity * delta
return
func _on_lifetime_timeout() -> void:
call_deferred('queue_free')
return

View File

@@ -0,0 +1,40 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://Sprites/Assets/Light.png" type="Texture" id=1]
[ext_resource path="res://Sprites/Enemies/Projectiles/Glowing_Blue_Fireball.png" type="Texture" id=2]
[ext_resource path="res://Enemies/Projectiles/Glowing Blue Fireball.gd" type="Script" id=3]
[sub_resource type="CircleShape2D" id=1]
radius = 12.0
[node name="Glowing Blue Fireball" type="Area2D" groups=["enemy_projectile_1"]]
light_mask = 0
scale = Vector2( 0.5, 0.5 )
collision_layer = 0
collision_mask = 2
input_pickable = false
monitoring = false
script = ExtResource( 3 )
[node name="Sprite" type="Sprite" parent="."]
texture = ExtResource( 2 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
visible = false
light_mask = 0
shape = SubResource( 1 )
[node name="Light" type="Light2D" parent="."]
texture = ExtResource( 1 )
texture_scale = 0.3
color = Color( 0.211765, 0.964706, 0.984314, 1 )
energy = 1.5
range_item_cull_mask = 15
shadow_item_cull_mask = 0
[node name="Lifetime" type="Timer" parent="."]
wait_time = 3.0
one_shot = true
autostart = true
[connection signal="timeout" from="Lifetime" to="." method="_on_lifetime_timeout"]

View File

@@ -16,6 +16,6 @@ func _physics_process(delta: float) -> void:
return return
func _on_tifetime_timeout() -> void: func _on_lifetime_timeout() -> void:
call_deferred('queue_free') call_deferred('queue_free')
return return

View File

@@ -37,4 +37,4 @@ wait_time = 1.5
one_shot = true one_shot = true
autostart = true autostart = true
[connection signal="timeout" from="Lifetime" to="." method="_on_tifetime_timeout"] [connection signal="timeout" from="Lifetime" to="." method="_on_lifetime_timeout"]

View File

@@ -5,76 +5,76 @@ var weapon = "sword"
func _on_Add_Currency_pressed() -> void: func _on_Add_Currency_pressed() -> void:
emit_signal('add_currency', 1) emit_signal('add_currency', 1)
return return
func update_currency(amount: int) -> void: func update_currency(amount: int) -> void:
$Currency.set_text(String(amount)) $Currency.set_text(String(amount))
return return
func update_health(value: int) -> void: func update_health(value: int) -> void:
$'Health Bar'.value = value $'Health Bar'.value = value
return return
func _on_weapon_slot_pressed() -> void: func _on_weapon_slot_pressed() -> void:
$'Weapon Selection'.set_visible(not $'Weapon Selection'.visible) $'Weapon Selection'.set_visible(not $'Weapon Selection'.visible)
return return
func _on_select_bow_pressed() -> void: func _on_select_bow_pressed() -> void:
$'Weapon Selection/Bow'.set_visible(false) $'Weapon Selection/Bow'.set_visible(false)
$'Equipped Weapon/Weapon'.set_normal_texture( $'Equipped Weapon/Weapon'.set_normal_texture(
$'Weapon Selection/Bow/Weapon'.get_normal_texture()) $'Weapon Selection/Bow/Weapon'.get_normal_texture())
$'Weapon Selection/Javelin'.set_visible(true) $'Weapon Selection/Javelin'.set_visible(true)
$'Weapon Selection/Staff'.set_visible(true) $'Weapon Selection/Staff'.set_visible(true)
$'Weapon Selection/Sword'.set_visible(true) $'Weapon Selection/Sword'.set_visible(true)
$'Weapon Selection'.set_visible(false) $'Weapon Selection'.set_visible(false)
weapon = "bow" weapon = "bow"
return return
func _on_select_javelin_pressed() -> void: func _on_select_javelin_pressed() -> void:
$'Weapon Selection/Javelin'.set_visible(false) $'Weapon Selection/Javelin'.set_visible(false)
$'Equipped Weapon/Weapon'.set_normal_texture( $'Equipped Weapon/Weapon'.set_normal_texture(
$'Weapon Selection/Javelin/Weapon'.get_normal_texture()) $'Weapon Selection/Javelin/Weapon'.get_normal_texture())
$'Weapon Selection/Bow'.set_visible(true) $'Weapon Selection/Bow'.set_visible(true)
$'Weapon Selection/Staff'.set_visible(true) $'Weapon Selection/Staff'.set_visible(true)
$'Weapon Selection/Sword'.set_visible(true) $'Weapon Selection/Sword'.set_visible(true)
$'Weapon Selection'.set_visible(false) $'Weapon Selection'.set_visible(false)
weapon = "javelin" weapon = "javelin"
return return
func _on_select_staff_pressed() -> void: func _on_select_staff_pressed() -> void:
$'Weapon Selection/Staff'.set_visible(false) $'Weapon Selection/Staff'.set_visible(false)
$'Equipped Weapon/Weapon'.set_normal_texture( $'Equipped Weapon/Weapon'.set_normal_texture(
$'Weapon Selection/Staff/Weapon'.get_normal_texture()) $'Weapon Selection/Staff/Weapon'.get_normal_texture())
$'Weapon Selection/Bow'.set_visible(true) $'Weapon Selection/Bow'.set_visible(true)
$'Weapon Selection/Javelin'.set_visible(true) $'Weapon Selection/Javelin'.set_visible(true)
$'Weapon Selection/Sword'.set_visible(true) $'Weapon Selection/Sword'.set_visible(true)
$'Weapon Selection'.set_visible(false) $'Weapon Selection'.set_visible(false)
weapon = "staff" weapon = "staff"
return return
func _on_select_sword_pressed() -> void: func _on_select_sword_pressed() -> void:
$'Weapon Selection/Sword'.set_visible(false) $'Weapon Selection/Sword'.set_visible(false)
$'Equipped Weapon/Weapon'.set_normal_texture( $'Equipped Weapon/Weapon'.set_normal_texture(
$'Weapon Selection/Sword/Weapon'.get_normal_texture()) $'Weapon Selection/Sword/Weapon'.get_normal_texture())
$'Weapon Selection/Bow'.set_visible(true) $'Weapon Selection/Bow'.set_visible(true)
$'Weapon Selection/Javelin'.set_visible(true) $'Weapon Selection/Javelin'.set_visible(true)
$'Weapon Selection/Staff'.set_visible(true) $'Weapon Selection/Staff'.set_visible(true)
$'Weapon Selection'.set_visible(false) $'Weapon Selection'.set_visible(false)
weapon = "sword" weapon = "sword"
return return

View File

@@ -4,36 +4,36 @@ signal complete(option)
func _on_new_game_button_pressed() -> void: func _on_new_game_button_pressed() -> void:
emit_signal('complete', 'new game') emit_signal('complete', 'new game')
return return
func _on_quit_button_pressed() -> void: func _on_quit_button_pressed() -> void:
get_tree().quit() get_tree().quit()
return return
func _on_continue_button_mouse_entered() -> void: func _on_continue_button_mouse_entered() -> void:
if not $'Menu/Menu Elements/Menu Options/Continue/Continue Button'.disabled: if not $'Menu/Menu Elements/Menu Options/Continue/Continue Button'.disabled:
$'Menu Button Hover'.play(0.0) $'Menu Button Hover'.play(0.0)
return return
func _on_new_game_button_mouse_entered() -> void: func _on_new_game_button_mouse_entered() -> void:
$'Menu Button Hover'.play(0.0) $'Menu Button Hover'.play(0.0)
return return
func _on_settings_button_mouse_entered() -> void: func _on_settings_button_mouse_entered() -> void:
$'Menu Button Hover'.play(0.0) $'Menu Button Hover'.play(0.0)
return return
func _on_credits_button_mouse_entered() -> void: func _on_credits_button_mouse_entered() -> void:
$'Menu Button Hover'.play(0.0) $'Menu Button Hover'.play(0.0)
return return
func _on_quit_button_mouse_entered() -> void: func _on_quit_button_mouse_entered() -> void:
$'Menu Button Hover'.play(0.0) $'Menu Button Hover'.play(0.0)
return return

View File

@@ -4,26 +4,26 @@ signal complete
func _ready() -> void: func _ready() -> void:
# Fade in # Fade in
if not $Tween.interpolate_property(self, 'self_modulate:a', 0, 1, 3, Tween.TRANS_LINEAR, Tween.EASE_IN): if not $Tween.interpolate_property(self, 'self_modulate:a', 0, 1, 3, Tween.TRANS_LINEAR, Tween.EASE_IN):
print('ERROR: Splash Screen fade in animation has errors.') print('ERROR: Splash Screen fade in animation has errors.')
if not $Tween.start(): if not $Tween.start():
print('ERROR: Splash Screen fade in animation failed to start.') print('ERROR: Splash Screen fade in animation failed to start.')
yield($Tween, 'tween_completed') # Wait for fade in to complete yield($Tween, 'tween_completed') # Wait for fade in to complete
# Fade out # Fade out
if not $Tween.interpolate_property(self, 'self_modulate:a', 1, 0, 3, Tween.TRANS_LINEAR, Tween.EASE_OUT, 2): if not $Tween.interpolate_property(self, 'self_modulate:a', 1, 0, 3, Tween.TRANS_LINEAR, Tween.EASE_OUT, 2):
print('ERROR: Splash Screen fade out animation has errors.') print('ERROR: Splash Screen fade out animation has errors.')
if not $Tween.start(): if not $Tween.start():
print('ERROR: Splash Screen fade out animation failed to start.') print('ERROR: Splash Screen fade out animation failed to start.')
yield($Tween, 'tween_completed') # Wait for fade out to complete yield($Tween, 'tween_completed') # Wait for fade out to complete
emit_signal('complete') emit_signal('complete')
return return
func _input(event: InputEvent) -> void: func _input(event: InputEvent) -> void:
if event.is_action_pressed('ui_accept'): if event.is_action_pressed('ui_accept'):
emit_signal('complete') emit_signal('complete')
return return

View File

@@ -0,0 +1,10 @@
extends Area2D
export var x_location: int
export var y_location: int
func _on_teleporter_body_entered(body: Node) -> void:
if body.is_in_group('player'):
body.set_deferred('position', Vector2(x_location, y_location))
return

View File

@@ -0,0 +1,34 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://Sprites/Assets/Light.png" type="Texture" id=1]
[ext_resource path="res://Sprites/Levels/Interactables/Teleport_Pad.png" type="Texture" id=2]
[ext_resource path="res://Levels/Interactables/Teleporter.gd" type="Script" id=3]
[sub_resource type="CircleShape2D" id=1]
radius = 8.0
[node name="Teleporter" type="Area2D"]
light_mask = 0
collision_layer = 0
collision_mask = 2
input_pickable = false
monitorable = false
script = ExtResource( 3 )
[node name="Sprite" type="Sprite" parent="."]
self_modulate = Color( 0.564706, 1, 0.560784, 1 )
texture = ExtResource( 2 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
visible = false
light_mask = 0
shape = SubResource( 1 )
[node name="Light" type="Light2D" parent="."]
texture = ExtResource( 1 )
texture_scale = 0.4
color = Color( 0.341176, 1, 0.321569, 1 )
energy = 1.2
shadow_item_cull_mask = 0
[connection signal="body_entered" from="." to="." method="_on_teleporter_body_entered"]

View File

@@ -1,17 +1,17 @@
extends Node2D extends Node2D
var death_count: int = 0
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
func _ready() -> void: func _ready() -> void:
$YSort/Player.load_hud($HUD) $YSort/Player.load_hud($HUD)
return return
# Called every frame. 'delta' is the elapsed time since the previous frame. func _on_dark_matter_death() -> void:
#func _process(delta): death_count += 1
# pass if death_count == 5:
if get_tree().change_scene('res://GUI/Level Complete.tscn') != OK:
print('ERROR: Level 1 failed to change scene to Level Complete.')
queue_free()
return

View File

@@ -72,3 +72,9 @@ mode = 1
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Map_boundary"] [node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Map_boundary"]
build_mode = 1 build_mode = 1
polygon = PoolVector2Array( 0.762451, -22.0982, 427.859, -18.7308, 425.053, 245.609, -22.248, 248.976, -21.1256, -22.6594, -0.589813, -21.9661, -0.589806, 225.272, 400.359, 224.843, 399.969, -0.312477, 0.455406, -0.154987 ) polygon = PoolVector2Array( 0.762451, -22.0982, 427.859, -18.7308, 425.053, 245.609, -22.248, 248.976, -21.1256, -22.6594, -0.589813, -21.9661, -0.589806, 225.272, 400.359, 224.843, 399.969, -0.312477, 0.455406, -0.154987 )
[connection signal="death" from="YSort/Enemies/Dark Matter" to="." method="_on_dark_matter_death"]
[connection signal="death" from="YSort/Enemies/Dark Matter2" to="." method="_on_dark_matter_death"]
[connection signal="death" from="YSort/Enemies/Dark Matter3" to="." method="_on_dark_matter_death"]
[connection signal="death" from="YSort/Enemies/Dark Matter4" to="." method="_on_dark_matter_death"]
[connection signal="death" from="YSort/Enemies/Dark Matter5" to="." method="_on_dark_matter_death"]

View File

@@ -7,51 +7,51 @@ var score = 0
func _ready() -> void: func _ready() -> void:
$YSort/Player.load_hud($HUD) $YSort/Player.load_hud($HUD)
screensize = get_viewport_rect().size screensize = get_viewport_rect().size
spawn_coins(8) spawn_coins(8)
return return
func spawn_coins(num: int) -> void: func spawn_coins(num: int) -> void:
for _i in range(num): for _i in range(num):
var g: Node = coin.instance() var g: Node = coin.instance()
$'coin_container'.add_child(g) $'coin_container'.add_child(g)
g.connect('coin_grabbed', self, '_on_coin_grabbed') g.connect('coin_grabbed', self, '_on_coin_grabbed')
#g.set_pos(Vector2(rand_range(0, screensize.x - 40), rand_range(0, screensize.y - 40))) #g.set_pos(Vector2(rand_range(0, screensize.x - 40), rand_range(0, screensize.y - 40)))
g.position = Vector2(rand_range(0, screensize.x - 40), rand_range(0, screensize.y - 40)) g.position = Vector2(rand_range(0, screensize.x - 40), rand_range(0, screensize.y - 40))
return return
func _on_coin_grabbed() -> void: func _on_coin_grabbed() -> void:
score += 1 score += 1
print(score) print(score)
$'Level 3 HUD/Label'.set_text(str(score) + '/5') $'Level 3 HUD/Label'.set_text(str(score) + '/5')
return return
func _timer_out() -> void: func _timer_out() -> void:
get_tree().change_scene('res://Levels/Hub World.tscn') get_tree().change_scene('res://Levels/Hub World.tscn')
queue_free() queue_free()
return return
func _on_TreasureChest_ice_key_collected() -> void: func _on_TreasureChest_ice_key_collected() -> void:
$YSort/Door/doorClosed.visible = false $YSort/Door/doorClosed.visible = false
$YSort/Door/doorOpened.visible = true $YSort/Door/doorOpened.visible = true
$YSort/DoorCollision.layers = 5 $YSort/DoorCollision.layers = 5
return return
func _on_DoorDetector_body_entered(body: Node) -> void: func _on_DoorDetector_body_entered(body: Node) -> void:
if body.is_in_group('player'): if body.is_in_group('player'):
print('WIN WIN WIN') print('WIN WIN WIN')
get_tree().change_scene('res://Levels/Hub World.tscn') get_tree().change_scene('res://Levels/Hub World.tscn')
return return
func _on_DoorDetector_area_entered(area: Area2D) -> void: func _on_DoorDetector_area_entered(area: Area2D) -> void:
if area.get_parent().name == 'Player': if area.get_parent().name == 'Player':
get_tree().change_scene('res://GUI/Level Complete.tscn') get_tree().change_scene('res://GUI/Level Complete.tscn')
queue_free() queue_free()
return return

View File

@@ -2,28 +2,29 @@ extends Node2D
var gems: int = 4 var gems: int = 4
func _ready() -> void: func _ready() -> void:
#$YSort/Player.position = get_viewport_rect().size / 2 $YSort/Player.load_hud($HUD)
$YSort/Player.load_hud($HUD) return
return
func _on_TreasureChest_gem_collected() -> void: func _on_TreasureChest_gem_collected() -> void:
gems -= 1 gems -= 1
if gems == 0:
$YSort/Items/Door/doorClosed.visible = false
$YSort/Items/Door/doorOpened.visible = true
$DoorCollision.layers = 5
if gems == 0:
$YSort/Items/Door/doorClosed.visible = false
$YSort/Items/Door/doorOpened.visible = true
$DoorCollision.layers = 5
return
func _on_NextArea_area_entered(area: Area2D) -> void: func _on_NextArea_area_entered(area: Area2D) -> void:
if area.get_parent().name == 'Player': if area.get_parent().name == 'Player':
$YSort/Player.position.x = 195 $YSort/Player.position.x = 195
$YSort/Player.position.y = -335 $YSort/Player.position.y = -335
return
func _on_Demon_Boss_demon_boss_death() -> void: func _on_Demon_Boss_demon_boss_death() -> void:
get_tree().change_scene('res://GUI/Level Complete.tscn') get_tree().change_scene('res://GUI/Level Complete.tscn')
queue_free() queue_free()

View File

@@ -2,5 +2,26 @@ extends Node2D
func _ready() -> void: func _ready() -> void:
$YSort/Player.load_hud($HUD) $YSort/Player.load_hud($HUD)
return return
func _on_activate_boss_teleporter_body_entered(body: Node) -> void:
$'Interactables/Boss Teleporter'.set_deferred('visible', true)
$'Interactables/Activate Boss Teleporter'.call_deferred('queue_free')
return
func _on_eyeball_boss_death() -> void:
$YSort/Enemies.call_deferred('queue_free')
$Lights.call_deferred('queue_free')
$Darkness.set_visible(false)
$Ending.start()
return
func _on_ending_timeout():
if get_tree().change_scene('res://GUI/Level Complete.tscn') != OK:
print('ERROR: Level 5 failed to change scene to Level Complete.')
queue_free()
return

File diff suppressed because one or more lines are too long

View File

@@ -37,9 +37,9 @@ func _on_shoot_timeout():
shoot_array = rotated_shoot_directions shoot_array = rotated_shoot_directions
for itr in shoot_array: for itr in shoot_array:
var projectile: Node = glowing_fireball.instance() var projectile: Node = glowing_fireball.instance()
projectile.init(center, itr) projectile.init(center, itr)
get_tree().get_current_scene().get_node('Projectiles').add_child(projectile) get_tree().get_current_scene().get_node('Projectiles').add_child(projectile)
return return

96
Main.gd
View File

@@ -7,76 +7,76 @@ export var hub_world_path: String
func _ready() -> void: func _ready() -> void:
randomize() randomize()
var splash_screen: Node = play_splash_screen() var splash_screen: Node = play_splash_screen()
yield(splash_screen, 'complete') yield(splash_screen, 'complete')
splash_screen = null splash_screen = null
var main_menu: Node = play_main_menu() var main_menu: Node = play_main_menu()
yield(main_menu, 'complete') yield(main_menu, 'complete')
free_connected_node(main_menu, 'main_menu_option') free_connected_node(main_menu, 'main_menu_option')
main_menu = null main_menu = null
return return
func play_splash_screen() -> Node: func play_splash_screen() -> Node:
var splash_screen: Node = load(splash_screen_path).instance() var splash_screen: Node = load(splash_screen_path).instance()
if splash_screen.connect('complete', self, 'free_connected_node', if splash_screen.connect('complete', self, 'free_connected_node',
[splash_screen, 'free_connected_node']) != OK: [splash_screen, 'free_connected_node']) != OK:
print('ERROR: Splash Screen "complete" signal already connected.') print('ERROR: Splash Screen "complete" signal already connected.')
add_child(splash_screen) add_child(splash_screen)
return splash_screen return splash_screen
func play_main_menu() -> Node: func play_main_menu() -> Node:
var main_menu: Node = load(main_menu_path).instance() var main_menu: Node = load(main_menu_path).instance()
if main_menu.connect('complete', self, 'main_menu_option') != OK: if main_menu.connect('complete', self, 'main_menu_option') != OK:
print('ERROR: Main Menu "complete" signal already connected.') print('ERROR: Main Menu "complete" signal already connected.')
add_child(main_menu) add_child(main_menu)
return main_menu return main_menu
func main_menu_option(option: String) -> void: func main_menu_option(option: String) -> void:
if option == 'new game': if option == 'new game':
if get_tree().change_scene(hub_world_path) != OK: if get_tree().change_scene(hub_world_path) != OK:
print('ERROR: Main failed to change scene to Hub World.') print('ERROR: Main failed to change scene to Hub World.')
queue_free() queue_free()
#var level_select_menu: Node = play_level_select_menu() #var level_select_menu: Node = play_level_select_menu()
#yield(level_select_menu, 'complete') #yield(level_select_menu, 'complete')
#free_connected_node(level_select_menu, 'level_select_menu_option') #free_connected_node(level_select_menu, 'level_select_menu_option')
#level_select_menu = null #level_select_menu = null
return return
func play_level_select_menu() -> Node: func play_level_select_menu() -> Node:
var level_select_menu: Node = load(level_select_menu_path).instance() var level_select_menu: Node = load(level_select_menu_path).instance()
if level_select_menu.connect('complete', self, 'level_select_menu_option') != OK: if level_select_menu.connect('complete', self, 'level_select_menu_option') != OK:
print('ERROR: Level Select Menu "complete" signal already connected.') print('ERROR: Level Select Menu "complete" signal already connected.')
add_child(level_select_menu) add_child(level_select_menu)
return level_select_menu return level_select_menu
func level_select_menu_option(option: String) -> void: func level_select_menu_option(option: String) -> void:
var level: String = 'res://Levels/' var level: String = 'res://Levels/'
if option == 'H': if option == 'H':
level += 'Hub World.tscn' level += 'Hub World.tscn'
else: else:
level += 'Level ' + option + '.tscn' level += 'Level ' + option + '.tscn'
new_game(level) new_game(level)
return return
func free_connected_node(node: Node, connected_function: String) -> void: func free_connected_node(node: Node, connected_function: String) -> void:
node.disconnect('complete', self, connected_function) node.disconnect('complete', self, connected_function)
node.queue_free() node.queue_free()
return return
func new_game(level: String) -> void: func new_game(level: String) -> void:
if get_tree().change_scene(level) != OK: if get_tree().change_scene(level) != OK:
print('ERROR: Main failed to change scene to Level.') print('ERROR: Main failed to change scene to Level.')
queue_free() queue_free()
return return

View File

@@ -14,137 +14,137 @@ var velocity: Vector2 = Vector2.ZERO
func _ready() -> void: func _ready() -> void:
set_weapon_position(Vector2(1, 0)) set_weapon_position(Vector2(1, 0))
return return
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
var input_vector: Vector2 = Vector2.ZERO var input_vector: Vector2 = Vector2.ZERO
input_vector.x = Input.get_action_strength('player_right') \ input_vector.x = Input.get_action_strength('player_right') \
- Input.get_action_strength('player_left') - Input.get_action_strength('player_left')
input_vector.y = Input.get_action_strength('player_down') \ input_vector.y = Input.get_action_strength('player_down') \
- Input.get_action_strength('player_up') - Input.get_action_strength('player_up')
input_vector = input_vector.normalized() input_vector = input_vector.normalized()
if input_vector != Vector2.ZERO: if input_vector != Vector2.ZERO:
$AnimationTree.set('parameters/Idle/blend_position', input_vector) $AnimationTree.set('parameters/Idle/blend_position', input_vector)
velocity = velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta) velocity = velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
set_weapon_position(input_vector) set_weapon_position(input_vector)
else: else:
velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta) velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
velocity = move_and_slide(velocity) velocity = move_and_slide(velocity)
return return
func load_hud(node: CanvasLayer) -> void: func load_hud(node: CanvasLayer) -> void:
hud = node hud = node
if hud.connect('add_currency', self, 'add_currency') != OK: if hud.connect('add_currency', self, 'add_currency') != OK:
print('ERROR: HUD "add_currency" signal already connected.') print('ERROR: HUD "add_currency" signal already connected.')
hud.update_health(HEALTH_SLICES[health_index]) hud.update_health(HEALTH_SLICES[health_index])
hud.update_currency($Inventory.get_currency()) hud.update_currency($Inventory.get_currency())
return return
func set_weapon_position(pos: Vector2) -> void: func set_weapon_position(pos: Vector2) -> void:
# Facing left # Facing left
if pos[0] < 0: if pos[0] < 0:
$Sword.rotation_degrees = -90 $Sword.rotation_degrees = -90
$Javelin.rotation_degrees = -90 $Javelin.rotation_degrees = -90
# Facing right # Facing right
elif pos[0] > 0: elif pos[0] > 0:
$Sword.rotation_degrees = 90 $Sword.rotation_degrees = 90
$Javelin.rotation_degrees = 90 $Javelin.rotation_degrees = 90
# Facing up # Facing up
elif pos[1] < 0: elif pos[1] < 0:
$Sword.rotation_degrees = 0 $Sword.rotation_degrees = 0
$Javelin.rotation_degrees = 0 $Javelin.rotation_degrees = 0
# Facing down # Facing down
elif pos[1] > 0: elif pos[1] > 0:
$Sword.rotation_degrees = 180 $Sword.rotation_degrees = 180
$Javelin.rotation_degrees = 180 $Javelin.rotation_degrees = 180
return return
func add_currency(amount: int) -> void: func add_currency(amount: int) -> void:
$Inventory.add_currency(amount) $Inventory.add_currency(amount)
return return
func has_item(item: String) -> bool: func has_item(item: String) -> bool:
return $Inventory.contains(item) return $Inventory.contains(item)
func add_item(item: String) -> void: func add_item(item: String) -> void:
$Inventory.add(item) $Inventory.add(item)
return return
func remove_item(item: String) -> void: func remove_item(item: String) -> void:
$Inventory.remove(item) $Inventory.remove(item)
return return
func _on_Inventory_update_currency(amount: int) -> void: func _on_Inventory_update_currency(amount: int) -> void:
hud.update_currency(amount) hud.update_currency(amount)
return return
func _on_hitbox_area_entered(area: Area2D) -> void: func _on_hitbox_area_entered(area: Area2D) -> void:
var hit: int = 0 var hit: int = 0
if area.is_in_group('enemy_hitbox_1') or area.is_in_group('enemy_projectile_1'): if area.is_in_group('enemy_hitbox_1') or area.is_in_group('enemy_projectile_1'):
hit = 1 hit = 1
elif area.is_in_group('enemy_hitbox_2') or area.is_in_group('enemy_projectile_2'): elif area.is_in_group('enemy_hitbox_2') or area.is_in_group('enemy_projectile_2'):
hit = 2 hit = 2
elif area.is_in_group('enemy_hitbox_3') or area.is_in_group('enemy_projectile_3'): elif area.is_in_group('enemy_hitbox_3') or area.is_in_group('enemy_projectile_3'):
hit = 3 hit = 3
elif area.is_in_group('freeze'): elif area.is_in_group('freeze'):
emit_signal('frozen') emit_signal('frozen')
$Sprite.self_modulate = Color(0, 0.5, 1) $Sprite.self_modulate = Color(0, 0.5, 1)
else: else:
return return
if health_index != 0: if health_index != 0:
health_index -= hit health_index -= hit
if health_index < 0: if health_index < 0:
health_index = 0 health_index = 0
hud.update_health(HEALTH_SLICES[health_index]) hud.update_health(HEALTH_SLICES[health_index])
else: else:
if get_tree().change_scene('res://GUI/Level Failed.tscn') != OK: if get_tree().change_scene('res://GUI/Level Failed.tscn') != OK:
print('ERROR: Player failed to change scene to Level Failed.') print('ERROR: Player failed to change scene to Level Failed.')
queue_free() queue_free()
return return
func _input(event: InputEvent) -> void: func _input(event: InputEvent) -> void:
if event.is_action_pressed('player_attack'): if event.is_action_pressed('player_attack'):
if hud.weapon == 'sword': if hud.weapon == 'sword':
$'Sword/Sword Animation'.play('swing') $'Sword/Sword Animation'.play('swing')
elif hud.weapon == 'javelin': elif hud.weapon == 'javelin':
$'Javelin/Javelin Animation'.play('swing') $'Javelin/Javelin Animation'.play('swing')
elif event.is_action_pressed('screenshot'): elif event.is_action_pressed('screenshot'):
var img: Image = get_viewport().get_texture().get_data() var img: Image = get_viewport().get_texture().get_data()
yield(get_tree(), 'idle_frame') yield(get_tree(), 'idle_frame')
yield(get_tree(), 'idle_frame') yield(get_tree(), 'idle_frame')
img.flip_y() img.flip_y()
var time: Dictionary = OS.get_datetime_from_unix_time(OS.get_unix_time()) var time: Dictionary = OS.get_datetime_from_unix_time(OS.get_unix_time())
var time_msecs: int = OS.get_system_time_msecs() var time_msecs: int = OS.get_system_time_msecs()
if img.save_png('user://Screenshot_%d%d%d_%d.png' % [time.year, time.month, time.day, time_msecs]) != OK: if img.save_png('user://Screenshot_%d%d%d_%d.png' % [time.year, time.month, time.day, time_msecs]) != OK:
print('ERROR: Failed saving screenshot.') print('ERROR: Failed saving screenshot.')
return return
func _on_SlowTime_unfreeze() -> void: func _on_SlowTime_unfreeze() -> void:
$Sprite.self_modulate = Color(1, 1, 1) $Sprite.self_modulate = Color(1, 1, 1)
return return

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@@ -1,35 +0,0 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/fire_column_medium_10.png-3d59b9af344c5ab879fe8a7263fd96d1.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Sprites/Assets/fire_column_medium_10.png"
dest_files=[ "res://.import/fire_column_medium_10.png-3d59b9af344c5ab879fe8a7263fd96d1.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
process/normal_map_invert_y=false
stream=false
size_limit=0
detect_3d=false
svg/scale=1.0

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