Merged with main and fixed merge conflicts
This commit is contained in:
45
Player/Inventory.gd
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45
Player/Inventory.gd
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extends Node
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signal update_currency(amount)
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var __currency: int
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var __weapons: Array
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var __accessories: Array
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var __categories: Dictionary
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func _ready() -> void:
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self.__currency = 100
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self.__weapons = []
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self.__accessories = []
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self.__categories = {
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'Weapon': self.__weapons,
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'Accessory': self.__accessories}
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return
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func get_currency() -> int:
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return self.__currency
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func add_currency(amount: int) -> void:
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self.__currency += amount
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emit_signal('update_currency', self.__currency)
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return
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func add(item) -> void:
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self.__categories[item.type].append(item)
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return
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func discard(item) -> void:
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var index: int = 0
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for itr in self.__categories[item.type]:
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if itr.equals(item):
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self.__categories[item.type].remove(index)
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break
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index += 1
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return
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6
Player/Inventory.tscn
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6
Player/Inventory.tscn
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@@ -0,0 +1,6 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://Player/Inventory.gd" type="Script" id=1]
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[node name="Inventory" type="Node"]
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script = ExtResource( 1 )
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16
Player/Item.gd
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16
Player/Item.gd
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@@ -0,0 +1,16 @@
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# Item Class
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var name: String
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var type: String
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func _init(name: String, type: String) -> void:
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self.name = name
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self.type = type
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return
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func equals(other) -> bool:
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if(self.name == other.name and self.type == other.type):
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return true
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return false
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76
Player/Player.gd
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76
Player/Player.gd
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@@ -0,0 +1,76 @@
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extends KinematicBody2D
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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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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') \
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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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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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224
Player/Player.tscn
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224
Player/Player.tscn
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@@ -0,0 +1,224 @@
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[gd_scene load_steps=20 format=2]
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[ext_resource path="res://Player/Player.gd" type="Script" id=1]
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[ext_resource path="res://Sprites/Player/Player.png" type="Texture" id=2]
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[ext_resource path="res://Sprites/Player/Player_Down.png" type="Texture" id=3]
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[ext_resource path="res://Sprites/Player/Player_Up.png" type="Texture" id=4]
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[ext_resource path="res://Player/Inventory.tscn" type="PackedScene" id=5]
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[sub_resource type="SpriteFrames" id=1]
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animations = [ {
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"frames": [ ExtResource( 4 ) ],
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"loop": false,
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"name": "look_up",
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"speed": 5.0
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}, {
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"frames": [ ExtResource( 3 ) ],
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"loop": false,
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"name": "look_down",
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"speed": 5.0
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}, {
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"frames": [ ExtResource( 2 ) ],
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"loop": false,
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"name": "look_left",
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"speed": 5.0
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}, {
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"frames": [ ExtResource( 2 ) ],
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"loop": false,
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"name": "look_right",
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"speed": 5.0
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} ]
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[sub_resource type="CapsuleShape2D" id=2]
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radius = 3.0
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height = 5.0
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[sub_resource type="CapsuleShape2D" id=3]
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radius = 5.5
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height = 3.75
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[sub_resource type="Animation" id=4]
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resource_name = "Look Down"
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length = 0.001
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tracks/0/type = "value"
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tracks/0/path = NodePath("Sprite:animation")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 1,
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"values": [ "look_down" ]
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}
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tracks/1/type = "value"
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tracks/1/path = NodePath("Sprite:flip_h")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 1,
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"values": [ false ]
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}
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[sub_resource type="Animation" id=5]
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length = 0.001
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tracks/0/type = "value"
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tracks/0/path = NodePath("Sprite:animation")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 1,
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"values": [ "look_right" ]
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}
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tracks/1/type = "value"
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tracks/1/path = NodePath("Sprite:flip_h")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 1,
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"values": [ true ]
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}
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[sub_resource type="Animation" id=6]
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length = 0.001
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tracks/0/type = "value"
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tracks/0/path = NodePath("Sprite:animation")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 1,
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"values": [ "look_right" ]
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}
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tracks/1/type = "value"
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tracks/1/path = NodePath("Sprite:flip_h")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 1,
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"values": [ false ]
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}
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[sub_resource type="Animation" id=7]
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resource_name = "Look Up"
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length = 0.001
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tracks/0/type = "value"
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tracks/0/path = NodePath("Sprite:animation")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 1,
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"values": [ "look_up" ]
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}
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tracks/1/type = "value"
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tracks/1/path = NodePath("Sprite:flip_h")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 1,
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"values": [ false ]
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}
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[sub_resource type="AnimationNodeAnimation" id=8]
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animation = "Look Left"
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[sub_resource type="AnimationNodeAnimation" id=9]
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animation = "Look Down"
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[sub_resource type="AnimationNodeAnimation" id=10]
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animation = "Look Right"
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[sub_resource type="AnimationNodeAnimation" id=11]
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animation = "Look Up"
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[sub_resource type="AnimationNodeBlendSpace2D" id=12]
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blend_point_0/node = SubResource( 8 )
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blend_point_0/pos = Vector2( -1, 0 )
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blend_point_1/node = SubResource( 9 )
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blend_point_1/pos = Vector2( 0, 1.1 )
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blend_point_2/node = SubResource( 10 )
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blend_point_2/pos = Vector2( 1, 0 )
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blend_point_3/node = SubResource( 11 )
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blend_point_3/pos = Vector2( 0, -1.1 )
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min_space = Vector2( -1, -1.1 )
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max_space = Vector2( 1, 1.1 )
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blend_mode = 1
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[sub_resource type="AnimationNodeStateMachine" id=13]
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states/Idle/node = SubResource( 12 )
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states/Idle/position = Vector2( -2901.63, -177 )
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start_node = "Idle"
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graph_offset = Vector2( -3591.37, -302.6 )
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[sub_resource type="AnimationNodeStateMachinePlayback" id=14]
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[node name="Player" type="KinematicBody2D"]
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collision_layer = 2
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script = ExtResource( 1 )
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[node name="Sprite" type="AnimatedSprite" parent="."]
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light_mask = 2
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frames = SubResource( 1 )
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animation = "look_right"
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offset = Vector2( 0, -5 )
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[node name="Collision" type="CollisionShape2D" parent="."]
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visible = false
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rotation = 1.5708
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shape = SubResource( 2 )
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[node name="Hitbox" type="Area2D" parent="."]
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collision_layer = 2
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collision_mask = 2
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Hitbox"]
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visible = false
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position = Vector2( 0, -5 )
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shape = SubResource( 3 )
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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autoplay = "Look Right"
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"anims/Look Down" = SubResource( 4 )
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"anims/Look Left" = SubResource( 5 )
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"anims/Look Right" = SubResource( 6 )
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"anims/Look Up" = SubResource( 7 )
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[node name="AnimationTree" type="AnimationTree" parent="."]
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tree_root = SubResource( 13 )
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anim_player = NodePath("../AnimationPlayer")
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active = true
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parameters/playback = SubResource( 14 )
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parameters/Idle/blend_position = Vector2( 0.0760697, 0 )
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[node name="Inventory" parent="." instance=ExtResource( 5 )]
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[connection signal="body_entered" from="Hitbox" to="." method="_on_Hitbox_body_entered"]
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[connection signal="update_currency" from="Inventory" to="." method="_on_Inventory_update_currency"]
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