Fixed enemy rays
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@@ -0,0 +1,193 @@
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class_name Player
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extends CharacterBody2D
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signal dead
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const ANIMATION_IDLE = "idle"
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const ANIMATION_LOOK_AROUND_1 = "look_around_1"
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const ANIMATION_LOOK_AROUND_2 = "look_around_2"
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const ANIMATION_WALK_LEFT = "walk_left"
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const ANIMATION_WALK_RIGHT = "walk_right"
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const ANIMATION_FALL_DOWN = "fall_down"
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const ANIMATION_FALL_DOWN_LEFT = "fall_down_left"
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const ANIMATION_FALL_DOWN_RIGHT = "fall_down_right"
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const ANIMATION_FALL_UP = "fall_up"
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const ANIMATION_FALL_UP_LEFT = "fall_up_left"
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const ANIMATION_FALL_UP_RIGHT = "fall_up_right"
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const ANIMATION_DEATH = "death"
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const LOOK_AROUND_CHANCE = 25
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const PICKUP_OFFSET = 16.0
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@export_range(0.0, 1000.0) var max_speed := 160
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@export_range(0.0, 1000.0) var max_fall_speed := 640
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@export_range(0.0, 1000.0) var acceleration := 600.0
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@export_range(0.0, 1000.0) var jump_velocity := 320.0
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@export_range(0.0, 2.0) var jump_gravity_factor := 1.0
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@export_range(0.0, 2.0) var fall_gravity_factor := 1.5
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@export_range(0.0, 1.0) var passive_jump_factor := 0.5
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var _is_alive := true
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@onready var sprite : AnimatedSprite2D = $AnimatedSprite2D
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@onready var collision_switcher : CollisionSwitcher = $CollisionSwitcher
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@onready var pickups : Node2D = $Pickups
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@onready var jump_buffer_timer : Timer = $JumpBufferTimer
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@onready var coyote_time_timer : Timer = $CoyoteTimeTimer
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func _ready() -> void:
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collision_switcher.material = sprite.material
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func _physics_process(delta: float) -> void:
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if is_on_floor():
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coyote_time_timer.start()
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if is_on_ceiling_only() and velocity.y < 0.0:
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velocity.y = 0.0
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if not is_on_floor():
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var gravity_factor := jump_gravity_factor if velocity.y < 0.0 else fall_gravity_factor
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if velocity.y < 0.0 and not Input.is_action_pressed("jump"):
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velocity.y *= passive_jump_factor
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velocity += get_gravity() * gravity_factor * delta
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velocity.y = clampf(velocity.y, -max_fall_speed, max_fall_speed)
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if not _is_alive:
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_slow_down(delta)
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else:
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if Input.is_action_just_pressed("jump"):
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jump_buffer_timer.start()
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if not coyote_time_timer.is_stopped() and not jump_buffer_timer.is_stopped():
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SoundManager.play_sfx_stream(SoundManager.sfx_stream_jump, global_position)
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velocity.y = -jump_velocity
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jump_buffer_timer.stop()
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var direction := Input.get_axis("move_left", "move_right")
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if direction:
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velocity.x = move_toward(velocity.x, direction * max_speed, acceleration * delta)
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else:
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_slow_down(delta)
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_update_animation()
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move_and_slide()
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#var was_collided := move_and_slide()
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#if was_collided and _is_alive:
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#for i in range(get_slide_collision_count()): #TODO remove
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#var collision := get_slide_collision(i)
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#if _is_killing_collider(collision.get_collider()):
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#kill()
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("switch_color") and _is_alive:
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SoundManager.play_sfx_stream(SoundManager.sfx_stream_switch, global_position)
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collision_switcher.switch_color()
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func kill() -> void:
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if not _is_alive: return
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SoundManager.play_sfx_stream(SoundManager.sfx_stream_death, global_position)
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_is_alive = false
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get_tree().paused = true
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process_mode = Node.PROCESS_MODE_ALWAYS
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sprite.play(ANIMATION_DEATH)
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func add_pickup(pickup: AbstractPickup) -> void:
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pickup.reparent.call_deferred(pickups)
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_rearrange_pickups.call_deferred()
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func remove_pickup(pickup: AbstractPickup) -> void:
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if pickup in pickups.get_children():
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pickups.remove_child(pickup)
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pickup.queue_free()
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_rearrange_pickups()
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func _slow_down(delta: float) -> void:
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velocity.x = move_toward(velocity.x, 0, acceleration * delta)
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func _is_killing_collider(collider: Object) -> bool:
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if not collider is Node: return false
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var node := collider as Node
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return node.has_node("PlayerKiller")
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func _update_animation() -> void:
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var animation := _get_animation()
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if sprite.animation != animation:
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sprite.play(animation)
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func _get_animation() -> String:
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if is_on_floor():
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if velocity.x > 0:
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return ANIMATION_WALK_RIGHT
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elif velocity.x < 0:
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return ANIMATION_WALK_LEFT
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else:
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if is_zero_approx(velocity.x):
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if velocity.y > 0:
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return ANIMATION_FALL_DOWN
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else:
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return ANIMATION_FALL_UP
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if velocity.x > 0:
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if velocity.y > 0:
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return ANIMATION_FALL_DOWN_RIGHT
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else:
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return ANIMATION_FALL_UP_RIGHT
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elif velocity.x < 0:
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if velocity.y > 0:
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return ANIMATION_FALL_DOWN_LEFT
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else:
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return ANIMATION_FALL_UP_LEFT
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if sprite.animation in [ANIMATION_LOOK_AROUND_1, ANIMATION_LOOK_AROUND_2]:
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return sprite.animation
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return ANIMATION_IDLE
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func _rearrange_pickups() -> void:
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var children := pickups.get_children()
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var pickup_shift := (children.size() - 1) * PICKUP_OFFSET / 2.0
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for i in range(children.size()):
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if not children[i] is Node2D: continue
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var node := children[i] as Node2D
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node.position.x = i * PICKUP_OFFSET - pickup_shift
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node.position.y = 0
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func _play_look_around_animation() -> void:
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sprite.play(ANIMATION_LOOK_AROUND_1 if randi_range(1, 2) == 1 else ANIMATION_LOOK_AROUND_2)
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func _on_animation_finished() -> void:
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match sprite.animation:
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ANIMATION_LOOK_AROUND_1, ANIMATION_LOOK_AROUND_2:
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sprite.play(ANIMATION_IDLE)
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ANIMATION_DEATH:
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dead.emit()
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queue_free()
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func _on_animation_looped() -> void:
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match sprite.animation:
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ANIMATION_IDLE:
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if randi_range(1, 100) <= LOOK_AROUND_CHANCE:
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_play_look_around_animation()
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