Animation defenition moved to player_sprite.gd
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@@ -1,15 +1,12 @@
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extends PlayerState
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const ANIMATION_DEATH = "death"
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func enter() -> void:
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SoundManager.play_sfx_stream(SoundManager.sfx_stream_death, player.global_position)
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player.sprite.animation_finished.connect(_on_aniimation_finished, CONNECT_ONE_SHOT)
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player.process_mode = Node.PROCESS_MODE_ALWAYS
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process_mode = Node.PROCESS_MODE_ALWAYS
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player.sprite.play(ANIMATION_DEATH)
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player.sprite.play(PlayerSprite.ANIMATION_DEATH)
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get_tree().paused = true
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@@ -1,8 +1,5 @@
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extends PlayerState
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const ANIMATION_FALL_LEFT = "fall_left"
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func enter() -> void:
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player.sprite.play(ANIMATION_FALL_LEFT)
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player.sprite.play(PlayerSprite.ANIMATION_FALL_LEFT)
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@@ -1,8 +1,5 @@
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extends PlayerState
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const ANIMATION_FALL_RIGHT = "fall_right"
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func enter() -> void:
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player.sprite.play(ANIMATION_FALL_RIGHT)
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player.sprite.play(PlayerSprite.ANIMATION_FALL_RIGHT)
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@@ -1,8 +1,5 @@
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extends PlayerState
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const ANIMATION_FALL = "fall"
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func enter() -> void:
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player.sprite.play(ANIMATION_FALL)
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player.sprite.play(PlayerSprite.ANIMATION_FALL)
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@@ -1,8 +1,6 @@
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extends PlayerState
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const ANIMATION_IDLE = "idle"
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const LOOK_AROUND_CHANCE = 25
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@@ -11,7 +9,7 @@ const LOOK_AROUND_CHANCE = 25
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func enter() -> void:
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player.sprite.animation_looped.connect(_on_animation_looped)
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player.sprite.play(ANIMATION_IDLE)
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player.sprite.play(PlayerSprite.ANIMATION_IDLE)
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func exit() -> void:
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@@ -1,8 +1,5 @@
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extends PlayerState
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const ANIMATION_JUMP_LEFT = "jump_left"
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func enter() -> void:
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player.sprite.play(ANIMATION_JUMP_LEFT)
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player.sprite.play(PlayerSprite.ANIMATION_JUMP_LEFT)
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@@ -1,8 +1,5 @@
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extends PlayerState
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const ANIMATION_JUMP_RIGHT = "jump_right"
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func enter() -> void:
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player.sprite.play(ANIMATION_JUMP_RIGHT)
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player.sprite.play(PlayerSprite.ANIMATION_JUMP_RIGHT)
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@@ -1,8 +1,5 @@
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extends PlayerState
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const ANIMATION_JUMP = "jump"
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func enter() -> void:
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player.sprite.play(ANIMATION_JUMP)
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player.sprite.play(PlayerSprite.ANIMATION_JUMP)
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@@ -1,10 +1,6 @@
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extends PlayerState
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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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func enter() -> void:
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player.sprite.animation_finished.connect(_on_animation_finished, CONNECT_ONE_SHOT)
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player.sprite.play(_get_animation())
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@@ -15,4 +11,7 @@ func _on_animation_finished() -> void:
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func _get_animation() -> String:
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return ANIMATION_LOOK_AROUND_1 if randi_range(1, 2) == 1 else ANIMATION_LOOK_AROUND_2
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if randi_range(1, 2) == 1:
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return PlayerSprite.ANIMATION_LOOK_AROUND_1
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else:
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return PlayerSprite.ANIMATION_LOOK_AROUND_2
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@@ -1,8 +1,5 @@
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extends PlayerState
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const ANIMATION_WALK_LEFT = "walk_left"
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func enter() -> void:
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player.sprite.play(ANIMATION_WALK_LEFT)
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player.sprite.play(PlayerSprite.ANIMATION_WALK_LEFT)
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@@ -1,8 +1,5 @@
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extends PlayerState
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const ANIMATION_WALK_RIGHT = "walk_right"
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func enter() -> void:
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player.sprite.play(ANIMATION_WALK_RIGHT)
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player.sprite.play(PlayerSprite.ANIMATION_WALK_RIGHT)
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