Added lever animation
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@@ -56,7 +56,7 @@ func _physics_process(delta: float) -> void:
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if is_dead:
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_slow_down(delta*3)
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else:
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if Input.is_action_just_pressed("interact"):
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if Input.is_action_pressed("interact"):
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interacted.emit()
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if Input.is_action_just_pressed("jump"):
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@@ -5,8 +5,7 @@ extends Node2D
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@onready var hint_sprite : Sprite2D = $HintSprite
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func activate() -> void:
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pass
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var _player_in_range := false
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func _ready() -> void:
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@@ -16,10 +15,16 @@ func _ready() -> void:
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func _on_body_entered(body: Node2D) -> void:
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if body is Player:
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hint_sprite.show()
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body.interacted.connect(activate)
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_player_in_range = true
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body.interacted.connect(_activate)
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func _on_body_exited(body: Node2D) -> void:
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if body is Player:
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hint_sprite.hide()
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body.interacted.disconnect(activate)
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_player_in_range = false
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body.interacted.disconnect(_activate)
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func _activate() -> void:
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pass
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@@ -1,5 +1,69 @@
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extends AbstractActivatableObject
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func activate() -> void:
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pass
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signal switching
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signal switched
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enum State {
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TurnedLeft,
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TurnedRight,
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TurningLeft,
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TurningRight,
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}
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const ANIMATION_BY_STATE : Dictionary[State, String] = {
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State.TurnedLeft: "turned_left",
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State.TurnedRight: "turned_right",
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State.TurningLeft: "turning_left",
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State.TurningRight: "turning_right",
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}
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@export var initial_state: State = State.TurnedLeft
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var _current_state : State
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@onready var animated_sprite : AnimatedSprite2D = $AnimatedSprite2D
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func _ready() -> void:
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super._ready()
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_current_state = initial_state
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_update_animation()
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func _activate() -> void:
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var set_state := func(state: State) -> void:
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_current_state = state
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_update_animation()
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hint_sprite.hide()
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switching.emit()
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match _current_state:
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State.TurnedLeft:
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set_state.call(State.TurningRight)
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State.TurnedRight:
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set_state.call(State.TurningLeft)
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func _update_animation() -> void:
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var animation := ANIMATION_BY_STATE[_current_state]
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animated_sprite.play(animation)
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func _on_animation_finished() -> void:
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var set_state := func(state: State) -> void:
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_current_state = state
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_update_animation()
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switched.emit()
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if _player_in_range:
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hint_sprite.show()
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match _current_state:
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State.TurningLeft:
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set_state.call(State.TurnedLeft)
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State.TurningRight:
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set_state.call(State.TurnedRight)
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@@ -66,7 +66,7 @@ animations = [{
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"speed": 5.0
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}, {
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"frames": [{
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"duration": 1.0,
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"duration": 2.0,
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"texture": SubResource("AtlasTexture_fmhac")
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}, {
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"duration": 1.0,
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@@ -75,15 +75,15 @@ animations = [{
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_m2d68")
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}, {
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"duration": 1.0,
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"duration": 2.0,
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"texture": SubResource("AtlasTexture_eom63")
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}],
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"loop": false,
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"name": &"turning_left",
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"speed": 10.0
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"speed": 20.0
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}, {
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"frames": [{
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"duration": 1.0,
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"duration": 2.0,
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"texture": SubResource("AtlasTexture_0m1ch")
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}, {
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"duration": 1.0,
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@@ -92,12 +92,12 @@ animations = [{
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_b2o5l")
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}, {
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"duration": 1.0,
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"duration": 2.0,
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"texture": SubResource("AtlasTexture_5h41l")
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}],
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"loop": false,
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"name": &"turning_right",
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"speed": 10.0
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"speed": 20.0
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}]
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[sub_resource type="AtlasTexture" id="AtlasTexture_5upgc"]
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@@ -106,6 +106,7 @@ region = Rect2(96, 0, 16, 16)
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[node name="Lever" unique_id=1479061220 instance=ExtResource("1_rl4ey")]
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script = ExtResource("2_5hu3b")
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initial_state = 0
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[node name="CollisionShape2D" parent="." index="0" unique_id=2065213362]
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position = Vector2(0, -4)
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@@ -116,7 +117,9 @@ position = Vector2(0, -11)
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[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="." index="2" unique_id=2086579452]
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sprite_frames = SubResource("SpriteFrames_kky3u")
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animation = &"turned_left"
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animation = &"turning_left"
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[node name="BaseSprite" type="Sprite2D" parent="." index="3" unique_id=256419860]
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texture = SubResource("AtlasTexture_5upgc")
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[connection signal="animation_finished" from="AnimatedSprite2D" to="." method="_on_animation_finished"]
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