Added door closing. Fixed death in the air
This commit is contained in:
+45
-3
@@ -5,6 +5,11 @@ extends Node2D
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const ANIMATION_CLOSED = "closed"
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const ANIMATION_OPEN = "open"
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const ANIMATION_OPENING = "opening"
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const ANIMATION_CLOSING = "closing"
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var _needed_to_be_open := false
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var _needed_to_be_closed := false
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@onready var sprite : AnimatedSprite2D = $AnimatedSprite2D
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@@ -17,6 +22,10 @@ func _ready() -> void:
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sprite.play(ANIMATION_CLOSED)
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func _is_open() -> bool:
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return sprite.animation == ANIMATION_OPEN
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func _is_closed() -> bool:
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return sprite.animation == ANIMATION_CLOSED
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@@ -25,15 +34,48 @@ func _can_open(_body: Node2D) -> bool:
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return true
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func _can_close(_body: Node2D) -> bool:
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return true
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func _open() -> void:
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sprite.play(ANIMATION_OPENING)
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static_body.process_mode = Node.PROCESS_MODE_DISABLED
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func _close() -> void:
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sprite.play(ANIMATION_CLOSING)
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static_body.process_mode = Node.PROCESS_MODE_DISABLED
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func _on_animation_finished() -> void:
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sprite.play(ANIMATION_OPEN)
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match sprite.animation:
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ANIMATION_OPENING:
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_needed_to_be_open = false
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if _needed_to_be_closed:
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sprite.play(ANIMATION_CLOSING)
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else:
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sprite.play(ANIMATION_OPEN)
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ANIMATION_CLOSING:
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_needed_to_be_closed = false
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if _needed_to_be_open:
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sprite.play(ANIMATION_OPENING)
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else:
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sprite.play(ANIMATION_CLOSED)
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pass
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func _on_area_entered(body: Node2D) -> void:
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if _is_closed() and _can_open(body):
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_open()
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if _can_open(body):
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if _is_closed():
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_open()
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else:
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_needed_to_be_open = true
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func _on_area_exited(body: Node2D) -> void:
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if _can_close(body):
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if _is_open():
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_close()
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else:
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_needed_to_be_closed = true
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