Added level 1
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@@ -7,12 +7,14 @@ signal dead()
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const MAX_HEALTH = 100.0
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const CAMERA_OFFSET_FACTOR = 0.4
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const CAMERA_OFFSET_TIME = 1.0
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@export_group("Movement", "move")
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@export_range(0.0, 1000.0) var move_max_speed_normal := 350
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@export_range(0.0, 1000.0) var move_max_speed_slowed := 250
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@export_range(0.0, 1000.0) var move_acceleration := 1000.0
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@export_range(0.0, 1000.0) var move_acceleration := 750.0
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@export_group("Jump", "jump")
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@export_range(0.0, 1000.0) var jump_max_fall_speed := 1000
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@@ -30,8 +32,15 @@ const MAX_HEALTH = 100.0
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@export_range(0.0, 1000.0) var slow_down_sustain := 0.70
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@export_range(0.0, 1000.0) var slow_down_release := 0.25
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@export var camera_limit_right := 10000000:
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set(value):
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camera_limit_right = value
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if is_node_ready():
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_update_camera_limit_right()
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var _slow_down_tween: Tween
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var _camera_offset_tween: Tween
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var _last_wall_normal: = 0.0
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@@ -79,6 +88,8 @@ func _ready() -> void:
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func _physics_process(delta: float) -> void:
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_update_camera_limit_right()
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if is_on_floor():
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floor_coyote_time_timer.start()
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_last_wall_normal = 0.0
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@@ -136,6 +147,12 @@ func _physics_process(delta: float) -> void:
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move_and_slide()
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state_machine.physics_process(delta)
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if _camera_offset_tween and _camera_offset_tween.is_running():
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_camera_offset_tween.kill()
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_camera_offset_tween = create_tween()
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var new_camera_position := Vector2(velocity.x * CAMERA_OFFSET_FACTOR, 0)
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_camera_offset_tween.tween_property(camera, "position", new_camera_position, CAMERA_OFFSET_TIME)
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func _input(event: InputEvent) -> void:
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@@ -153,6 +170,10 @@ func deal_damage(value: float) -> void:
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dead.emit()
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func _update_camera_limit_right() -> void:
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camera.limit_right = camera_limit_right
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func _can_attack() -> bool:
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if not attack_cooldown_timer.is_stopped():
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return false
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