first commit

This commit is contained in:
Peter Hinton
2026-06-21 17:00:58 -06:00
commit a20cfbe748
78 changed files with 2784 additions and 0 deletions
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extends CharacterBody2D
@onready var animated_sprite_2d: AnimatedSprite2D = $AnimatedSprite2D
@onready var jump_sound: AudioStreamPlayer2D = $JumpSound
@onready var death_sound: AudioStreamPlayer2D = $DeathSound
@onready var respawn_timer: Timer = $RespawnTimer
@onready var collision_shape_2d: CollisionShape2D = $CollisionShape2D
const SPEED = 320.0
const JUMP_VELOCITY = -850.0
var alive = true
var can_move = true
func _physics_process(delta: float) -> void:
if !alive:
return
# Add animation
if velocity.x > 1 or velocity.x < -1:
animated_sprite_2d.animation = "running"
else:
animated_sprite_2d.animation = "idle"
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
animated_sprite_2d.animation = "jumping"
if can_move:
# Handle jump.
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
jump_sound.play()
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var direction := Input.get_axis("left", "right")
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
if direction == 1:
animated_sprite_2d.flip_h = false
elif direction == -1:
animated_sprite_2d.flip_h = true
func _die() -> void:
alive = false
call_deferred("_disable_collision")
print(collision_shape_2d)
animated_sprite_2d.animation = "dying"
death_sound.play()
respawn_timer.start()
func _disable_collision():
collision_shape_2d.disabled = true
func _enable_collision():
collision_shape_2d.disabled = false
func _on_respawn_timer_timeout() -> void:
call_deferred("_enable_collision")
position = Vector2(50, 150)
alive = true