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