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11
scripts/boost.gd
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11
scripts/boost.gd
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extends Area2D
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@export var boost_strength: float = 450.0 # Acceleration applied over time
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@onready var audio_stream_player: AudioStreamPlayer2D = $AudioStreamPlayer2D
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func _on_body_entered(body: Node2D) -> void:
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if body is CharacterBody2D:
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var direction = Vector2.RIGHT.rotated(rotation)
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body.velocity += direction * boost_strength
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audio_stream_player.play()
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9
scripts/coin.gd
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9
scripts/coin.gd
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extends Area2D
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@onready var game_manager: Node = %GameManager
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@onready var animation_player: AnimationPlayer = $AnimationPlayer
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func _on_body_entered(body: Node2D) -> void:
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game_manager.add_score_point()
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animation_player.play("pickup")
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9
scripts/game_manager.gd
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9
scripts/game_manager.gd
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extends Node
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@onready var score_label: Label = $ScoreLabel
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var score: int = 0
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func add_score_point():
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score += 1
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score_label.text = "You collected " + str(score) + " coins."
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16
scripts/kill_zone.gd
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16
scripts/kill_zone.gd
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extends Area2D
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@onready var timer: Timer = $Timer
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@onready var hurt_audio_player: AudioStreamPlayer2D = $HurtAudioPlayer
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func _on_body_entered(body: Node2D) -> void:
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# Slow down everything
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Engine.time_scale = 0.5
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# Remove the player's collider, making them fall through the map
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body.get_node("CollisionShape2D").queue_free()
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hurt_audio_player.play()
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timer.start()
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func _on_timer_timeout() -> void:
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Engine.time_scale = 1
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get_tree().reload_current_scene()
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48
scripts/player.gd
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48
scripts/player.gd
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extends CharacterBody2D
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@onready var animated_sprite: AnimatedSprite2D = $AnimatedSprite2D
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const JUMP_VELOCITY = -300.0
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const MAX_WALK_SPEED = 130.0
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const ACCELERATION = 800.0 # Acceleration for smoother movement
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const FRICTION = 600.0 # Deceleration when no input is given
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var direction: float = 0
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func _process(delta: float) -> void:
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# Flip the sprite based on current direction
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if direction != 0:
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animated_sprite.flip_h = direction == -1
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# Play animatinos
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if not is_on_floor():
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animated_sprite.play("jump")
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elif direction != 0:
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animated_sprite.play("run")
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else:
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animated_sprite.play("idle")
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func _physics_process(delta: float) -> void:
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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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# Handle jump30
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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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# Get the input direction and handle the movement.
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direction = Input.get_axis("move_left", "move_right")
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if direction:
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# Only apply more move acceleration if we're at/past max walk speed
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# (only if accelerating towards opposite direction, or not yet at max speed)
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#
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# This implementation makes sure we don't accientaly decelerate by moving if we
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# got velocity from something else (e.g. a boost), which the move_towards func
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# would otherwise do.
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if sign(velocity.x) != sign(direction) or abs(velocity.x) < MAX_WALK_SPEED:
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velocity.x = move_toward(velocity.x, direction * MAX_WALK_SPEED, ACCELERATION * delta)
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else:
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velocity.x = move_toward(velocity.x, 0, FRICTION * delta)
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move_and_slide()
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21
scripts/slime.gd
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scripts/slime.gd
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extends Node2D
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@export var speed = 50
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@onready var ray_cast_right: RayCast2D = $RayCastRight
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@onready var ray_cast_left: RayCast2D = $RayCastLeft
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@onready var animated_sprite: AnimatedSprite2D = $AnimatedSprite2D
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var direction = 1
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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if direction == 1 and ray_cast_right.is_colliding():
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direction = -1
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animated_sprite.flip_h = true
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if direction == -1 and ray_cast_left.is_colliding():
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direction = 1
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animated_sprite.flip_h = false
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position.x += direction * speed * delta
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