Updated sounds + move_and_slide_with_snap enabled on player - for moving platforms
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e49e8b57f2
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2e28444826
15 changed files with 102 additions and 15 deletions
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assets/Audio/SFX/player_attak.wav
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assets/Audio/SFX/player_attak.wav
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assets/Audio/SFX/player_attak.wav.import
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assets/Audio/SFX/player_attak.wav.import
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@ -0,0 +1,21 @@
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[remap]
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importer="wav"
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type="AudioStreamSample"
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path="res://.import/player_attak.wav-e4631e12f4d8c16946f668cc8a2f7b7f.sample"
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[deps]
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source_file="res://assets/Audio/SFX/player_attak.wav"
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dest_files=[ "res://.import/player_attak.wav-e4631e12f4d8c16946f668cc8a2f7b7f.sample" ]
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[params]
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force/8_bit=false
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force/mono=false
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force/max_rate=false
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force/max_rate_hz=44100
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edit/trim=false
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edit/normalize=false
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edit/loop=false
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compress/mode=0
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assets/Audio/SFX/spike_trap.wav
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assets/Audio/SFX/spike_trap.wav
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assets/Audio/SFX/spike_trap.wav.import
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assets/Audio/SFX/spike_trap.wav.import
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@ -0,0 +1,21 @@
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[remap]
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importer="wav"
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type="AudioStreamSample"
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path="res://.import/spike_trap.wav-f53302c3ddefb0b0f57ad30678d3546b.sample"
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[deps]
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source_file="res://assets/Audio/SFX/spike_trap.wav"
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dest_files=[ "res://.import/spike_trap.wav-f53302c3ddefb0b0f57ad30678d3546b.sample" ]
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[params]
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force/8_bit=false
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force/mono=false
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force/max_rate=false
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force/max_rate_hz=44100
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edit/trim=false
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edit/normalize=false
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edit/loop=false
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compress/mode=0
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assets/Audio/SFX/spring.wav
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assets/Audio/SFX/spring.wav
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assets/Audio/SFX/spring.wav.import
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assets/Audio/SFX/spring.wav.import
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@ -0,0 +1,21 @@
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[remap]
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importer="wav"
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type="AudioStreamSample"
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path="res://.import/spring.wav-a38a4871e911a90a2c3beb40a041ae50.sample"
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[deps]
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source_file="res://assets/Audio/SFX/spring.wav"
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dest_files=[ "res://.import/spring.wav-a38a4871e911a90a2c3beb40a041ae50.sample" ]
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[params]
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force/8_bit=false
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force/mono=false
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force/max_rate=false
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force/max_rate_hz=44100
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edit/trim=false
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edit/normalize=false
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edit/loop=false
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compress/mode=0
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@ -13,6 +13,10 @@ export var wall_jump_speed_factor := Vector2(1 ,.8)
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export var dash_thrust = 550.0
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export var max_wall_slide_gravity := 100.0
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const FLOOR_NORMAL := Vector2.UP
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const SNAP_DIRECTION := Vector2.DOWN
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const SNAP_LENGTH := 4.0
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var LandingDust = load("res://src/Actors/LandingDust.tscn")
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var JumpDust = load("res://src/Actors/JumpDust.tscn")
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var LightBeam = load("res://src/Actors/LightBeam.tscn")
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@ -29,6 +33,7 @@ var _can_dash := true
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var _is_jump_canceled := false
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var _direction := Vector2.ZERO
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var _boost_velocity :Vector2 = Vector2.ZERO
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var _snap_vector = SNAP_DIRECTION * SNAP_LENGTH
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var _falling_start_position := .0
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@ -64,7 +69,7 @@ func _physics_process(delta: float) -> void:
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_input_check()
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_velocity = calculate_move_velocity(_direction,_is_jump_canceled, delta)
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_velocity = _boost_velocity if _boost_velocity != Vector2.ZERO else _velocity
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_velocity = move_and_slide(_velocity, Vector2.UP)
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_velocity = move_and_slide_with_snap(_velocity, _snap_vector if _direction.y != -1 else Vector2.ZERO, FLOOR_NORMAL)
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_boost_velocity = Vector2.ZERO
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_check_collisions()
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update_sprite(_direction)
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@ -98,7 +103,7 @@ func _update_state(new_state:int = -1):
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if _state == States.DASHING: return
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if _state == States.ATTACKING: return
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if _state == States.IDLE:
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if _velocity.y > 0 and not is_on_floor():
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if (_velocity.y > 0 and not is_on_floor()) or _boost_velocity.y != 0:
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# Falling from ground
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new_state = States.IN_AIR
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elif _state == States.IN_AIR:
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@ -132,6 +137,9 @@ func _transition_state(old_state, new_state, auto_update):
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if old_state == States.WALL_SLIDING:
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if new_state == States.IDLE:
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_on_landed()
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# if old_state == States.IN_AIR:
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# if new_state == States.IDLE:
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# print("LANDED!@!!")
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func _on_landed():
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_can_dash = true
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@ -410,7 +410,7 @@ tracks/4/keys = {
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"values": [ true ]
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}
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[sub_resource type="Animation" id=12]
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[sub_resource type="Animation" id=9]
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resource_name = "land"
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length = 0.1
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tracks/0/type = "value"
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@ -474,7 +474,7 @@ tracks/4/keys = {
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"values": [ true ]
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}
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[sub_resource type="Animation" id=9]
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[sub_resource type="Animation" id=10]
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length = 0.1
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tracks/0/type = "value"
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tracks/0/path = NodePath("Sprite:frame")
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@ -537,7 +537,7 @@ tracks/4/keys = {
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"values": [ true ]
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}
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[sub_resource type="Animation" id=10]
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[sub_resource type="Animation" id=11]
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length = 0.5
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loop = true
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tracks/0/type = "value"
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@ -601,7 +601,7 @@ tracks/4/keys = {
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"values": [ true ]
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}
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[sub_resource type="Animation" id=11]
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[sub_resource type="Animation" id=12]
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length = 0.3
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loop = true
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tracks/0/type = "value"
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@ -715,10 +715,10 @@ anims/die = SubResource( 5 )
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anims/fall = SubResource( 6 )
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anims/idle = SubResource( 7 )
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anims/jump = SubResource( 8 )
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anims/land = SubResource( 12 )
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anims/pre_jump = SubResource( 9 )
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anims/run = SubResource( 10 )
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anims/wall_slide = SubResource( 11 )
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anims/land = SubResource( 9 )
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anims/pre_jump = SubResource( 10 )
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anims/run = SubResource( 11 )
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anims/wall_slide = SubResource( 12 )
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[node name="DashTimeout" type="Timer" parent="."]
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wait_time = 0.12
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@ -743,5 +743,6 @@ cast_to = Vector2( -5.2, 0 )
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collision_mask = 8
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[node name="Camera" parent="." instance=ExtResource( 4 )]
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smoothing_enabled = false
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[connection signal="body_entered" from="Sprite/SordRange" to="." method="_on_SordRange_body_entered"]
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[connection signal="timeout" from="DashTimeout" to="." method="_on_DashTimeout_timeout"]
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@ -70,12 +70,20 @@ func _set_camera_limits():
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func _set_player_position(is_entering:bool):
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var warps = _get_all_warps()
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var found_spawn_point := false
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var position = Vector2.ZERO
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for warp in warps:
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if warp.to_level_coord == prev_level:
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_player.position = warp.get_checkpoint_position()
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_player.face_player(is_entering)
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_player.respawn_position = _player.position
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position = warp.get_checkpoint_position()
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found_spawn_point = true
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print("Found point warp.position.x = %s player spawn.x = %s" % [warp.position.x, _player.position.x])
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if not found_spawn_point:
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position = level_entry_point if is_entering else level_exit_point
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_player.face_player(is_entering)
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_player.respawn_position = position
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_player.position = position
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func _set_wrap_zones():
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_first_time_init = false
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@ -270,6 +270,7 @@ to_level_coord = Vector2( 0, 1 )
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[node name="SpikeTrap" parent="." instance=ExtResource( 16 )]
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position = Vector2( 352, 208 )
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direction = 1
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[node name="Spring" parent="." instance=ExtResource( 17 )]
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position = Vector2( 98, 240 )
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@ -12,6 +12,7 @@ func _on_DamageArea_body_entered(body: Node) -> void:
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func _on_TriggerArea_body_entered(body: Node) -> void:
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if body.name == "Player" and not triggerd:
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AudioManager.play_sfx(AudioManager.Sfx.SPIKE_TRAP)
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triggerd = true
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$AnimationPlayer.play("emit")
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yield($AnimationPlayer, "animation_finished")
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@ -5,5 +5,6 @@ export var thrust:float = 250
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func _on_Area2D_body_entered(body: Node) -> void:
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if body.name == "Player":
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body.boost(Vector2(body._velocity.x, -thrust))
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body.boost(Vector2(0, -thrust))
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AudioManager.play_sfx(AudioManager.Sfx.SPRING)
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$AnimationPlayer.play("activated")
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@ -29,7 +29,9 @@ enum Sfx{
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PLAYER_ATTACK,
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PLAYER_DIE,
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UI_MOVE,
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UI_SELECT
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UI_SELECT,
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SPRING,
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SPIKE_TRAP
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}
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var _sfx_files := {
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@ -39,6 +41,8 @@ var _sfx_files := {
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Sfx.PLAYER_DASH : load("res://assets/Audio/SFX/player_dash.wav"),
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Sfx.PLAYER_ATTACK : load("res://assets/Audio/SFX/player_attack.wav"),
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Sfx.PLAYER_DIE : load("res://assets/Audio/SFX/player_die.wav"),
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Sfx.SPRING : load("res://assets/Audio/SFX/spring.wav"),
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Sfx.SPIKE_TRAP : load("res://assets/Audio/SFX/spike_trap.wav"),
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Sfx.UI_MOVE : load("res://assets/Audio/UI_Sounds/menu_move_sound.wav"),
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Sfx.UI_SELECT : '',
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}
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