2018-03-12 16:49:09 +01:00
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extends Area2D
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signal hit
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export (int) var SPEED
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var velocity = Vector2()
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var screensize
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func _ready():
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hide()
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screensize = get_viewport_rect().size
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func start(pos):
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position = pos
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show()
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2019-02-26 14:22:02 +01:00
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# Must be deferred as we can't change physics properties on a physics callback
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$Collision.set_deferred("disabled", false)
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2018-03-12 16:49:09 +01:00
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func _process(delta):
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velocity = Vector2()
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if Input.is_action_pressed("ui_right"):
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velocity.x += 1
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if Input.is_action_pressed("ui_left"):
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velocity.x -= 1
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if Input.is_action_pressed("ui_down"):
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velocity.y += 1
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if Input.is_action_pressed("ui_up"):
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velocity.y -= 1
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if velocity.length() > 0:
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velocity = velocity.normalized() * SPEED
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$AnimatedSprite.play()
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$Trail.emitting = true
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else:
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$AnimatedSprite.stop()
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$Trail.emitting = false
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position += velocity * delta
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position.x = clamp(position.x, 0, screensize.x)
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position.y = clamp(position.y, 0, screensize.y)
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if velocity.x != 0:
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$AnimatedSprite.animation = "right"
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$AnimatedSprite.flip_v = false
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$AnimatedSprite.flip_h = velocity.x < 0
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elif velocity.y != 0:
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$AnimatedSprite.animation = "up"
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$AnimatedSprite.flip_v = velocity.y > 0
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2019-02-26 14:22:02 +01:00
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func _on_Player_body_entered(_body):
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# Must be deferred as we can't change physics properties on a physics callback
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$Collision.set_deferred("disabled", true)
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2018-03-12 16:49:09 +01:00
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hide()
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emit_signal("hit")
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