feature/Coin #32
@ -17,7 +17,7 @@ region = Rect2( 18, 0, 18, 18 )
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animations = [ {
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animations = [ {
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"frames": [ SubResource( 2 ), SubResource( 3 ) ],
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"frames": [ SubResource( 2 ), SubResource( 3 ) ],
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"loop": true,
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"loop": true,
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"name": "default",
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"name": "spin",
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"speed": 5.0
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"speed": 5.0
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} ]
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} ]
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@ -30,6 +30,6 @@ shape = SubResource( 1 )
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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frames = SubResource( 4 )
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frames = SubResource( 4 )
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frame = 1
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animation = "spin"
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playing = true
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playing = true
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centered = false
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centered = false
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@ -1,4 +1,4 @@
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#include "player/states/CoinNotCollected.h"
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#include "Coin/CoinNotCollected.h"
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using namespace godot;
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using namespace godot;
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@ -25,15 +25,17 @@ void CoinNotCollected::_init()
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void CoinNotCollected::_state_enter()
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void CoinNotCollected::_state_enter()
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{
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{
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animated_sprite = get_parent()->get_node<AnimatedSprite>("AnimatedSprite");
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animated_sprite = get_parent()->get_node<AnimatedSprite>("AnimatedSprite");
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animated_sprite->stop();
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animated_sprite->set_animation("spin");
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animated_sprite->set_animation("idle");
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animated_sprite->play();
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}
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}
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void CoinNotCollected::_state_exit()
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void CoinNotCollected::_state_exit()
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{
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{
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}
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}
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void CoinNotCollected::_physics_process(float delta)
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void CoinNotCollected::_physics_process(float delta)
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{
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{
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}
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}
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@ -1,5 +1,5 @@
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#ifndef JUEGO_COIN_COINNOTCOLLECTED
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#ifndef JUEGO_COIN_COINNOTCOLLECTED
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#define JJUEGO_COIN_COINNOTCOLLECTED
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#define JUEGO_COIN_COINNOTCOLLECTED
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#include "state_machine/State.h"
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#include "state_machine/State.h"
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@ -9,6 +9,7 @@
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#include "player/states/PlayerMove.h"
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#include "player/states/PlayerMove.h"
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#include "player/states/PlayerJump.h"
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#include "player/states/PlayerJump.h"
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#include "player/states/PlayerFall.h"
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#include "player/states/PlayerFall.h"
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#include "Coin/CoinNotCollected.h"
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using namespace godot;
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using namespace godot;
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@ -49,4 +50,5 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
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register_class<player::PlayerMove>();
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register_class<player::PlayerMove>();
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register_class<player::PlayerJump>();
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register_class<player::PlayerJump>();
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register_class<player::PlayerFall>();
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register_class<player::PlayerFall>();
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register_class<coin::CoinNotCollected>();
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}
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}
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