develop #50
@ -1,9 +1,6 @@
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extends KinematicBody2D
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extends KinematicBody2D
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signal player_touched
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var velocity = Vector2()
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var velocity = Vector2()
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export var direction = -1
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export var direction = -1
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export var detect_edges = true
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export var detect_edges = true
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@ -32,7 +29,7 @@ func _physics_process(_delta: float) -> void:
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for i in get_slide_count():
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for i in get_slide_count():
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var collision = get_slide_collision(i)
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var collision = get_slide_collision(i)
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if collision.collider.name == "Player":
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if collision.collider.name == "Player":
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emit_signal("player_touched")
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Event.emit_signal("player_touched", 3)
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Event.emit_signal("object_updated", self.get_name(), "Walking", global_position, velocity)
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Event.emit_signal("object_updated", self.get_name(), "Walking", global_position, velocity)
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@ -1,9 +1,6 @@
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extends KinematicBody2D
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extends KinematicBody2D
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signal player_touched
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export var direction = -1
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export var direction = -1
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export var speed = 50
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export var speed = 50
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export var follow_path = false
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export var follow_path = false
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@ -82,7 +79,7 @@ func get_velocity_towards_target(delta: float) -> Vector2:
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func wall_checker_collided(wall_checker: RayCast2D) -> void:
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func wall_checker_collided(wall_checker: RayCast2D) -> void:
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if wall_checker.get_collider().name == "Player":
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if wall_checker.get_collider().name == "Player":
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emit_signal("player_touched")
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Event.emit_signal("player_touched", 3)
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direction *= -1
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direction *= -1
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$AnimatedSprite.flip_h = not $AnimatedSprite.flip_h
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$AnimatedSprite.flip_h = not $AnimatedSprite.flip_h
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@ -1,9 +1,6 @@
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extends KinematicBody2D
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extends KinematicBody2D
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signal player_touched
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onready var start_position = position
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onready var start_position = position
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var velocity = Vector2()
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var velocity = Vector2()
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export var speed = 50.0
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export var speed = 50.0
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@ -25,7 +22,7 @@ func _physics_process(delta: float) -> void:
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return_to_start = true
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return_to_start = true
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$AnimatedSprite.play("normal")
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$AnimatedSprite.play("normal")
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if collision.collider.name == "Player":
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if collision.collider.name == "Player":
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emit_signal("player_touched")
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Event.emit_signal("player_touched", 3)
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Event.emit_signal("object_updated", self.get_name(), "Falling", global_position, velocity)
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Event.emit_signal("object_updated", self.get_name(), "Falling", global_position, velocity)
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if position.y <= start_position.y:
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if position.y <= start_position.y:
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