first commit, initial starting game
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204
Characters/test_player/test_player.gd
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204
Characters/test_player/test_player.gd
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extends CharacterBody2D
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@export var speed:int = 50
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@export var max_speed:int = 350
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@export var push_power:int = 50 + speed
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@onready var health := max_health
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@export var max_health := 3
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@export var attack_speed := 2000
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@export var throwback_strength := 2
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@onready var player_sprite = $Sprite2D
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@onready var player := get_node(".")
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#Animation
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@onready var anim_tree = $AnimationTree
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@onready var atk_str := "parameters/attacking/current"
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@onready var mov_str := "parameters/moving/current"
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@onready var damage_str := "parameters/damaged/current"
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@onready var disabled_str := "parameters/disabled/current"
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#Other
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@export var value:int = 0
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@onready var player_facing:String = "right"
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@onready var next_attack_time := 0
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@onready var is_attacking := false
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@onready var equipped:Node2D
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@onready var spawned_item:Node2D
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@onready var invulnerability_timer:Timer = get_node("InvulnerableTimer")
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@onready var player_disabled := false
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@onready var player_in_inventory := false
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@onready var is_searching := false
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@onready var item_hovering := false
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@onready var rng = RandomNumberGenerator.new()
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
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@onready var player_hit := {
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"is_player_hit": false,
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"hit_velocity": Vector2(0,0),
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}
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signal speed_changed
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signal value_changed
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signal health_changed
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signal player_killed
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func _ready():
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if not is_multiplayer_authority(): return
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func value_changed_func(amount: int) -> void:
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value = value + amount
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emit_signal("value_changed", value)
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func set_disabled(is_disabled:bool):
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player_disabled = is_disabled
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if is_disabled:
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anim_tree.set(disabled_str, 1)
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else:
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anim_tree.set(disabled_str, 0)
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func speed_changed_func(amount: int) -> void:
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speed = speed + amount
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if speed <= 0:
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health_changed_func(-1)
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speed = 100
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elif speed > max_speed:
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speed = max_speed
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health_changed_func(1)
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emit_signal("speed_changed", speed)
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# reset our invulnerability animations
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func _on_invulnerable_timer_timeout():
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anim_tree.set(damage_str, 0)
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func health_changed_func(amount: int):
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if amount < 0:
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if invulnerability_timer.is_stopped():
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invulnerability_timer.start()
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health = health + amount
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if health < 0:
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print("kill!")
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health = max_health
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#TODO: Respawn char
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else:
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print("Setting health frame: ", health)
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anim_tree.set(damage_str, 1)
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else:
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health = health + amount
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emit_signal("health_changed", health)
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func attack_finished():
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anim_tree.set(atk_str, 0)
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is_attacking = false
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func get_input():
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if Input.is_action_just_pressed("print_pos"):
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print("PLAYER POSITION!: ", player.get_position())
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if Input.is_action_just_pressed("show_inventory"):
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pass
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#show_inventory()
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if player_disabled or player_in_inventory:
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return
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if Input.is_action_just_pressed("speed_up"):
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speed_changed_func(10)
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if Input.is_action_just_pressed("attack"):
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if item_hovering:
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spawned_item = null
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return
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var now = Time.get_ticks_msec()
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if now >= next_attack_time:
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is_attacking = true
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if player_facing == "left":
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player_sprite.flip_h = true
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anim_tree.set(atk_str, 1)
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else:
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player_sprite.flip_h = false
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anim_tree.set(atk_str, 1)
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if equipped:
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pass
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#spawned_item = load(ItemDatabase.Castable_objects[equipped.item_name]).instantiate()
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#var map = get_tree().current_scene
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#map.add_child(spawned_item)
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#inventory_ui.item_cooldown()
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#if equipped.item_clip_size > 0:
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# inventory_ui.set_ammo(-1)
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#spawned_item.use_item(player, spawned_item, map)
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#next_attack_time = now + attack_speed
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velocity = Vector2()
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var direction : String
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# if not input_active:
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# return
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if Input.is_action_pressed("right") and not is_attacking:
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player_facing = "right"
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player_sprite.flip_h = false
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velocity.x += 1
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anim_tree.set(mov_str, 1)
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if Input.is_action_pressed("left") and not is_attacking:
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player_sprite.flip_h = true
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player_facing = "left"
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velocity.x -= 1
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anim_tree.set(mov_str, 1)
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if Input.is_action_pressed("down") and not is_attacking:
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direction = "down"
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velocity.y += 1
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anim_tree.set(mov_str, 1)
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if Input.is_action_pressed("up") and not is_attacking:
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direction = "up"
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velocity.y -= 1
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anim_tree.set(mov_str, 1)
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velocity = velocity.normalized() * speed
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if velocity == Vector2.ZERO:
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anim_tree.set(mov_str, 0)
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func _physics_process(delta):
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# if not is_multiplayer_authority():
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# get_input()
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# move_and_slide()
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# return
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get_input()
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move_and_slide()
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for i in get_slide_collision_count():
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var collision = get_slide_collision(i)
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var collider = collision.get_collider()
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if collider.is_in_group("moveable"):
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var normal = collision.get_normal()
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collider.apply_central_impulse(-collision.get_normal() * push_power)
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if player_hit.is_player_hit:
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velocity = Vector2.ZERO
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set_disabled(true)
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player_hit.is_player_hit = false
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var tween = get_tree().create_tween()
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var new_location = (player_hit.hit_velocity * throwback_strength) * delta
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tween.tween_method(move_player, Vector2(0,0) * delta, new_location, 1)
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await get_tree().create_timer(0.5).timeout
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set_disabled(false)
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# Update sync variables, which will be replicated to everyone else
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#rpc(&'update_movement', velocity)
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# $Networking.sync_position = position
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# $Networking.sync_velocity = velocity
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# $Networking.flipped_v = player_sprite.flip_v
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# $Networking.flipped_h = player_sprite.flip_h
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# $Networking.sync_frame_coords = player_sprite.get_frame_coords()
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func move_player(c_velocity: Vector2):
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# rpc(&'update_movement', velocity)
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var collided = move_and_collide(c_velocity)
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# if collided:
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# print("Collided again?", collided)
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# var collider = collision.get_collider()
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# if collider.is_in_group("moveable"):
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# var normal = collision.get_normal()
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# collider.apply_central_impulse(-collision.get_normal() * push_power)
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player_hit.is_player_hit = false
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