mirror of
https://github.com/godotengine/godot-demo-projects.git
synced 2026-01-04 06:09:46 +03:00
GDScript style fixes and other minor corrections
This commit is contained in:
@@ -1,4 +1,3 @@
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extends RigidBody2D
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# Member variables
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@@ -6,11 +5,11 @@ var disabled = false
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func disable():
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if (disabled):
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if disabled:
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return
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get_node("anim").play("shutdown")
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$anim.play("shutdown")
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disabled = true
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func _ready():
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get_node("Timer").start()
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$Timer.start()
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@@ -1,4 +1,3 @@
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extends Area2D
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# Member variables
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@@ -6,8 +5,8 @@ var taken = false
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func _on_body_enter( body ):
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if (not taken and body is preload("res://player.gd")):
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get_node("anim").play("taken")
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if not taken and body is preload("res://player.gd"):
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$anim.play("taken")
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taken = true
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@@ -1,4 +1,3 @@
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extends RigidBody2D
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# Member variables
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@@ -10,8 +9,8 @@ var state = STATE_WALKING
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var direction = -1
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var anim = ""
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onready var rc_left = get_node("raycast_left")
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onready var rc_right = get_node("raycast_right")
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onready var rc_left = $raycast_left
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onready var rc_right = $raycast_right
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var WALK_SPEED = 50
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@@ -24,22 +23,22 @@ func _die():
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func _pre_explode():
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#make sure nothing collides against this
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get_node("shape1").queue_free()
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get_node("shape2").queue_free()
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get_node("shape3").queue_free()
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$shape1.queue_free()
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$shape2.queue_free()
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$shape3.queue_free()
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# Stay there
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set_mode(MODE_STATIC)
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get_node("sound_explode").play()
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mode = MODE_STATIC
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$sound_explode.play()
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func _integrate_forces(s):
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var lv = s.get_linear_velocity()
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var new_anim = anim
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if (state == STATE_DYING):
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if state == STATE_DYING:
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new_anim = "explode"
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elif (state == STATE_WALKING):
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elif state == STATE_WALKING:
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new_anim = "walk"
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var wall_side = 0.0
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@@ -48,38 +47,36 @@ func _integrate_forces(s):
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var cc = s.get_contact_collider_object(i)
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var dp = s.get_contact_local_normal(i)
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if (cc):
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if (cc is bullet_class and not cc.disabled):
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set_mode(MODE_RIGID)
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if cc:
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if cc is bullet_class and not cc.disabled:
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mode = MODE_RIGID
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state = STATE_DYING
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#lv = s.get_contact_local_normal(i)*400
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s.set_angular_velocity(sign(dp.x)*33.0)
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#lv = s.get_contact_local_normal(i) * 400
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s.set_angular_velocity(sign(dp.x) * 33.0)
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set_friction(1)
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cc.disable()
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get_node("sound_hit").play()
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$sound_hit.play()
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break
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if (dp.x > 0.9):
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if dp.x > 0.9:
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wall_side = 1.0
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elif (dp.x < -0.9):
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elif dp.x < -0.9:
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wall_side = -1.0
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if (wall_side != 0 and wall_side != direction):
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if wall_side != 0 and wall_side != direction:
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direction = -direction
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get_node("sprite").scale.x=-direction
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if (direction < 0 and not rc_left.is_colliding() and rc_right.is_colliding()):
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$sprite.scale.x = -direction
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if direction < 0 and not rc_left.is_colliding() and rc_right.is_colliding():
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direction = -direction
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get_node("sprite").scale.x=-direction
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elif (direction > 0 and not rc_right.is_colliding() and rc_left.is_colliding()):
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$sprite.scale.x = -direction
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elif direction > 0 and not rc_right.is_colliding() and rc_left.is_colliding():
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direction = -direction
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get_node("sprite").scale.x=-direction
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$sprite.scale.x = -direction
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lv.x = direction*WALK_SPEED
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lv.x = direction * WALK_SPEED
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if(anim != new_anim):
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if anim != new_anim:
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anim = new_anim
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get_node("anim").play(anim)
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$anim.play(anim)
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s.set_linear_velocity(lv)
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@@ -1,4 +1,3 @@
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extends Node2D
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# Member variables
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@@ -8,13 +7,9 @@ var accum = 0.0
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func _physics_process(delta):
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accum += delta*(1.0/cycle)*PI*2.0
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accum = fmod(accum, PI*2.0)
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accum += delta * (1.0 / cycle) * PI * 2.0
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accum = fmod(accum, PI * 2.0)
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var d = sin(accum)
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var xf = Transform2D()
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xf[2]= motion*d
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get_node("platform").transform=xf
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func _ready():
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set_physics_process(true)
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xf[2]= motion * d
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$platform.transform = xf
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@@ -1,4 +1,3 @@
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extends RigidBody2D
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# Character Demo, written by Juan Linietsky.
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@@ -71,7 +70,7 @@ func _integrate_forces(s):
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var e = enemy.instance()
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var p = position
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p.y = p.y - 100
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e.position=p
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e.position = p
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get_parent().add_child(e)
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# Deapply prev floor velocity
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@@ -84,35 +83,35 @@ func _integrate_forces(s):
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for x in range(s.get_contact_count()):
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var ci = s.get_contact_local_normal(x)
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if (ci.dot(Vector2(0, -1)) > 0.6):
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if ci.dot(Vector2(0, -1)) > 0.6:
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found_floor = true
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floor_index = x
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# A good idea when impementing characters of all kinds,
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# compensates for physics imprecission, as well as human reaction delay.
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if (shoot and not shooting):
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# A good idea when implementing characters of all kinds,
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# compensates for physics imprecision, as well as human reaction delay.
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if shoot and not shooting:
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shoot_time = 0
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var bi = bullet.instance()
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var ss
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if (siding_left):
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if siding_left:
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ss = -1.0
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else:
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ss = 1.0
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var pos = position + get_node("bullet_shoot").position*Vector2(ss, 1.0)
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var pos = position + $bullet_shoot.position * Vector2(ss, 1.0)
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bi.position=pos
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bi.position = pos
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get_parent().add_child(bi)
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bi.linear_velocity=Vector2(800.0*ss, -80)
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bi.linear_velocity = Vector2(800.0 * ss, -80)
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get_node("sprite/smoke").restart()
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get_node("sound_shoot").play()
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$sprite/smoke.restart()
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$sound_shoot.play()
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add_collision_exception_with(bi) # Make bullet and this not collide
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else:
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shoot_time += step
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if (found_floor):
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if found_floor:
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airborne_time = 0.0
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else:
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airborne_time += step # Time it spent in the air
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@@ -120,104 +119,102 @@ func _integrate_forces(s):
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var on_floor = airborne_time < MAX_FLOOR_AIRBORNE_TIME
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# Process jump
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if (jumping):
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if (lv.y > 0):
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if jumping:
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if lv.y > 0:
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# Set off the jumping flag if going down
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jumping = false
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elif (not jump):
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elif not jump:
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stopping_jump = true
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if (stopping_jump):
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lv.y += STOP_JUMP_FORCE*step
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if stopping_jump:
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lv.y += STOP_JUMP_FORCE * step
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if (on_floor):
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if on_floor:
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# Process logic when character is on floor
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if (move_left and not move_right):
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if (lv.x > -WALK_MAX_VELOCITY):
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lv.x -= WALK_ACCEL*step
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elif (move_right and not move_left):
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if (lv.x < WALK_MAX_VELOCITY):
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lv.x += WALK_ACCEL*step
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if move_left and not move_right:
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if lv.x > -WALK_MAX_VELOCITY:
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lv.x -= WALK_ACCEL * step
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elif move_right and not move_left:
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if lv.x < WALK_MAX_VELOCITY:
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lv.x += WALK_ACCEL * step
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else:
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var xv = abs(lv.x)
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xv -= WALK_DEACCEL*step
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if (xv < 0):
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xv -= WALK_DEACCEL * step
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if xv < 0:
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xv = 0
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lv.x = sign(lv.x)*xv
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lv.x = sign(lv.x) * xv
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# Check jump
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if (not jumping and jump):
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if not jumping and jump:
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lv.y = -JUMP_VELOCITY
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jumping = true
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stopping_jump = false
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get_node("sound_jump").play()
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$sound_jump.play()
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# Check siding
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if (lv.x < 0 and move_left):
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if lv.x < 0 and move_left:
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new_siding_left = true
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elif (lv.x > 0 and move_right):
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elif lv.x > 0 and move_right:
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new_siding_left = false
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if (jumping):
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if jumping:
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new_anim = "jumping"
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elif (abs(lv.x) < 0.1):
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if (shoot_time < MAX_SHOOT_POSE_TIME):
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elif abs(lv.x) < 0.1:
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if shoot_time < MAX_SHOOT_POSE_TIME:
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new_anim = "idle_weapon"
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else:
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new_anim = "idle"
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else:
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if (shoot_time < MAX_SHOOT_POSE_TIME):
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if shoot_time < MAX_SHOOT_POSE_TIME:
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new_anim = "run_weapon"
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else:
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new_anim = "run"
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else:
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# Process logic when the character is in the air
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if (move_left and not move_right):
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if (lv.x > -WALK_MAX_VELOCITY):
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lv.x -= AIR_ACCEL*step
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elif (move_right and not move_left):
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if (lv.x < WALK_MAX_VELOCITY):
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lv.x += AIR_ACCEL*step
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if move_left and not move_right:
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if lv.x > -WALK_MAX_VELOCITY:
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lv.x -= AIR_ACCEL * step
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elif move_right and not move_left:
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if lv.x < WALK_MAX_VELOCITY:
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lv.x += AIR_ACCEL * step
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else:
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var xv = abs(lv.x)
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xv -= AIR_DEACCEL*step
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if (xv < 0):
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xv -= AIR_DEACCEL * step
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if xv < 0:
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xv = 0
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lv.x = sign(lv.x)*xv
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lv.x = sign(lv.x) * xv
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if (lv.y < 0):
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if (shoot_time < MAX_SHOOT_POSE_TIME):
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if lv.y < 0:
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if shoot_time < MAX_SHOOT_POSE_TIME:
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new_anim = "jumping_weapon"
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else:
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new_anim = "jumping"
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else:
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if (shoot_time < MAX_SHOOT_POSE_TIME):
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if shoot_time < MAX_SHOOT_POSE_TIME:
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new_anim = "falling_weapon"
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else:
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new_anim = "falling"
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# Update siding
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if (new_siding_left != siding_left):
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if (new_siding_left):
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get_node("sprite").scale.x=-1
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if new_siding_left != siding_left:
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if new_siding_left:
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$sprite.scale.x = -1
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else:
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get_node("sprite").scale.x=1
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$sprite.scale.x = 1
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siding_left = new_siding_left
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# Change animation
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if (new_anim != anim):
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if new_anim != anim:
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anim = new_anim
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get_node("anim").play(anim)
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$anim.play(anim)
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shooting = shoot
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# Apply floor velocity
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if (found_floor):
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if found_floor:
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floor_h_velocity = s.get_contact_collider_velocity_at_position(floor_index).x
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lv.x += floor_h_velocity
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# Finally, apply gravity and set back the linear velocity
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lv += s.get_total_gravity()*step
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lv += s.get_total_gravity() * step
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s.set_linear_velocity(lv)
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