2024-04-13 07:16:11 +00:00
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extends CharacterBody2D
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2024-04-13 07:46:00 +00:00
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class_name MainCharacter
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var player_controlled = false
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enum GanderSceneT {
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Introduction,
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Gameplay,
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2024-04-14 06:31:39 +00:00
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Battle,
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2024-04-13 07:46:00 +00:00
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}
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var current_scene_type = GanderSceneT.Introduction
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var auto_control_action = "facing_front"
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2024-04-13 10:07:54 +00:00
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var last_collided_id = null
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2024-04-14 13:21:54 +00:00
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@onready var parry_area = $ParryArea2D
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@onready var hit_area = $HitArea2D
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2024-04-13 07:16:11 +00:00
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@onready var animated = $AnimatedSprite2D
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2024-04-14 13:21:54 +00:00
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var battle_started = false
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2024-04-14 13:37:23 +00:00
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var max_health = 30
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2024-04-14 13:21:54 +00:00
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var health = 30
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var health_dirty = true
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2024-04-14 08:24:30 +00:00
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var summon_item = null
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var summon_item_angle = 0.0
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2024-04-14 13:21:54 +00:00
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var summon_item_summoned = false
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var summon_tween
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var parry_tween = null
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var parry_active = false
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var parry_body = null
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var hit_active = false
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var parry_success = false
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var parry_success_checked = false
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enum AttackType {
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SWORD,
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HAMMER,
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}
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var attack_target = null
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var attack_tween = null
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var attack_type = AttackType.SWORD
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2024-04-14 08:24:30 +00:00
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2024-04-13 07:16:11 +00:00
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const SPEED = 150.0
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const ANIM_DEADZONE = 0.3
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2024-04-14 08:24:30 +00:00
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const SUMMON_ITEM_DIST = 100.0
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const SUMMON_ITEM_Y_OFFSET = -30.0
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2024-04-14 13:21:54 +00:00
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func parry_entered(node):
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parry_active = true
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parry_success_checked = false
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parry_body = node
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func parry_exited(node):
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parry_active = false
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parry_body = null
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if battle_started:
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if parry_success:
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print("Successful parry")
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parry_success = false
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else:
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print("Failed to parry")
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var rng = RandomNumberGenerator.new()
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health -= rng.randi_range(1, 5)
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health_dirty = true
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func hit_entered(node):
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hit_active = true
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func hit_exited(node):
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hit_active = false
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func _ready():
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parry_area.area_entered.connect(parry_entered)
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parry_area.area_exited.connect(parry_exited)
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hit_area.area_entered.connect(hit_entered)
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hit_area.area_exited.connect(hit_exited)
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2024-04-14 08:24:30 +00:00
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func _process(delta):
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2024-04-14 13:21:54 +00:00
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if parry_tween == null and attack_target == null:
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summon_item_angle += delta
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if summon_item_angle > TAU:
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summon_item_angle -= TAU
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if summon_item != null and not parry_success:
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summon_item.position.x = cos(-summon_item_angle) * SUMMON_ITEM_DIST
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summon_item.position.y = sin(-summon_item_angle) * SUMMON_ITEM_DIST + SUMMON_ITEM_Y_OFFSET
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elif parry_success and not parry_success_checked and parry_body != null:
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parry_success_checked = true
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parry_tween = get_tree().create_tween()
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parry_tween.set_parallel()
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parry_tween.set_trans(Tween.TRANS_SPRING)
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var between = parry_body.get_parent().position - self.position
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parry_tween.tween_property(summon_item, "position", between, 0.2)
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parry_tween.set_trans(Tween.TRANS_EXPO)
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parry_tween.tween_property(summon_item, "rotation", TAU * 10, 0.3)
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parry_tween.set_parallel(false)
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var old_x = cos(-summon_item_angle) * SUMMON_ITEM_DIST
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var old_y = sin(-summon_item_angle) * SUMMON_ITEM_DIST + SUMMON_ITEM_Y_OFFSET
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parry_tween.set_trans(Tween.TRANS_EXPO)
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parry_tween.tween_property(summon_item, "position", Vector2(old_x, old_y), 0.4)
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parry_tween.tween_callback(func():
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parry_tween = null
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summon_item.rotation = 0.0
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)
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elif attack_target != null and summon_item != null:
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attack_tween = get_tree().create_tween()
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var prev_x = cos(-summon_item_angle) * SUMMON_ITEM_DIST
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var prev_y = sin(-summon_item_angle) * SUMMON_ITEM_DIST + SUMMON_ITEM_Y_OFFSET
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attack_tween.set_parallel()
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attack_tween.tween_property(summon_item, "position", attack_target.position - self.position, 0.2)
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attack_tween.tween_property(summon_item, "rotation", -PI / 2.0, 0.2)
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attack_tween.set_parallel(false)
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var parent = get_parent()
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attack_tween.tween_callback(func():
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match attack_type:
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AttackType.SWORD:
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parent.play_attack_sfx_type = "sword"
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AttackType.HAMMER:
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parent.play_attack_sfx_type = "hammer"
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)
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attack_tween.set_parallel()
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attack_tween.tween_property(summon_item, "position", Vector2(prev_x, prev_y), 0.4)
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attack_tween.tween_property(summon_item, "rotation", 0.0, 0.4)
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attack_tween.set_parallel(false)
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attack_tween.tween_callback(func():
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attack_target = null
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)
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if summon_item_summoned:
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summon_item_summoned = false
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var summon_overlay = Sprite2D.new()
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summon_overlay.set_name(&"SummonOverlay")
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summon_overlay.set_texture(summon_item.get_texture())
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add_child(summon_overlay, true)
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summon_overlay.set_owner(self)
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summon_overlay.set_scale(Vector2(5.0, 5.0))
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summon_overlay.self_modulate = Color(1.0, 1.0, 1.0, 0.4)
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summon_tween = get_tree().create_tween()
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summon_tween.set_parallel()
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summon_tween.set_trans(Tween.TRANS_EXPO)
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summon_tween.tween_property(summon_overlay, "rotation", -TAU * 50.0, 2.0)
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summon_tween.set_trans(Tween.TRANS_QUAD)
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summon_tween.tween_property(summon_overlay, "self_modulate", Color(1.0, 1.0, 1.0, 0.0), 2.0)
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summon_tween.set_parallel(false)
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summon_tween.tween_callback(func(): self.remove_child(summon_overlay))
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if health_dirty:
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health_dirty = false
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var hp_label = find_child("PlayerHPLabel")
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if hp_label == null:
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hp_label = Label.new()
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hp_label.set_name(&"PlayerHPLabel")
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add_child(hp_label, true)
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hp_label.set_owner(self)
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hp_label.position.y += 10.0
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hp_label.position.x -= 18.0
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hp_label.text = "%d HP" % health
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2024-04-13 07:16:11 +00:00
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func _physics_process(delta):
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var vec2 = Vector2()
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2024-04-13 07:46:00 +00:00
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if player_controlled:
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if Input.is_action_pressed("Left"):
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vec2.x = -1.0
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elif Input.is_action_pressed("Right"):
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vec2.x = 1.0
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if Input.is_action_pressed("Up"):
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vec2.y = -1.0
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elif Input.is_action_pressed("Down"):
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vec2.y = 1.0
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2024-04-13 07:16:11 +00:00
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2024-04-13 07:46:00 +00:00
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if vec2.length() > 0.1:
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vec2 = vec2.normalized()
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else:
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vec2.x = 0.0
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vec2.y = 0.0
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2024-04-13 07:16:11 +00:00
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2024-04-13 07:46:00 +00:00
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if vec2.x > ANIM_DEADZONE:
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animated.play("walking_right")
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elif vec2.x < -ANIM_DEADZONE:
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animated.play("walking_left")
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elif vec2.y > ANIM_DEADZONE:
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animated.play("walking_front")
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elif vec2.y < -ANIM_DEADZONE:
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animated.play("walking_back")
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else:
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match animated.animation:
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"walking_right":
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animated.play("facing_right")
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"walking_left":
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animated.play("facing_left")
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"walking_front":
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animated.play("facing_front")
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"walking_back":
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animated.play("facing_back")
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_:
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pass
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velocity = vec2 * SPEED
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elif animated.animation != auto_control_action:
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animated.play(auto_control_action)
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2024-04-13 07:16:11 +00:00
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2024-04-14 06:31:39 +00:00
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if current_scene_type != GanderSceneT.Battle:
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move_and_slide()
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var last_collision = get_last_slide_collision()
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if last_collision != null:
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last_collided_id = last_collision.get_collider_id()
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else:
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last_collided_id = null
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