Dodge - cleanup. Added Survivor. /JL
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52
dodge/scripts/player.gd
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52
dodge/scripts/player.gd
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extends Area2D
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signal hit
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@export var speed = 400 # How fast the player will move (pixels/sec).
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var screen_size # Size of the game window.
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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screen_size = get_viewport_rect().size
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hide()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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var velocity = Vector2.ZERO # The player's movement vector.
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if Input.is_action_pressed("move_right"):
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velocity.x += 1
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if Input.is_action_pressed("move_left"):
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velocity.x -= 1
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if Input.is_action_pressed("move_down"):
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velocity.y += 1
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if Input.is_action_pressed("move_up"):
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velocity.y -= 1
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if velocity.length() > 0:
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velocity = velocity.normalized() * speed
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$AnimatedSprite2D.play()
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else:
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$AnimatedSprite2D.stop()
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position += velocity * delta
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position = position.clamp(Vector2.ZERO, screen_size)
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if velocity.x != 0:
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$AnimatedSprite2D.animation = "walk"
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$AnimatedSprite2D.flip_v = false
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# See the note below about the following boolean assignment.
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$AnimatedSprite2D.flip_h = velocity.x < 0
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elif velocity.y != 0:
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$AnimatedSprite2D.animation = "up"
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$AnimatedSprite2D.flip_v = velocity.y > 0
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func _on_body_entered(_body):
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hide() # Player disappears after being hit.
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hit.emit()
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# Must be deferred as we can't change physics properties on a physics callback.
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$CollisionShape2D.set_deferred("disabled", true)
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func start(pos):
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position = pos
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show()
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$CollisionShape2D.disabled = false
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