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9 changed files with 16 additions and 32 deletions

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@ -1,20 +0,0 @@
[remap]
importer="aseprite_wizard.plugin.static-texture"
type="PortableCompressedTexture2D"
uid="uid://bjl6s2jwlml2l"
path="res://.godot/imported/icon.aseprite-a1a480d170088a07ce74affa6a3cf6cd.res"
[deps]
source_file="res://icon.aseprite"
dest_files=["res://.godot/imported/icon.aseprite-a1a480d170088a07ce74affa6a3cf6cd.res"]
[params]
layer/exclude_layers_pattern=""
layer/only_visible_layers=false
first_frame_only=true
sheet/sheet_type="packed"
sheet/sheet_columns=12
sheet/scale=1

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icon.png

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@ -0,0 +1 @@
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@ -2,16 +2,16 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://4aq8ekc6sruc"
path="res://.godot/imported/icon.png-487276ed1e3a0c39cad0279d744ee560.ctex"
uid="uid://bvoovx45nadxj"
path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://icon.png"
dest_files=["res://.godot/imported/icon.png-487276ed1e3a0c39cad0279d744ee560.ctex"]
source_file="res://icon.svg"
dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
[params]
@ -38,3 +38,6 @@ process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
svg/scale=1.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false

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@ -12,7 +12,7 @@ config_version=5
config/name="girl will never sing again"
config/features=PackedStringArray("4.5", "GL Compatibility")
config/icon="uid://4aq8ekc6sruc"
config/icon="res://icon.svg"
[debug]

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@ -11,8 +11,6 @@ const DEADZONE = 0.1
var h_press_tick: int = 0 ## last time horizontal axis was pressed
var v_press_tick: int = 0 ## last time vertical axis was pressed
var speed_mult: float = 1.0
func _input(event: InputEvent) -> void:
if event.is_action_pressed("move_left") or event.is_action_pressed("move_right"):

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@ -1,6 +1,9 @@
extends PlayerState
var next_state: StringName
func _enter(_previous_state_path: String, _data: Dictionary[StringName, Variant] = {}) -> void:
print('entering idle')
player.velocity = Vector2.ZERO

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@ -1,25 +1,24 @@
extends PlayerState
var next_state: StringName
func _enter(_previous_state_path: String, _data: Dictionary = {}) -> void:
print("entering walking")
player.move_and_slide()
func _state_physics_update(_delta: float) -> void:
#region player physics
var direction: Vector2 = player.get_movement_vector()
direction = direction.normalized()
player.velocity = direction * player.max_speed * player.speed_mult
player.velocity = direction * player.max_speed
player.move_and_slide()
#endregion
if watch_state([WALKING]): return
#region player animation
if direction.y > 0: player.sprite.play("walk_down")
elif direction.y < 0: player.sprite.play("walk_up")
elif direction.x > 0: player.sprite.play("walk_right")
elif direction.x < 0: player.sprite.play("walk_left")
#endregion