add basic ball physics
This commit is contained in:
parent
29aac6edf2
commit
7f3c910414
11 changed files with 159 additions and 6 deletions
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@ -27,6 +27,10 @@ window/stretch/scale_mode="integer"
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version_control/plugin_name="GitPlugin"
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version_control/autoload_on_startup=true
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[global_group]
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paddle="objects that hit the ball"
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[input]
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move_up={
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@ -54,6 +58,16 @@ shift={
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194325,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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hit_left={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":79,"key_label":0,"unicode":111,"location":0,"echo":false,"script":null)
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]
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}
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hit_right={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":80,"key_label":0,"unicode":112,"location":0,"echo":false,"script":null)
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]
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}
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[layer_names]
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23
scenes/ball/ball.gd
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23
scenes/ball/ball.gd
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@ -0,0 +1,23 @@
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extends RigidBody2D
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@onready var hurtbox: Area2D = $HurtArea2D
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@export var launch_speed: float = 400
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@export var speed_mult: float = 1.08
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var is_hit: bool = false
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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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hurtbox.connect("area_entered", _on_hit)
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launch_random()
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func launch_random():
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var angle = randf_range(-PI/3, PI/3) + PI * float(randi()%2)
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linear_velocity = Vector2(cos(angle), sin(angle)) * launch_speed
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func _on_hit(area: Area2D) -> void:
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if area.is_in_group("paddle"):
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linear_velocity = linear_velocity.normalized() * linear_velocity.length() * speed_mult
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1
scenes/ball/ball.gd.uid
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1
scenes/ball/ball.gd.uid
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@ -0,0 +1 @@
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uid://d2s0fid28eihy
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@ -1,22 +1,36 @@
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[gd_scene load_steps=4 format=3 uid="uid://cmgwv41ht3q4j"]
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[gd_scene load_steps=6 format=3 uid="uid://cmgwv41ht3q4j"]
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[ext_resource type="Script" uid="uid://d2s0fid28eihy" path="res://scenes/ball/ball.gd" id="1_nv6q1"]
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[ext_resource type="Texture2D" uid="uid://c44hadxh2458n" path="res://scenes/ball/ball.png" id="1_oqv3d"]
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[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_oqv3d"]
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friction = 0.0
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bounce = 0.3
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[sub_resource type="CircleShape2D" id="CircleShape2D_oqv3d"]
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radius = 11.0
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[sub_resource type="CircleShape2D" id="CircleShape2D_nv6q1"]
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radius = 8.062258
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[node name="Ball" type="RigidBody2D"]
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collision_layer = 2
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collision_layer = 18
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collision_mask = 5
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physics_material_override = SubResource("PhysicsMaterial_oqv3d")
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gravity_scale = 0.0
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continuous_cd = 1
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script = ExtResource("1_nv6q1")
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[node name="Sprite2D" type="Sprite2D" parent="."]
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texture = ExtResource("1_oqv3d")
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[node name="HurtArea2D" type="Area2D" parent="."]
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collision_layer = 16
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collision_mask = 0
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[node name="CollisionShape2D" type="CollisionShape2D" parent="HurtArea2D"]
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shape = SubResource("CircleShape2D_oqv3d")
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debug_color = Color(0.8785819, 0.30416045, 0.40790904, 0.41960785)
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("CircleShape2D_nv6q1")
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BIN
scenes/hit/hit.ase
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BIN
scenes/hit/hit.ase
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Binary file not shown.
14
scenes/hit/hit.gd
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14
scenes/hit/hit.gd
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@ -0,0 +1,14 @@
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extends Area2D
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@onready var timer: Timer = $Timer
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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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timer.connect("timeout", _despawn)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func _despawn() -> void:
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queue_free()
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1
scenes/hit/hit.gd.uid
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1
scenes/hit/hit.gd.uid
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@ -0,0 +1 @@
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uid://c0m6xhbtgbgtu
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BIN
scenes/hit/hit.png
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BIN
scenes/hit/hit.png
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Binary file not shown.
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After Width: | Height: | Size: 267 B |
40
scenes/hit/hit.png.import
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40
scenes/hit/hit.png.import
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@ -0,0 +1,40 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://c6a62gvw7218s"
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path="res://.godot/imported/hit.png-ab7094ea32cf7bd1cd8dffcb2c8ef7cb.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://scenes/hit/hit.png"
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dest_files=["res://.godot/imported/hit.png-ab7094ea32cf7bd1cd8dffcb2c8ef7cb.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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28
scenes/hit/hit.tscn
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28
scenes/hit/hit.tscn
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@ -0,0 +1,28 @@
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[gd_scene load_steps=4 format=3 uid="uid://px67runjx6ex"]
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[ext_resource type="Script" uid="uid://c0m6xhbtgbgtu" path="res://scenes/hit/hit.gd" id="1_fxeki"]
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[ext_resource type="Texture2D" uid="uid://c6a62gvw7218s" path="res://scenes/hit/hit.png" id="1_wjo4f"]
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_fxeki"]
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radius = 7.0
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height = 18.0
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[node name="Hit" type="Area2D" groups=["paddle"]]
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collision_layer = 0
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collision_mask = 16
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script = ExtResource("1_fxeki")
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[node name="Sprite2D" type="Sprite2D" parent="."]
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position = Vector2(7, -4)
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texture = ExtResource("1_wjo4f")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2(5, -1)
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rotation = 1.5707964
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shape = SubResource("CapsuleShape2D_fxeki")
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debug_color = Color(0.6205005, 0.42311785, 0.8432588, 0.41960785)
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[node name="Timer" type="Timer" parent="."]
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wait_time = 0.5
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one_shot = true
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autostart = true
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@ -1,9 +1,11 @@
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extends CharacterBody2D
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const MAX_SPEED: float = 150
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@export var player: int = 1
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@export var max_speed: float = 150
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@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
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var is_hitting: bool = false
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var was_moving: bool = false
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var anim_dir: String = 'down'
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@ -14,13 +16,26 @@ func _ready() -> void:
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func _physics_process(_delta: float) -> void:
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var movement_vector: Vector2 = get_movement_vector()
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var direction: Vector2 = movement_vector.normalized()
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velocity = direction * MAX_SPEED
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var direction: Vector2 = movement_vector.normalized() if not is_hitting else Vector2.ZERO
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velocity = direction * max_speed
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move_and_slide()
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var is_moving: bool = velocity.length() > 10
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if Input.is_action_pressed("hit_left") and not is_hitting:
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if not is_hitting:
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sprite.play('up')
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sprite.frame = 1
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sprite.pause()
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var hit: Area2D = preload("res://scenes/hit/hit.tscn").instantiate()
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add_child(hit)
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hit.timer.connect("timeout", _on_hit_end)
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is_hitting = true
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if is_moving:
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if abs(velocity.x) > abs(velocity.y):
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anim_dir = 'right' if velocity.x > 0 else 'left'
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@ -29,7 +44,7 @@ func _physics_process(_delta: float) -> void:
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sprite.play(anim_dir)
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else:
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if was_moving:
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if was_moving and not is_hitting:
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sprite.play('down')
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sprite.frame = 1
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sprite.pause()
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@ -40,3 +55,6 @@ func get_movement_vector() -> Vector2:
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var x_mov: float = Input.get_action_strength('move_right') - Input.get_action_strength('move_left')
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var y_mov: float = Input.get_action_strength('move_down') - Input.get_action_strength('move_up')
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return Vector2(x_mov, y_mov)
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func _on_hit_end() -> void:
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is_hitting = false
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