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No commits in common. "d1822e98b18a55a1cfa3e1fa5457f9ce5678e5bc" and "7f3c910414fb719c0e5597993983e028d5b6f56d" have entirely different histories.
d1822e98b1
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7f3c910414
5 changed files with 11 additions and 44 deletions
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@ -15,10 +15,6 @@ run/main_scene="uid://d3c6aioatcy20"
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config/features=PackedStringArray("4.5", "GL Compatibility")
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config/features=PackedStringArray("4.5", "GL Compatibility")
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config/icon="res://icon.svg"
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config/icon="res://icon.svg"
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[autoload]
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EventBus="*res://scenes/autoload/event_bus.tscn"
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[display]
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[display]
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window/size/viewport_width=320
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window/size/viewport_width=320
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@ -1,6 +0,0 @@
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extends Node
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signal ball_hit(player: int, velocity: Vector2)
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func _ready():
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process_mode = Node.PROCESS_MODE_ALWAYS
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@ -1 +0,0 @@
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uid://qk8k7twgaqtm
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@ -1,6 +0,0 @@
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[gd_scene load_steps=2 format=3 uid="uid://bmpm30vauuo6u"]
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[ext_resource type="Script" uid="uid://qk8k7twgaqtm" path="res://scenes/autoload/event_bus.gd" id="1_quhyk"]
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[node name="EventBus" type="Node"]
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script = ExtResource("1_quhyk")
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@ -24,9 +24,17 @@ func _physics_process(_delta: float) -> void:
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var is_moving: bool = velocity.length() > 10
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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 Input.is_action_pressed("hit_left") and not is_hitting:
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hit("left")
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if not is_hitting:
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elif Input.is_action_pressed("hit_right") and not is_hitting:
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sprite.play('up')
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hit("right")
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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 is_moving:
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if abs(velocity.x) > abs(velocity.y):
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if abs(velocity.x) > abs(velocity.y):
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@ -48,29 +56,5 @@ func get_movement_vector() -> Vector2:
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var y_mov: float = Input.get_action_strength('move_down') - Input.get_action_strength('move_up')
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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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return Vector2(x_mov, y_mov)
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func hit(dir: String) -> void:
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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 sprite_texture: Texture2D = sprite.sprite_frames.get_frame_texture('up', 1)
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var hit_node: Area2D = preload("res://scenes/hit/hit.tscn").instantiate()
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# set position according to frame width and height
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@warning_ignore("integer_division")
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hit_node.global_position = global_position + Vector2(
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(sprite_texture.get_width()/2)*(-1 if dir == "left" else 1),
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sprite_texture.get_height()*-1
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)
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# flip entire node horizontally if spawning left
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hit_node.scale = Vector2(-1 if dir == "left" else 1, 1)
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get_parent().add_child(hit_node)
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hit_node.timer.connect("timeout", _on_hit_end)
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is_hitting = true
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func _on_hit_end() -> void:
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func _on_hit_end() -> void:
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is_hitting = false
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is_hitting = false
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