Imported into Godot 4.3
This commit is contained in:
@@ -1,12 +1,9 @@
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extends KinematicBody2D
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const PlayerHurtSound = preload("res://Player/PlayerHurtSound.tscn")
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var velocity = Vector2.ZERO
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var input_vector = Vector2.ZERO
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var roll_vector = Vector2.DOWN
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var stats = PlayerStats
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const PlayerHurtSound = preload("res://Player/PlayerHurtSound.tscn")
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const ACCELERATION = 500
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const MAX_SPEED = 80
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const ROLL_SPEED = 120
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@@ -20,15 +17,15 @@ enum {
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var state = MOVE
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onready var animationPlayer = $AnimationPlayer
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onready var blinkAnimationPlayer = $BlinkAnimationPlayer
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onready var animationTree = $AnimationTree
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onready var animationState = animationTree.get("parameters/playback")
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onready var swordHitbox = $HitboxPivot/SwordHitbox
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onready var hurtBox = $Hurtbox
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@onready var animationPlayer = $AnimationPlayer
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@onready var blinkAnimationPlayer = $BlinkAnimationPlayer
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@onready var animationTree = $AnimationTree
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@onready var animationState = animationTree.get("parameters/playback")
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@onready var swordHitbox = $HitboxPivot/SwordHitbox
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@onready var hurtBox = $Hurtbox
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func _ready():
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stats.connect("no_health", self, "queue_free")
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stats.connect("no_health", Callable(self, "queue_free"))
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animationTree.active = true
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swordHitbox.knockback_vector = roll_vector
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blinkAnimationPlayer.play("Stop")
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@@ -89,7 +86,9 @@ func attack_state():
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#velocity = move_and_slide(velocity)
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func move():
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velocity = move_and_slide(velocity)
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set_velocity(velocity)
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move_and_slide()
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velocity = velocity
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func attack_aninimation_finished():
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state = MOVE
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@@ -103,7 +102,7 @@ func _on_Hurtbox_area_entered(_area):
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stats.health -= 1
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hurtBox.start_invincibility(0.6)
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hurtBox.create_hit_effect()
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var playerHurtSounds = PlayerHurtSound.instance()
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var playerHurtSounds = PlayerHurtSound.instantiate()
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get_tree().current_scene.add_child(playerHurtSounds)
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