Tutorials completed.
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@@ -1,5 +1,7 @@
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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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@@ -19,6 +21,7 @@ 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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@@ -28,6 +31,7 @@ func _ready():
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stats.connect("no_health", 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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func _process(delta):
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match state:
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@@ -35,10 +39,10 @@ func _process(delta):
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move_state(delta)
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ROLL:
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roll_state(delta)
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roll_state()
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ATTACK:
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attack_state(delta)
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attack_state()
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func move_state(delta):
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input_vector.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
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@@ -71,12 +75,12 @@ func move_state(delta):
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func roll_animation_finished():
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state = MOVE
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func roll_state(delta):
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func roll_state():
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velocity = roll_vector * ROLL_SPEED
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animationState.travel("Roll")
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move()
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func attack_state(delta):
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func attack_state():
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#velocity = Vector2.ZERO
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#animationTree.set("parameters/Attack/blend_position", input_vector)
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velocity = Vector2.ZERO
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@@ -95,7 +99,17 @@ func attack_aninimation_finished():
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# pass
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func _on_Hurtbox_area_entered(area):
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func _on_Hurtbox_area_entered(_area):
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stats.health -= 1
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hurtBox.start_invincibility(0.5)
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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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get_tree().current_scene.add_child(playerHurtSounds)
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func _on_Hurtbox_invincibility_started():
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blinkAnimationPlayer.play("Start")
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func _on_Hurtbox_invincibility_ended():
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blinkAnimationPlayer.play("Stop")
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