feat: let blobby ride on frog
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317ce3d2b7
commit
311abfcc6f
@ -51,6 +51,8 @@ var detect_timer := 0.0
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var reversing_possible_searching := true
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var reversing_possible_searching := true
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var attached_player = null
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func _ready():
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func _ready():
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default_jump_distance = default_jump_distance * tilemap.cell_size.x
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default_jump_distance = default_jump_distance * tilemap.cell_size.x
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@ -75,6 +77,9 @@ func bind_to_anchor(anchor_node: Node2D, radius: float ) -> void:
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func _on_StompDetector_body_entered(body: Node) -> void:
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func _on_StompDetector_body_entered(body: Node) -> void:
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if body.is_in_group("player"):
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attached_player = body
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$FeelerRayCast.collision_mask -= 1
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if !body.is_in_group("player") || is_hurt:
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if !body.is_in_group("player") || is_hurt:
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return
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return
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var incoming_vel_vector: Vector2 = body.velocity.normalized()
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var incoming_vel_vector: Vector2 = body.velocity.normalized()
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@ -92,6 +97,10 @@ func _on_StompDetector_body_entered(body: Node) -> void:
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$FrogSprite.material = invincible_shader
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$FrogSprite.material = invincible_shader
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$HurtTimer.start()
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$HurtTimer.start()
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func _on_StompDetector_body_exited(body: Node) -> void:
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if attached_player == body:
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$FeelerRayCast.collision_mask += 1
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attached_player = null
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func execute_movement(delta: float) -> void:
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func execute_movement(delta: float) -> void:
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# Navigation2DServer.map_get_path()
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# Navigation2DServer.map_get_path()
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@ -109,12 +118,15 @@ func execute_movement(delta: float) -> void:
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velocity.y = velocity.y * 0.8
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velocity.y = velocity.y * 0.8
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was_restricted = true
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was_restricted = true
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velocity = move_and_slide(velocity, FLOOR_NORMAL, false, 4, 0.785398, false)
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velocity = move_and_slide(velocity, FLOOR_NORMAL, false, 4, 0.785398, false)
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if(is_on_floor()):
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if(is_on_floor()):
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velocity = Vector2(0,0)
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velocity = Vector2(0,0)
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# Reverse direction when hitting limit
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# Reverse direction when hitting limit
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func die() -> void:
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func die() -> void:
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levelState.kills += 1
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levelState.kills += 1
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queue_free()
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queue_free()
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@ -298,8 +310,15 @@ func jump():
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v = consider_jumping_on_top()
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v = consider_jumping_on_top()
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if(v == zero_vector && can_reverse_facing_direction()):
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if(v == zero_vector && can_reverse_facing_direction()):
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reverse_facing_direction()
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reverse_facing_direction()
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# if attached_player != null && v != zero_vector:
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# move_with_player(v)
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velocity = v
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velocity = v
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#func move_with_player(v: Vector2):
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# print(v)
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# attached_player.move_and_slide(v * 10)
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func correct_jump_direction(v: Vector2) -> Vector2:
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func correct_jump_direction(v: Vector2) -> Vector2:
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if sign(v.x) != get_facing_direction():
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if sign(v.x) != get_facing_direction():
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@ -518,3 +537,6 @@ func _on_HurtTimer_timeout() -> void:
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is_hurt = false
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is_hurt = false
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#if(is_bound): add_to_group("harmful")
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#if(is_bound): add_to_group("harmful")
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$FrogSprite.material = null
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$FrogSprite.material = null
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@ -574,6 +574,7 @@ wait_time = 3.236
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one_shot = true
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one_shot = true
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[connection signal="body_entered" from="StompDetector" to="." method="_on_StompDetector_body_entered"]
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[connection signal="body_entered" from="StompDetector" to="." method="_on_StompDetector_body_entered"]
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[connection signal="body_exited" from="StompDetector" to="." method="_on_StompDetector_body_exited"]
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[connection signal="area_entered" from="EnemySkin" to="." method="_on_EnemySkin_area_entered"]
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[connection signal="area_entered" from="EnemySkin" to="." method="_on_EnemySkin_area_entered"]
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[connection signal="body_entered" from="EnemySkin" to="." method="_on_EnemySkin_body_entered"]
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[connection signal="body_entered" from="EnemySkin" to="." method="_on_EnemySkin_body_entered"]
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[connection signal="timeout" from="HurtTimer" to="." method="_on_HurtTimer_timeout"]
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[connection signal="timeout" from="HurtTimer" to="." method="_on_HurtTimer_timeout"]
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@ -23,7 +23,6 @@ func _ready() -> void:
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# TODO Limit spring deformation
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# TODO Limit spring deformation
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _physics_process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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var bc = _body_contact()
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var bc = _body_contact()
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if !bc:
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if !bc:
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