Fixed many Bugy and added Labels for Time and Score
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632eeddc64
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14 changed files with 430 additions and 179 deletions
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@ -3,6 +3,7 @@ extends Area2D
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@onready var floorRaycast = $RaycastFloor
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@onready var raycastLeft = $RaycastLeft
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@onready var raycastRight = $RaycastRight
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@onready var raycastTop = $RaycastTop
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@export var UID = 1
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@ -15,40 +16,6 @@ var type = GLOBAL.BLOCKTYPES.LIGHT
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func _ready() -> void:
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secretPosition = position
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#func _physics_process(delta: float) -> void:
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#print(secretPosition)
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#print(getNeighbours())
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#print(getNeighboursUID(UID))
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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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#if not getIsOnFloor():
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# position = secretPosition.snapped(Vector2(64,64))
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#if Input.is_action_just_pressed("left"):
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# if not raycastLeft.is_colliding():
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# secretPosition.x -= GLOBAL.GRID
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#if Input.is_action_just_pressed("right"):
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# if not raycastRight.is_colliding():
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# secretPosition.x += GLOBAL.GRID
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#secretPosition.y += GLOBAL.currentSpeed * delta * 30
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func getIsOnFloor() -> bool:
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return floorRaycast.is_colliding()
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#func getFloorCollider():
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#return floorRaycast.get_collider()
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#
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#func getLeftCollider():
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#return raycastLeft.get_collider()
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#
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#func getRightCollider():
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#return raycastRight.get_collider()
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func getLeftColliding() -> bool:
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return raycastLeft.is_colliding()
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func getRightColliding() -> bool:
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return raycastRight.is_colliding()
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func getCollider(direction : GLOBAL.Direction):
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match direction:
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GLOBAL.Direction.BOTTOM:
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@ -57,7 +24,8 @@ func getCollider(direction : GLOBAL.Direction):
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return raycastLeft.get_collider()
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GLOBAL.Direction.RIGHT:
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return raycastRight.get_collider()
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GLOBAL.Direction.TOP:
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return raycastTop.get_collider()
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func getNeighbours():
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var neighbours = []
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