game1: add entity system, dynamic player spawn, multi-level preparation
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c42e060a2b
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7
images/game1/flatfish_s.tres
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7
images/game1/flatfish_s.tres
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[gd_resource type="AtlasTexture" load_steps=2 format=2]
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[ext_resource path="res://images/game1/game1_tileset.png" type="Texture" id=1]
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[resource]
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atlas = ExtResource( 1 )
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region = Rect2( 32, 0, 16, 16 )
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7
images/game1/flatfish_s_h.tres
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7
images/game1/flatfish_s_h.tres
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[gd_resource type="AtlasTexture" load_steps=2 format=2]
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[ext_resource path="res://images/game1/game1_tileset.png" type="Texture" id=1]
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[resource]
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atlas = ExtResource( 1 )
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region = Rect2( 64, 0, 16, 16 )
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7
images/game1/flatfish_t.tres
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images/game1/flatfish_t.tres
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[gd_resource type="AtlasTexture" load_steps=2 format=2]
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[ext_resource path="res://images/game1/game1_tileset.png" type="Texture" id=1]
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[resource]
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atlas = ExtResource( 1 )
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region = Rect2( 48, 0, 16, 16 )
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7
images/game1/flatfish_t_h.tres
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7
images/game1/flatfish_t_h.tres
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[gd_resource type="AtlasTexture" load_steps=2 format=2]
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[ext_resource path="res://images/game1/game1_tileset.png" type="Texture" id=1]
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[resource]
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atlas = ExtResource( 1 )
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region = Rect2( 80, 0, 16, 16 )
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@ -19,6 +19,11 @@ _global_script_classes=[ {
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"language": "GDScript",
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"path": "res://scripts/DialogueBox.gd"
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}, {
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"base": "Sprite",
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"class": "Flatfish",
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"language": "GDScript",
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"path": "res://scripts/game1/Flatfish.gd"
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}, {
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"base": "Node",
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"class": "IntroScript",
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"language": "GDScript",
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@ -27,6 +32,7 @@ _global_script_classes=[ {
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_global_script_class_icons={
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"DialogueAction": "",
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"DialogueBox": "",
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"Flatfish": "",
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"IntroScript": ""
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}
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@ -1,4 +1,4 @@
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[gd_scene load_steps=39 format=2]
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[gd_scene load_steps=38 format=2]
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[ext_resource path="res://images/game1/opening.tres" type="SpriteFrames" id=1]
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[ext_resource path="res://images/game1/opening2bg.tres" type="SpriteFrames" id=2]
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@ -6,7 +6,6 @@
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[ext_resource path="res://scenes/game1/opening2_player.tscn" type="PackedScene" id=4]
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[ext_resource path="res://scripts/game1/opening2_next_step_trigger.gd" type="Script" id=5]
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[ext_resource path="res://scenes/game1/Level2.tscn" type="PackedScene" id=6]
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[ext_resource path="res://images/game1/game1_player.tres" type="SpriteFrames" id=7]
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[ext_resource path="res://images/goo/BigGoo1.png" type="Texture" id=8]
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[ext_resource path="res://images/goo/BigGoo1_Outlines.png" type="Texture" id=9]
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[ext_resource path="res://images/goo/BigGoo2_Outlines.png" type="Texture" id=10]
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@ -86,13 +85,10 @@ script = ExtResource( 3 )
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[node name="Level1" parent="Game" instance=ExtResource( 29 )]
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[node name="Level2" parent="Game" instance=ExtResource( 6 )]
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[node name="Player" type="AnimatedSprite" parent="Game"]
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frames = ExtResource( 7 )
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[node name="Camera2D" type="Camera2D" parent="Game/Player"]
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visible = false
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[node name="Opening2" type="Node2D" parent="."]
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visible = false
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[node name="Opening2Bg" type="AnimatedSprite" parent="Opening2"]
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frames = ExtResource( 2 )
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@ -233,5 +229,6 @@ texture = ExtResource( 27 )
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normal_map = ExtResource( 28 )
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[node name="Opening1" type="AnimatedSprite" parent="."]
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visible = false
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frames = ExtResource( 1 )
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centered = false
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@ -3,7 +3,6 @@
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[ext_resource path="res://images/game1/tileset.tres" type="TileSet" id=1]
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[node name="Level1" type="Node2D"]
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visible = false
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[node name="Background" type="TileMap" parent="."]
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tile_set = ExtResource( 1 )
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9
scenes/game1/Player.tscn
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9
scenes/game1/Player.tscn
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://images/game1/game1_player.tres" type="SpriteFrames" id=1]
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[node name="Player" type="AnimatedSprite"]
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frames = ExtResource( 1 )
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offset = Vector2( 8, 0 )
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[node name="Camera2D" type="Camera2D" parent="."]
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20
scripts/game1/Flatfish.gd
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20
scripts/game1/Flatfish.gd
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@ -0,0 +1,20 @@
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extends Sprite
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class_name Flatfish
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const s = preload('res://images/game1/flatfish_s.tres')
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const s_h = preload('res://images/game1/flatfish_s_h.tres')
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const t = preload('res://images/game1/flatfish_t.tres')
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const t_h = preload('res://images/game1/flatfish_t_h.tres')
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var type: int
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func _init(_type : int):
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type = _type
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if type == FlatfishType.S:
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texture = s_h
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else:
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texture = t_h
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enum FlatfishType {S, T}
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@ -3,25 +3,92 @@ extends Node
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var playing = false
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onready var player = $Game/Player
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onready var player_camera = $Game/Player/Camera2D
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onready var player = preload('res://scenes/game1/Player.tscn').instance()
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onready var player_camera = player.get_node("Camera2D")
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onready var levels = [
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$Game/Level1,
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$Game/Level2,
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]
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var current_level = 0
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func _ready():
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launch_game()
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$Opening1.play('default')
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yield($Opening1, 'animation_finished')
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$Opening1.hide()
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func launch_game():
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# Prepare levels
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spawn_entities()
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# Hide opening
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$Opening2.hide()
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# Prepare player
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var level = levels[current_level]
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level.add_child_below_node(level.get_node("Props"), player)
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playing = true
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player_camera.make_current()
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player.connect('frame_changed', self, 'update_camera')
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# Spawn player
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var spawn_pos = Vector2()
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#todo: get spawn pos from map
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player.position = spawn_pos + Vector2(8, 8)
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func spawn_entities():
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for node in levels:
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for layer in node.get_children():
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var tm = layer as TileMap
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var tileset = tm.tile_set
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# Flatfish cells
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var cells = []
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for tile in ['flatfish_s', 'flatfish_s_hidden', 'flatfish_t', 'flatfish_t_hidden']:
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cells += tm.get_used_cells_by_id(tileset.find_tile_by_name(tile))
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var entities = Node.new()
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node.add_child_below_node(node, entities)
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for cell in cells:
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var fish = Flatfish.new(Flatfish.FlatfishType.S)
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fish.position = cell * 16 + Vector2(8, 8)
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var t = tm.is_cell_transposed(cell.x, cell.y)
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var x = tm.is_cell_x_flipped(cell.x, cell.y)
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var y = tm.is_cell_y_flipped(cell.x, cell.y)
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if t && x:
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fish.rotation_degrees = 90
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elif x && y:
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fish.rotation_degrees = 180
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elif t && y:
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fish.rotation_degrees = 270
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entities.add_child(fish)
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tm.set_cell(cell.x, cell.y, -1)
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var go_right = false
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var go_left = false
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func _input(event):
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if playing && !is_camera_moving:
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if playing:
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if event.is_action_pressed('right'):
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move_right()
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go_right = true
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if event.is_action_pressed('left'):
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go_left = true
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move()
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if event.is_action_released('right'):
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go_right = false
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if event.is_action_released('left'):
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go_left = false
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func move():
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if playing && !is_camera_moving:
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if go_right && !go_left:
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move_right()
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elif go_left && !go_right:
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move_left()
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func move_right():
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@ -31,26 +98,26 @@ func move_right():
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yield(player, 'animation_finished')
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is_camera_moving = false
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player.play('default')
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player.frame = 0
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player.position.x += 16
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is_camera_moving = false
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move()
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func move_left():
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player.position.x -= 16
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is_camera_moving = true
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player.position.x -= 16
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player.play('moving', true)
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update_camera()
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yield(player, 'animation_finished')
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is_camera_moving = false
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player.play('default')
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player.frame = 0
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is_camera_moving = false
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move()
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const animation_steps = [3, 6, 10, 13]
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var is_camera_moving = false
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