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@ -212,7 +212,7 @@ const TILE_SET_MAP_ELEMS = {
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MapElemType.OOB_LOWER: [23],
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},
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"SnowySlopes": {
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MapElemType.SQUARE: [0, 1, 2, 3, 4, 5, 6, 7, 8, 21],
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MapElemType.SQUARE: [1, 2, 3, 4, 5, 6, 7, 8, 21],
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MapElemType.SLOPE_LEFT: [9, 11],
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MapElemType.SLOPE_RIGHT: [10, 12],
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MapElemType.SMALL_SLOPE_LEFT_1: [13, 17],
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@ -15,6 +15,7 @@ export var finish_x_pos : int
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export var target_time : float
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export var defeat_cutscene : String
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export var victory_cutscene : String
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export var level : int
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const Constants = preload("res://Scripts/Constants.gd")
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const UNIT_DIRECTORY = {
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Constants.UnitType.CIRNO: preload("res://Units/DownhillAutoscrollerNPCCirno.tscn"),
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@ -22,7 +23,7 @@ const UNIT_DIRECTORY = {
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}
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# positions to unit string
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export var spawning : Dictionary
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var spawning : Dictionary = {}
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var spawning_map = {} # keeps track of what's alive
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var paused : bool = false
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@ -61,7 +62,10 @@ var rng = RandomNumberGenerator.new()
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# Called when the node enters the scene tree for the first time.
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func _ready():
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if level == 1:
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MusicController.play_kyouko_snow()
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else:
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MusicController.play_letty_snow()
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units.append($Player)
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player = units[0]
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@ -189,8 +193,10 @@ func handle_player_input():
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if input_table[Constants.PlayerInput.GBA_A][I_T_PRESSED]:
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if (player.get_current_action() == Constants.UnitCurrentAction.JUMPING
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or (player.get_current_action() == Constants.UnitCurrentAction.IDLE
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and player.unit_conditions[Constants.UnitCondition.IS_ON_GROUND]
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and input_table[Constants.PlayerInput.GBA_A][I_T_JUST_PRESSED])):
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if player.unit_conditions[Constants.UnitCondition.IS_ON_GROUND] or player.get_current_action() == Constants.UnitCurrentAction.JUMPING:
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player.set_action(Constants.ActionType.JUMP)
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else:
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player.buffer_jump()
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player.custom_inputs()
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@ -50,6 +50,15 @@ func init_stage_grid(tilemap : TileMap):
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var stage_y = floor(-1 * tilemap.map_to_world(map_elem).y / Constants.GRID_SIZE) - 1
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var map_elem_type : int
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var cellv = tilemap.get_cellv(map_elem)
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if cellv == 23 or cellv == 24:
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scene.spawning[Vector2(stage_x, stage_y)] = "CIRNO" if cellv == 23 else "SANAE"
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tilemap.set_cellv(map_elem, -1)
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continue
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if cellv == 0:
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continue
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var found_map_elem_type : bool = false
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for test_map_elem_type in [
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Constants.MapElemType.SQUARE,
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@ -37,6 +37,8 @@ var flash_start_timestamp : float
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var recorder: PlayerRecorder = null
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var jump_buffer: float = 0
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# Called when the node enters the scene tree for the first time
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func _ready():
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for action_num in Constants.UNIT_TYPE_ACTIONS[unit_type]:
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@ -62,6 +64,9 @@ func _ready():
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func init_unit_w_scene(scene):
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self.scene = scene
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func buffer_jump():
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jump_buffer = 0.07
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func set_action(action : int):
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assert(action in Constants.UNIT_TYPE_ACTIONS[unit_type])
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actions[action] = true
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@ -93,6 +98,13 @@ func reset_actions():
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func process_unit(delta, time_elapsed : float):
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current_action_time_elapsed += delta
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if jump_buffer > 0:
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jump_buffer -= delta
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if unit_conditions[Constants.UnitCondition.IS_ON_GROUND]:
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set_action(Constants.ActionType.JUMP)
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jump_buffer = 0
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execute_actions(delta)
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handle_idle()
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advance_timers(delta)
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@ -148,7 +160,10 @@ func jump():
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v_speed = max(Constants.UNIT_TYPE_JUMP_SPEEDS[unit_type], v_speed)
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else:
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# airborne
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print("airjump")
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print(v_speed)
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v_speed = max(Constants.UNIT_TYPE_JUMP_SPEEDS[unit_type], move_toward(v_speed, Constants.UNIT_TYPE_JUMP_SPEEDS[unit_type], get_process_delta_time() * Constants.GRAVITY))
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print(v_speed)
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set_unit_condition(Constants.UnitCondition.IS_ON_GROUND, false)
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if get_current_action() == Constants.UnitCurrentAction.JUMPING and v_speed > 0:
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set_sprite(Constants.SpriteClass.JUMP, 0)
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@ -101,6 +101,8 @@ func process_unit(delta, time_elapsed : float):
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# Fine tune the player's speed
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print(last_contacted_map_elem_type)
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if get_current_action() == Constants.UnitCurrentAction.RECOILING:
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target_move_speed = min_speed
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else:
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@ -335,3 +335,31 @@ points = PoolVector2Array( 48, 5, 0, 5, 0, 0, 48, 0 )
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"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
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} ]
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22/z_index = 0
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23/name = "CIRNO"
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23/texture = ExtResource( 1 )
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23/tex_offset = Vector2( 0, 0 )
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23/modulate = Color( 1, 1, 1, 1 )
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23/region = Rect2( 192, 96, 24, 24 )
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23/tile_mode = 0
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23/occluder_offset = Vector2( 0, 0 )
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23/navigation_offset = Vector2( 0, 0 )
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23/shape_offset = Vector2( 0, 0 )
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23/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
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23/shape_one_way = false
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23/shape_one_way_margin = 0.0
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23/shapes = [ ]
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23/z_index = 0
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24/name = "SANAE"
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24/texture = ExtResource( 1 )
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24/tex_offset = Vector2( 0, 0 )
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24/modulate = Color( 1, 1, 1, 1 )
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24/region = Rect2( 216, 96, 24, 24 )
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24/tile_mode = 0
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24/occluder_offset = Vector2( 0, 0 )
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24/navigation_offset = Vector2( 0, 0 )
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24/shape_offset = Vector2( 0, 0 )
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24/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
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24/shape_one_way = false
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24/shape_one_way_margin = 0.0
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24/shapes = [ ]
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24/z_index = 0
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@ -1,6 +1,6 @@
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[gd_scene load_steps=9 format=2]
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[ext_resource path="res://Scripts/Units/NPCUnit.gd" type="Script" id=1]
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[ext_resource path="res://Scripts/Units/FollowReplay.gd" type="Script" id=1]
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[ext_resource path="res://Graphics/Units/Letty/Move0.png" type="Texture" id=2]
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[ext_resource path="res://Graphics/Units/Letty/Move+2.png" type="Texture" id=3]
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[ext_resource path="res://Graphics/Units/Letty/Move-2.png" type="Texture" id=4]
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@ -15,7 +15,6 @@ extents = Vector2( 9, 34 )
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z_index = 1
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collision_layer = 0
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script = ExtResource( 1 )
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unit_type = 1
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2( 0, -36 )
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@ -1,6 +1,6 @@
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[gd_scene load_steps=8 format=2]
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[ext_resource path="res://Scripts/Units/NPCUnit.gd" type="Script" id=1]
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[ext_resource path="res://Scripts/Units/FollowReplay.gd" type="Script" id=1]
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[ext_resource path="res://Graphics/Units/Mystia/Move-1.png" type="Texture" id=3]
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[ext_resource path="res://Graphics/Units/Mystia/Move+2.png" type="Texture" id=4]
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[ext_resource path="res://Graphics/Units/Mystia/Move+1.png" type="Texture" id=5]
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@ -14,7 +14,6 @@ extents = Vector2( 9, 34 )
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z_index = 1
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collision_layer = 0
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script = ExtResource( 1 )
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unit_type = 1
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2( 0, -36 )
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@ -63,7 +63,7 @@ _global_script_class_icons={
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[application]
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config/name="Moriya's Wanton Winter Wager"
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run/main_scene="res://Scenes/TitleScreen.tscn"
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run/main_scene="res://Scenes/DownhillAutoscroller2.tscn"
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config/icon="res://icon.png"
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[autoload]
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