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AI API Interface
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@@ -1,4 +1,4 @@
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extends KinematicBody2D
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extends Hero
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class_name Player
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"""
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This is an example player controller script created by Paul
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@@ -21,7 +21,8 @@ onready var animation_state = animation_tree.get("parameters/playback")
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enum moveState{
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MOVE,
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ROLL,
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HIT
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HIT,
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IDLE
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}
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@@ -38,12 +39,12 @@ func _debug_update():
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func _physics_process(delta):
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totaldamage+=damage_per_second*delta
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player_stats.speed+=10*delta
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totaldamage += damage_per_second*delta
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player_stats.speed += 10 * delta
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while(totaldamage>1):
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totaldamage-=1
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totaldamage -= 1
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player_stats.health-=1
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while(totaldamage<-1):
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while(totaldamage < -1):
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totaldamage+=1
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player_stats.health+=1
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_debug_update()
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@@ -55,7 +56,15 @@ func _physics_process(delta):
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movement_roll()
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moveState.HIT:
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movement_hit()
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elif movementState == moveState.ROLL:
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movement_roll()
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elif movementState == moveState.HIT:
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movement_hit()
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elif movementState == moveState.IDLE:
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movement_idle()
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else:
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movement_run(Vector2(0,0), delta)
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makeMove(delta)
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move()
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# IMPORTANT: If you are using move_and_slide don't multiply by delta
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@@ -71,25 +80,35 @@ func set_animation_tree_vector():
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animation_tree.set("parameters/roll/blend_position", rollvector)
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animation_tree.set("parameters/run/blend_position", rollvector)
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# API Interface for ai_hero
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func attac(direction):
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func attac(direction, delta):
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direction = direction.normalized()
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rollvector = direction
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set_animation_tree_vector()
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movementState = moveState.HIT
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# API Interface for ai_hero
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func roll(direction):
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func roll(direction, delta):
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direction = direction.normalized()
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rollvector = direction
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set_animation_tree_vector()
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movementState = moveState.ROLL
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# API Interface for ai_hero
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func run(direction):
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func run(direction, delta):
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direction = direction.normalized()
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rollvector = direction
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set_animation_tree_vector()
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movementState = moveState.MOVE
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velocity = velocity.move_toward(player_stats.speed * rollvector, ACCELERATION * delta)
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if direction == Vector2.ZERO:
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animation_state.travel("idle")
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else:
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animation_state.travel("run")
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func movement_move(delta):
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@@ -108,30 +127,34 @@ func movement_move(delta):
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velocity = Vector2.ZERO
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else:
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rollvector = input_vector
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animation_tree.set("parameters/idle/blend_position", input_vector)
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animation_tree.set("parameters/hit/blend_position", input_vector)
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animation_tree.set("parameters/roll/blend_position", input_vector)
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animation_tree.set("parameters/run/blend_position", input_vector)
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set_animation_tree_vector()
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animation_state.travel("run")
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velocity = velocity.move_toward(player_stats.speed * input_vector, ACCELERATION * delta)
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if Input.is_action_just_pressed("roll"):
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movementState = moveState.ROLL
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elif Input.is_action_just_pressed("attack"):
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movementState = moveState.HIT
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func movement_hit():
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velocity = Vector2.ZERO
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animation_state.travel("hit")
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func hit_finished():
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movementState = moveState.MOVE
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movementState = moveState.IDLE
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ExecutionState = AI_MOVE
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func movement_roll():
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velocity = rollvector * ROLL_SPEED
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animation_state.travel("roll")
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ExecutionState = EXECUTING
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func roll_finished():
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movementState = moveState.MOVE
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movementState = moveState.IDLE
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ExecutionState = AI_MOVE
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func _on_Hurtbox_area_entered(area):
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@@ -151,3 +174,13 @@ func _on_Hitbox_area_entered(area):
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currency += area.currency_value
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player_stats.health = player_stats.health+area.health_value
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player_stats.speed -= area.slowdown_value
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func movement_run(direction, delta):
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run(direction, delta)
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func movement_idle():
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movementState = moveState.IDLE
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velocity = Vector2.ZERO
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animation_state.travel("idle")
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@@ -684,7 +684,7 @@ shape = SubResource( 47 )
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[node name="Pivot" type="Position2D" parent="."]
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position = Vector2( 0, -4.16248 )
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rotation = 1.5708
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rotation = 3.14159
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__meta__ = {
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"_gizmo_extents_": 20.0
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}
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