130 Commits
v0.8 ... master

Author SHA1 Message Date
13a789d0b3 Added installation guide 2020-04-21 11:15:18 +02:00
b7aebd563d Merge pull request #19 from creyD/dev
Bug-Fix on spawning and moving grass
2020-04-21 11:10:51 +02:00
8c9d67d9f8 Added distribution files to gitignore 2020-04-21 11:10:28 +02:00
c1c4ba4349 Removed build information 2020-04-21 11:08:40 +02:00
8bef06f316 Code Cleanup
- Removed most of the unused test sprites
- Moved the other pictures to their objects
- Removed sting, as it is marked as unused
- Removed console "Hey." output
2020-04-21 11:04:16 +02:00
DerAnonymos
74da9131dc Merge pull request #18 from creyD/dev
Bugfix Release
2020-04-21 03:34:33 +02:00
Jan Schuffenhauer
242c6d4b16 Bug-Fix on spowning and moving grass 2020-04-21 03:33:45 +02:00
b0331a38b4 Merge pull request #17 from creyD/master
Backmerge from master
2020-04-21 03:17:52 +02:00
65aaa54187 Fixed background animation 2020-04-21 03:17:27 +02:00
739c4a8a76 Merge pull request #16 from creyD/dev
Minor Cleanup
2020-04-21 03:14:38 +02:00
d12d69f083 Minor Cleanup
- Renamed SoundController
- Cleaned up spacings
- File endings
2020-04-21 03:14:00 +02:00
6c33a3a39c Added release version 2020-04-21 02:35:02 +02:00
73fbc72dc7 Merge pull request #15 from creyD/dev
Version 1.0
2020-04-21 02:29:25 +02:00
Streamfire
5cfe44bafe finalised 2020-04-21 02:28:58 +02:00
5a8aea073a Update LICENSE.md 2020-04-21 02:23:03 +02:00
2c2ab33b95 Create LICENSE.md 2020-04-21 02:22:41 +02:00
Jan Schuffenhauer
f13571935f Added mionion sprite 2020-04-21 02:18:25 +02:00
bf10af7e09 Merge pull request #14 from creyD/dev-music
Made a few changes who cares anymore AHHHHH
2020-04-21 02:15:45 +02:00
7e5dd18c0d Merge branch 'dev' into dev-music 2020-04-21 02:15:38 +02:00
91623241a3 Removed exe files for now 2020-04-21 02:14:40 +02:00
Paul Norberger
879fa714f7 Made a few changes who cares anymore AHHHHH 2020-04-21 02:14:31 +02:00
568a896b8e Final Hours Push I
- Fixed bug with the win screen
- Added new colors and font for the player

Co-Authored-By: deranonymos <deranonymos@users.noreply.github.com>
Co-Authored-By: Lukas Goppold <streamfire@users.noreply.github.com>
2020-04-21 02:08:30 +02:00
3351eee3cd Adjusted Credits and Loose Screen 2020-04-21 01:24:00 +02:00
ac061cdd39 Merge pull request #13 from creyD/dev-music
Added MISC Features
2020-04-21 01:11:29 +02:00
Paul Norberger
dd120b9c2a Merge branch 'dev-music' of https://github.com/creyD/ludum_dare_46 into dev-music 2020-04-21 01:09:36 +02:00
391bd9bcf8 Merge branch 'dev' into dev-music 2020-04-21 01:09:00 +02:00
cbb4a61ea2 Merge pull request #12 from creyD/dev-gameplay
Added Gameplay Features
2020-04-21 01:07:07 +02:00
Paul Norberger
e27933dba5 Include lose screen logic 2020-04-21 01:06:39 +02:00
1df4dea323 Added slime card
- Added slime card
- Removed test debug
2020-04-21 01:05:57 +02:00
Paul Norberger
840641ab85 Added a win screen 2020-04-21 01:02:26 +02:00
Paul Norberger
126c4245dd Fixed sound looping 2020-04-21 00:58:12 +02:00
Paul Norberger
79ee834f7e Merge branch 'dev-music' of https://github.com/creyD/ludum_dare_46 into dev-music 2020-04-21 00:53:48 +02:00
Paul Norberger
260e0bae42 Added lose screen and updated player 2020-04-21 00:53:33 +02:00
Jan Schuffenhauer
de9a94255f Sounds partially added 2020-04-21 00:51:42 +02:00
Mienek
0d0dc5dbea cards work well 2020-04-21 00:37:13 +02:00
Paul Norberger
ed320ecc7f Merge branch 'dev-music' of https://github.com/creyD/ludum_dare_46 into dev-music 2020-04-21 00:07:00 +02:00
Paul Norberger
af24763fe5 Adjusted spawn range once again 2020-04-21 00:06:40 +02:00
Jan Schuffenhauer
a14172538b added Credits Music 2020-04-21 00:05:59 +02:00
Paul Norberger
b1e139b740 Fixed spawn point determination 2020-04-20 23:56:12 +02:00
5f8e91bc13 Temp card fix 2020-04-20 23:50:29 +02:00
Paul Norberger
a52d7f8106 Fixed a bit of menu shit 2020-04-20 23:45:13 +02:00
Paul Norberger
a88861111a Merge branch 'dev-music' of https://github.com/creyD/ludum_dare_46 into dev-music 2020-04-20 23:34:18 +02:00
Paul Norberger
8c83e2f3e9 Adapted titlescreen to new animation 2020-04-20 23:33:11 +02:00
Streamfire
b52c804c2e stizzle mit dem fire stuff 2020-04-20 23:32:28 +02:00
055302b1a8 Added first test version 2020-04-20 23:27:44 +02:00
Jan Schuffenhauer
7ef527fb83 Merge branch 'dev-music' of https://github.com/creyD/ludum_dare_46 into dev-music 2020-04-20 23:26:07 +02:00
Jan Schuffenhauer
2eadaeaf0a Merge branch 'dev-music' of https://github.com/creyD/ludum_dare_46 into dev-music 2020-04-20 23:24:58 +02:00
Paul Norberger
e9341d42b9 Merge branch 'dev-music' of https://github.com/creyD/ludum_dare_46 into dev-music 2020-04-20 23:24:46 +02:00
Paul Norberger
84e5a9080f Changed up startup animation 2020-04-20 23:24:42 +02:00
908b71e30e Stopped background animation 2020-04-20 23:24:09 +02:00
Mienek
5d264f4457 only cards are shown 2020-04-20 23:21:39 +02:00
Jan Schuffenhauer
723b765b3e Implemented most sounds (Missing Boss and Hero Laught)) 2020-04-20 23:20:30 +02:00
Streamfire
11252d504e Buttttons 2020-04-20 23:20:11 +02:00
Paul Norberger
e682e5dc25 Removed old startup animation and added new asset 2020-04-20 22:49:04 +02:00
Jan Schuffenhauer
1299860e1f Mostly fixed 2020-04-20 22:26:45 +02:00
4175ff7bdd Merge pull request #10 from creyD/dev-gameplay
Added latest gameplay changes
2020-04-20 21:55:24 +02:00
1ec4d3ca93 Merge branch 'dev' into dev-gameplay 2020-04-20 21:55:15 +02:00
Paul Norberger
e2b618d471 Fixed debug label 2020-04-20 21:53:35 +02:00
074f9c31ca Merge branch 'dev' into dev-gameplay 2020-04-20 21:53:10 +02:00
f218b7f030 Merge branch 'dev' into dev-gameplay 2020-04-20 21:51:10 +02:00
panorb
ed4dfd0c67 Merge pull request #11 from creyD/dev-boss-continuation
Added latest boss changes
2020-04-20 21:49:59 +02:00
panorb
ec785c5d75 Merge branch 'dev' into dev-boss-continuation 2020-04-20 21:49:48 +02:00
Jan Schuffenhauer
3f5dbe5528 Fixed ot again 2020-04-20 21:47:42 +02:00
Paul Norberger
6e01f59bd6 Boss can die now 2020-04-20 21:46:16 +02:00
Streamfire
627e9b967a Merge branch 'dev-gameplay' of https://github.com/creyD/ludum_dare_46 into dev-gameplay 2020-04-20 21:41:00 +02:00
Streamfire
8e6dd6f5fe i tried 2020-04-20 21:40:56 +02:00
Jan Schuffenhauer
a759d0bcfb HOTFIX: Doesnt brake anymore 2020-04-20 21:38:29 +02:00
Paul Norberger
294fa5da9d Merge branch 'dev-boss-continuation' of https://github.com/creyD/ludum_dare_46 into dev-boss-continuation 2020-04-20 21:22:39 +02:00
Paul Norberger
0db9fe7636 Added the edges 2020-04-20 21:22:01 +02:00
Mienek
9bca89ae1a not working cards 2020-04-20 21:20:24 +02:00
Jan Schuffenhauer
8164b47301 Fixed StateBug 2020-04-20 21:09:13 +02:00
94ac33a5af Merge pull request #9 from creyD/dev-ai-tweaks
Merged latest AI changes
2020-04-20 21:07:47 +02:00
5bfca83953 Merge branch 'dev' into dev-ai-tweaks 2020-04-20 21:07:33 +02:00
Jonas Mucke
ce1429693a player and minion ai finished 2020-04-20 21:05:40 +02:00
75e8a0d188 Updated new icon 2020-04-20 21:00:25 +02:00
Jonas Mucke
e380a18ee3 finished player ai 2020-04-20 20:52:07 +02:00
c551a70b4d Stopped the background from playing on default
This reduces our world default changes from 1 to 0
2020-04-20 20:45:41 +02:00
a84331a702 Update README.md 2020-04-20 20:32:45 +02:00
Mienek
acc7f184c0 some work on roundoverscreen- HAS BUGS 2020-04-20 20:21:07 +02:00
Jan Schuffenhauer
14c4b147f8 Importet and Implementet Heart Icon 2020-04-20 19:51:55 +02:00
Paul Norberger
b68689dfa0 Introduced bugs 2020-04-20 19:50:34 +02:00
Jan Schuffenhauer
94badfb27a Added Ruby Sprites and Implemented them 2020-04-20 19:46:50 +02:00
Paul Norberger
0eea6edee7 Added stomp effect 2020-04-20 19:23:51 +02:00
Jan Schuffenhauer
ebad05009a added Fireknockback and added beartrap slowdown(not stun) 2020-04-20 19:17:08 +02:00
Streamfire
512fffee8d Merge branch 'dev-rounds' into dev-gameplay 2020-04-20 18:37:31 +02:00
Paul Norberger
400f18c37b Added more boss state machine 2020-04-20 18:17:54 +02:00
Jan Schuffenhauer
fd2ca0911e Added spike animation and added new WIP World layout 2020-04-20 18:11:16 +02:00
Paul Norberger
75a5130121 Progress on the boss 2020-04-20 17:52:21 +02:00
Streamfire
d0d5ded6f8 Added Wincondition and button to transition to winscreen, also changed spawnbehavior of new heroes 2020-04-20 16:51:57 +02:00
Mienek
336bc28dbd AI can hit 2020-04-20 16:11:37 +02:00
fafd1956c6 Added cards for objects + MISC
- Added flame animation
- Added cards for objects
- Added new background animation
- Added placeable walls

Co-Authored-By: deranonymos <deranonymos@users.noreply.github.com>
2020-04-20 15:54:40 +02:00
Paul Norberger
32e73895dc Changed up tileset 2020-04-20 14:56:51 +02:00
Streamfire
2fde998542 Turn System Working, Upgrade UI missing 2020-04-20 14:47:07 +02:00
Jonas Mucke
e2f50060db deleted h(x) and changed cost 2020-04-20 14:41:29 +02:00
0d20ff515d Added Barrier 2020-04-20 14:41:01 +02:00
Paul Norberger
efacd63543 Fixed the random position move state 2020-04-20 14:39:51 +02:00
Jonas Mucke
d60f93db3e ai movement, ai hit and move treshhold added 2020-04-20 14:38:58 +02:00
a33c80b092 Merge pull request #8 from creyD/dev
Version 0.9
2020-04-20 13:51:38 +02:00
Jonas Mucke
37ccf67677 merge fixes 2020-04-20 13:40:39 +02:00
Jonas Mucke
d57645e5a2 Merge pull request #7 from creyD/dev-ai
Neue AI Änderungen
2020-04-20 13:34:39 +02:00
Jonas Mucke
0d35d23447 Merge branch 'dev' into dev-ai 2020-04-20 13:32:24 +02:00
Jonas Mucke
69e9e8eba2 changed dependencies 2020-04-20 13:28:08 +02:00
panorb
cc30498e6d Merge pull request #5 from creyD/dev-boss
Neue Boss Änderungen
2020-04-20 13:23:05 +02:00
panorb
183f0e817a Merge branch 'dev' into dev-boss 2020-04-20 13:18:39 +02:00
c140f4111c Merge pull request #6 from creyD/dev-gameplay
Karten hinzugefügt
2020-04-20 13:16:00 +02:00
Jonas Mucke
3ec908f6c3 ai adaptation 2020-04-20 13:15:24 +02:00
Paul Norberger
2406e08f90 Added beginnings of boss 2020-04-20 13:13:54 +02:00
9b5ccae8a7 Added Card Level Animation 2020-04-20 12:57:48 +02:00
0b930fd1c6 Added Level Indicators to Cards 2020-04-20 12:37:12 +02:00
Jonas Mucke
b8b026d063 ai fixed 2020-04-20 10:09:07 +02:00
Paul Norberger
53b4dbb92a Changed default of heal particle effect to emitting=false 2020-04-20 01:44:20 +02:00
Paul Norberger
1be1aede4f Changed up bear trap speed to 90FPS 2020-04-20 01:42:54 +02:00
Paul Norberger
1d164601ba Added banana animation 2020-04-20 01:42:36 +02:00
Paul Norberger
ba00ee4bfd Whatever. 2020-04-20 01:15:44 +02:00
Paul Norberger
28b08132e7 Tilemap is not a player! Fucking hell, check your collision layers mates 2020-04-20 01:15:31 +02:00
Paul Norberger
21dfd6c663 Superpowered state machine with new ability to select state collection. Yeah! 2020-04-20 01:14:40 +02:00
Paul Norberger
ee0d75fb37 Added states to boss state machine 2020-04-20 01:13:59 +02:00
Paul Norberger
0daf9090eb Added appropriate groups and checked for hitbox-likeness 2020-04-20 01:12:15 +02:00
b4b745f385 Merge pull request #4 from creyD/dev-gameplay
Major Gameplay Changes
2020-04-20 01:08:21 +02:00
1544bf6feb You can now play cards!
- Fixed invalid scripts
- Added card placement validation

Co-Authored-By: deranonymos <deranonymos@users.noreply.github.com>
2020-04-20 01:06:26 +02:00
32ccb24012 Added Gameplay Animations and Functionality
- Added clap animation for bear trap
- Added cards in menu bar
- Replaced old bear_trap icon with new one
2020-04-20 00:19:06 +02:00
Jonas Mucke
fc59452928 torch, minion, ai attack 2020-04-20 00:04:25 +02:00
Paul Norberger
61dcd42dc6 Removed slimeboss script for now 2020-04-19 23:24:20 +02:00
Paul Norberger
d5855db7f1 Finally added all boss movement animations 2020-04-19 22:48:04 +02:00
02b56fb6f5 Moved titlescreen to correct position 2020-04-19 22:46:31 +02:00
Paul Norberger
8f152d420d Made grid more adaptable
Just gotta say... to make it possion-dependend is really stupid.
2020-04-19 22:38:53 +02:00
Paul Norberger
331d32e2c0 Updated Word.tscn 2020-04-19 22:38:16 +02:00
Paul Norberger
ff0e2273f4 Fixed pre-existing animations 2020-04-19 22:38:03 +02:00
Paul Norberger
67f1ca9853 Added move up sprite sheet 2020-04-19 22:37:18 +02:00
89a5ded14e Update README.md 2020-04-19 22:25:08 +02:00
1208 changed files with 21409 additions and 6729 deletions

5
.gitignore vendored
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@@ -19,3 +19,8 @@ data_*/
# PyCharm files
.idea/
# DISTRIBUTION FILES
dist/
*.exe
*.pck

11
LICENSE.md Normal file
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@@ -0,0 +1,11 @@
# Creative Commons 3.0
THE WORK (AS DEFINED BELOW) IS PROVIDED UNDER THE TERMS OF THIS CREATIVE COMMONS PUBLIC LICENSE ("CCPL" OR "LICENSE").
THE WORK IS PROTECTED BY COPYRIGHT AND/OR OTHER APPLICABLE LAW. ANY USE OF THE WORK OTHER THAN AS AUTHORIZED UNDER THIS
LICENSE OR COPYRIGHT LAW IS PROHIBITED.
BY EXERCISING ANY RIGHTS TO THE WORK PROVIDED HERE, YOU ACCEPT AND AGREE TO BE BOUND BY THE TERMS OF THIS LICENSE. TO THE
EXTENT THIS LICENSE MAY BE CONSIDERED TO BE A CONTRACT, THE LICENSOR GRANTS YOU THE RIGHTS CONTAINED HERE IN CONSIDERATION
OF YOUR ACCEPTANCE OF SUCH TERMS AND CONDITIONS.
Full version under https://creativecommons.org/licenses/by/3.0/legalcode

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@@ -1 +1,29 @@
# ludum_dare_46
# Bosskeeper - Keep the boss alive!
## Story
You start the game as a main character of any old video game and meet the slime boss - pretty much the first thing you encounter anywhere. But the boss is weak and easily defeated and therefore nobody even took the time to kill it properly. In this moment you decide that your days as a hero are over and that you would love nothing more than to help this boss to stay alive as long as possible.
In this game you have cards to help the angry slime boss to survive. Each time a marvelous hero comes by, you get the chance to place traps, walls, fields of slime and valuable barrels the hero just can't resist to look into. But watch out: if the slime boss dies, you are defeated too.
Have fun playing ~
## Installation
If you want to play the latest version you can go to the [release tab](https://github.com/creyD/ludum_dare_46/releases) of this repository and download the latest .zip file which contains the .exe and .pck file. Alternatively you can go to the [itch.io](https://deranonymos.itch.io/bosskeeper) site of this project and download it from there.
## Context
This is a minigame developed by a team of 8 people for the Ludum Dare No. 46 in 04/2020 over the course of 3 days. The team members consisted of @panorb, @Sonaion, @Streamfire, @DerAnonymos, @Mienek, Leo (for all major assets), Markus (for sounds) and @creyD. It is written in the Godot framework and a playable version can be downloaded on the release page of this repo.
## Branching
- `master` - Current state of the game, latest major release
- `dev` - Next feature update state of the game - Merged to `master`
- `dev-X` - Specific features for the game - Merged to `dev`
- `hotfix-X` - Bugfixes that need to be pushed to all branches
## Bugs
You may report bugs [here](https://github.com/creyD/ludum_dare_46/issues/new) but please don't expect us to fix them in a timely manner.

3
src/Autoloads/Globals.gd Normal file
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@@ -0,0 +1,3 @@
extends Node
var player_node = null

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@@ -4,10 +4,10 @@ const EFFECT_LAYERS:int = 20
var _effect: Array = []
var _music: AudioStreamPlayer
#Playback Options
# Playback Options
var _loop: bool = true
#Settings that should be put into an Options script
# Settings that should be put into an Options script
var _music_volume:int = -12
var _effects_volume:int = -12
@@ -18,7 +18,7 @@ func _ready() -> void:
_music.volume_db= _music_volume
_music.connect("finished",self,"sig_music_finished")
add_child(_music)
for i in range(0,EFFECT_LAYERS):
_effect.append(AudioStreamPlayer.new())
_effect[i].volume_db= _effects_volume
@@ -26,44 +26,50 @@ func _ready() -> void:
_effect[i].connect("finished", self, "sig_effect_finished")
add_child(_effect[i])
func pub_play_music(path:String,should_loop:bool=true)-> void:
var stream = load(path)
#AudioServer.set_bus_mute(1, true)
# AudioServer.set_bus_mute(1, true)
_music.stop()
_music.stream = stream
_music.play()
_loop=should_loop
func pub_play_effect(path:String,channel:int=0)-> void:
var stream = load(path)
#AudioServer.set_bus_mute(1, true)
# AudioServer.set_bus_mute(1, true)
_effect[channel].stop()
_effect[channel].stream = stream
_effect[channel].play()
func pub_stop_music()-> void:
_music.stop()
func pub_stop_effect(channel:int)-> void:
_effect[channel].stop()
func pub_stop_effects()-> void:
for i in range(0,EFFECT_LAYERS):
_effect[i].stop()
func pub_stop_all() -> void:
pub_stop_music()
pub_stop_effects()
func sig_music_finished() -> void:
#AudioServer.set_bus_mute(1, false)
# AudioServer.set_bus_mute(1, false)
if _loop :
_music.stop()
_music.play()
pass
func sig_effect_finished() -> void:
#AudioServer.set_bus_mute(1, false)
# AudioServer.set_bus_mute(1, false)
pass

24
src/Autoloads/Steering.gd Normal file
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@@ -0,0 +1,24 @@
extends Node
const DEFAULT_MASS = 2.0
const DEFAULT_SLOW_RADIUS = 200.0
const DEFAULT_MAX_SPEED = 300.0
func arrive_to(velocity,
position_current,
position_target,
mass=DEFAULT_MASS,
slow_radius=DEFAULT_SLOW_RADIUS,
max_speed=DEFAULT_MAX_SPEED):
"""
Calculates and returns a new velocity with the arrive steering behavior arrived based on
an existing velocity (Vector2), the object's current and target positions (Vector2)
"""
var distance_to_target = position_current.distance_to(position_target)
var desired_velocity = (position_target - position_current).normalized() * max_speed
if distance_to_target < slow_radius:
desired_velocity *= (distance_to_target / slow_radius) * .75 + .25
var steering = (desired_velocity - velocity) / mass
return velocity + steering

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@@ -27,9 +27,10 @@ var movementState = moveState.MOVE
var damage_per_second := 0.0
var totaldamage := 0.0
func _debug_update():
debug_label.text = str(player_stats.health) + "/" + str(player_stats.max_health) + " HP\n"
func _physics_process(delta):
totaldamage += damage_per_second * delta
@@ -47,13 +48,13 @@ func _physics_process(delta):
movement_move(delta)
moveState.HIT:
movement_hit()
move()
# IMPORTANT: If you are using move_and_slide don't multiply by delta
# Godots physics system does that internally
# In move_and_collide(...) you have to multiply by delta.
# In move_and_collide(...) you have to multiply by delta.
func move():
move_and_slide(velocity)
@@ -68,7 +69,7 @@ func movement_move(delta):
input_vector.x = Input.get_action_strength("right") - Input.get_action_strength("left")
input_vector.y = Input.get_action_strength("down") - Input.get_action_strength("up")
input_vector = input_vector.normalized()
if input_vector == Vector2.ZERO:
#animation_state.travel("idle")
velocity = Vector2.ZERO

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@@ -4,9 +4,10 @@
[ext_resource path="res://Overlap/HurtHit_Box/Hitbox.tscn" type="PackedScene" id=2]
[ext_resource path="res://Overlap/Stats/Stats.tscn" type="PackedScene" id=3]
[ext_resource path="res://Boss/Boss_template.gd" type="Script" id=4]
[ext_resource path="res://testSprites/white_boss_dog.png" type="Texture" id=5]
[ext_resource path="res://Boss/white_boss_dog.png" type="Texture" id=5]
[ext_resource path="res://Overlap/Kind.tscn" type="PackedScene" id=6]
[sub_resource type="CapsuleShape2D" id=1]
radius = 18.0
height = 18.0
@@ -31,14 +32,17 @@ hframes = 60
[node name="Hitbox" parent="." instance=ExtResource( 2 )]
collision_layer = 0
collision_mask = 65
[node name="CollisionShape2D" parent="Hitbox" index="0"]
position = Vector2( 0, -15 )
shape = SubResource( 1 )
[node name="Hurtbox" parent="." instance=ExtResource( 1 )]
[node name="Hurtbox" parent="." groups=[
"HittableByPlayer",
] instance=ExtResource( 1 )]
collision_layer = 4
collision_mask = 0
collision_mask = 128
[node name="CollisionShape2D" parent="Hurtbox" index="0"]
position = Vector2( 0, -15 )

110
src/Boss/Minion.gd Normal file
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@@ -0,0 +1,110 @@
extends Minion
var velocity := Vector2.ZERO
# This is how you export variables with ranges to the editor window
export(int, 0, 500) var ACCELERATION := 450
# Reference for the current player
onready var player_stats := $Stats
onready var debug_label := $DebugLabel
var damage_per_second := 0.0
var totaldamage := 0.0
var rollvector = Vector2.ZERO
func _debug_update():
debug_label.text = str(player_stats.health) + "/" + str(player_stats.max_health) + " HP\n"
func _ready():
grid = get_tree().current_scene.get_node("Grid")
# IMPORTANT: If you are using move_and_slide don't multiply by delta
# Godots physics system does that internally
# In move_and_collide(...) you have to multiply by delta.
func move():
move_and_slide(velocity)
_animate(velocity)
func _physics_process(delta):
totaldamage += damage_per_second * delta
player_stats.speed += 10 * delta
while (totaldamage > 1):
totaldamage -= 1
player_stats.health -= 1
while (totaldamage <- 1):
totaldamage += 1
player_stats.health += 1
_debug_update()
run(Vector2.ZERO, delta)
makeMove(delta)
move()
func _on_Stats_no_health():
queue_free()
func _on_Hurtbox_area_entered(area):
player_stats.health -= area.damage
damage_per_second += area.damage
func _on_Hurtbox_area_exited(area):
damage_per_second -= area.damage
# API Interface for ai_hero
func run(direction, delta):
direction = direction.normalized()
rollvector = direction
velocity = velocity.move_toward(player_stats.speed * rollvector, ACCELERATION * delta)
if direction == Vector2.ZERO:
pass
else:
pass
func _animate(vec):
match get_nearest_diretion(vec):
"up":
$Sprite.flip_h=false
$Sprite.play("up")
"down":
$Sprite.flip_h=false
$Sprite.play("down")
"right":
$Sprite.flip_h=false
$Sprite.play("right")
"left":
$Sprite.flip_h=true
$Sprite.play("right")
func get_nearest_diretion(vec):
var directions = {
"up": Vector2(0, -1.1),
"down": Vector2(0, 1.1),
"left": Vector2(-1.0, 0),
"right": Vector2(1.0, 0)
}
var nearest_direction = "left"
var smallest_distance = 999999999
for direction in directions.keys():
var vector = directions.get(direction)
var distance = vec.distance_to(vector)
if distance < smallest_distance:
nearest_direction = direction
smallest_distance = distance
return nearest_direction

1670
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path="res://.import/move_right.png-e040af72fc521e93b1a103a85793f9d6.stex"
metadata={
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[deps]
source_file="res://Maps/Background/Frames/bg_000.jpg"
dest_files=[ "res://.import/bg_000.jpg-165f098ab6cd8a4459fcb16a1df29007.stex" ]
source_file="res://Boss/Minion/move_right.png"
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path="res://.import/move_up.png-1d6da7005dda403a7a88194117d56cbd.stex"
metadata={
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[deps]
source_file="res://testSprites/Bonfire.png"
dest_files=[ "res://.import/Bonfire.png-0056030a521835d2d33fb9bceb6d8997.stex" ]
source_file="res://Boss/Minion/move_up.png"
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type="StreamTexture"
path="res://.import/move_up.png-2674f54fdbe179d2d3e2767acb2b53b9.stex"
metadata={
"vram_texture": false
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[deps]
source_file="res://Boss/SlimeBoss/Animations/move_up.png"
dest_files=[ "res://.import/move_up.png-2674f54fdbe179d2d3e2767acb2b53b9.stex" ]
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compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
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flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
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process/invert_color=false
stream=false
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svg/scale=1.0

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extends Area2D
var damage = 0

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importer="wav"
type="AudioStreamSample"
path="res://.import/Evillaughwithoutslime.wav-2465178cb0e3049fa3a46f0df9ab50c2.sample"
[deps]
source_file="res://Boss/SlimeBoss/Music/Evillaughwithoutslime.wav"
dest_files=[ "res://.import/Evillaughwithoutslime.wav-2465178cb0e3049fa3a46f0df9ab50c2.sample" ]
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dest_files=[ "res://.import/Hurt.wav-a6829ddecff2027e68a7c8da8045d01d.sample" ]
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importer="wav"
type="AudioStreamSample"
path="res://.import/Hurt2.wav-e53e7893ad773f4c41d9905d1d7d5547.sample"
[deps]
source_file="res://Boss/SlimeBoss/Music/Hurt2.wav"
dest_files=[ "res://.import/Hurt2.wav-e53e7893ad773f4c41d9905d1d7d5547.sample" ]
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type="AudioStreamSample"
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[deps]
source_file="res://Boss/SlimeBoss/Music/SchleimSplit.wav"
dest_files=[ "res://.import/SchleimSplit.wav-be06d1d82dcd0736628fc69a484d4027.sample" ]
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importer="wav"
type="AudioStreamSample"
path="res://.import/SchleimSplit3.wav-46eba16174f46af2c746acf029a39ace.sample"
[deps]
source_file="res://Boss/SlimeBoss/Music/SchleimSplit3.wav"
dest_files=[ "res://.import/SchleimSplit3.wav-46eba16174f46af2c746acf029a39ace.sample" ]
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importer="wav"
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[deps]
source_file="res://Boss/SlimeBoss/Music/slimy.wav"
dest_files=[ "res://.import/slimy.wav-2f26e413d39d2e92be768830f3f5770a.sample" ]
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@@ -1,94 +0,0 @@
extends KinematicBody2D
class_name SlimeBoss
"""
This is an example player controller script created by Paul
"""
var velocity := Vector2.ZERO
# This is how you export variables with ranges to the editor window
export(bool) var debug := false
export(int, 0, 500) var ACCELERATION := 450
# Reference for the current player
onready var player_stats := $Stats
onready var debug_label := $DebugLabel
#onready var animation_player := $AnimationPlayer
#var animation_tree := $AnimationTree
#onready var animation_state = animation_tree.get("parameters/playback")
enum moveState{
MOVE,
HIT
}
var movementState = moveState.MOVE
var damage_per_second := 0.0
var totaldamage := 0.0
func _debug_update():
debug_label.text = str(player_stats.health) + "/" + str(player_stats.max_health) + " HP\n"
func _physics_process(delta):
totaldamage+=damage_per_second*delta
player_stats.speed+=10*delta
while(totaldamage>1):
totaldamage-=1
player_stats.health-=1
while(totaldamage<-1):
totaldamage+=1
player_stats.health+=1
_debug_update()
if debug == true:
match movementState:
moveState.MOVE:
movement_move(delta)
moveState.HIT:
movement_hit()
move()
# IMPORTANT: If you are using move_and_slide don't multiply by delta
# Godots physics system does that internally
# In move_and_collide(...) you have to multiply by delta.
func move():
move_and_slide(velocity)
func movement_move(delta):
var input_vector = Vector2.ZERO
# This is a clever way to handle directional input
# Input.get_action_strength(...) returns a value between 0 and 1 depending
# on how strong the controller direction is pressed
# For keyboards it always returns 1 if pressed and 0 if not
# The actions are custom and defined in the project settings
input_vector.x = Input.get_action_strength("right") - Input.get_action_strength("left")
input_vector.y = Input.get_action_strength("down") - Input.get_action_strength("up")
input_vector = input_vector.normalized()
if input_vector == Vector2.ZERO:
#animation_state.travel("idle")
velocity = Vector2.ZERO
else:
velocity = velocity.move_toward(player_stats.speed * input_vector, ACCELERATION * delta)
if Input.is_action_just_pressed("roll"):
pass
elif Input.is_action_just_pressed("attack"):
pass
func movement_hit():
velocity = Vector2.ZERO
func hit_finished():
movementState = moveState.MOVE
func _on_Stats_no_health():
queue_free()
func _on_Hurtbox_area_entered(area):
player_stats.health-=area.damage
damage_per_second = damage_per_second + area.damage
func _on_Hurtbox_area_exited(area):
damage_per_second = damage_per_second - area.damage

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@@ -1,9 +1,189 @@
extends "res://Overlap/StateMachine/StateMachine.gd"
extends KinematicBody2D
signal target_position_changed
signal state_changed(new_state_name)
signal phase_changed(new_phase_name)
export(float) var MASS = 8.0
onready var start_global_position = global_position
var last_look = Vector2()
var state_active = null
var sequence_cycles = 0
enum PHASES {PHASE_ONE, PHASE_TWO, PHASE_THREE}
export(PHASES) var _phase = PHASES.PHASE_ONE
export(String, FILE, "*.tscn,*.scn") var lose_screen = ""
func _ready():
states_map = {
"idle": $Idle,
"wander": $Wander,
"split_up": $SplitUp,
"stagger": $Stagger
}
_change_phase(_phase)
$AnimationPlayer.play("__INIT__")
# We check if the Player node is a sibling so that we don't get errors
# playing the WildBoar scene
if get_parent().has_node('Player'):
var player_node = get_parent().get_node('Player')
player_node.connect('position_changed', self, '_on_target_position_changed')
# target_position = player_node.global_position
for state_node in $States.get_children():
state_node.connect('finished', self, '_on_active_state_finished')
go_to_next_state()
func _physics_process(delta):
state_active.update(delta)
func _on_animation_finished(anim_name):
state_active._on_animation_finished(anim_name)
func _on_active_state_finished():
go_to_next_state()
# Well.. guess I'll die.
func _on_Stats_no_health():
print("dead")
set_invincible(true)
go_to_next_state($States/Die)
func _on_Stats_health_changed(new_health):
if _phase == PHASES.PHASE_ONE and new_health == 2:
_change_phase(PHASES.PHASE_TWO)
elif _phase == PHASES.PHASE_TWO and new_health == 1:
_change_phase(PHASES.PHASE_THREE)
elif _phase == PHASES.PHASE_THREE and new_health < 1:
go_to_next_state($States/Die)
func go_to_next_state(state_override=null):
if state_active:
state_active.exit()
if state_override != null:
state_active = state_override
else:
state_active = _decide_on_next_state()
if state_active != null:
emit_signal("state_changed", state_active.name)
state_active.enter()
func _change_phase(new_phase):
set_invincible(true)
var phase_name = ""
match new_phase:
PHASES.PHASE_ONE:
$AnimationPlayer.playback_speed = 1.0
phase_name = "One"
PHASES.PHASE_TWO:
$AnimationPlayer.playback_speed = 1.4
phase_name = "Two"
PHASES.PHASE_THREE:
$AnimationPlayer.playback_speed = 1.8
phase_name = "Three"
emit_signal("phase_changed", phase_name)
_phase = new_phase
var angry_phases_done = 0
func _decide_on_next_state():
# Battle start
if state_active == null:
set_invincible(true)
return $States/FightStart
if state_active == $States/FightStart:
return $States/ChargeSequence
# Death
if state_active == $States/Die:
queue_free()
get_tree().change_scene(lose_screen)
return $States/Dead
if _phase == PHASES.PHASE_ONE:
if angry_phases_done < 1:
set_invincible(true)
sequence_cycles += 1
if sequence_cycles < 2:
return $States/ChargeSequence
else:
angry_phases_done = 1
sequence_cycles = 0
return $States/ReturnToCenter
else:
if state_active == $States/ReturnToCenter:
return $States/Stomp # TODO: Maybe Stomp.
if state_active == $States/Stomp:
set_invincible(false)
return $States/RoamSequence
if state_active == $States/RoamSequence:
return $States/ChargeSequence
if state_active == $States/ChargeSequence:
return $States/Stomp
if _phase == PHASES.PHASE_TWO:
if angry_phases_done < 2:
set_invincible(true)
if sequence_cycles < 4:
if state_active == $States/ChargeSequence:
return $States/Stomp
if state_active == $States/Stomp:
sequence_cycles += 1
return $States/ChargeSequence
return $States/ChargeSequence
else:
angry_phases_done = 2
sequence_cycles = 0
return $States/ReturnToCenter
else:
if state_active == $States/ReturnToCenter:
return $States/Stomp # TODO: Maybe Stomp.
if state_active == $States/Stomp:
set_invincible(false)
return $States/RoamSequence
if state_active == $States/RoamSequence:
return $States/ChargeSequence
if state_active == $States/ChargeSequence:
return $States/Stomp
if _phase == PHASES.PHASE_THREE:
if angry_phases_done < 3:
set_invincible(true)
if sequence_cycles < 6:
if state_active == $States/ChargeSequence:
return $States/Stomp
if state_active == $States/Stomp:
sequence_cycles += 1
return $States/ChargeSequence
return $States/ChargeSequence
else:
angry_phases_done = 3
sequence_cycles = 0
return $States/ReturnToCenter
else:
if state_active == $States/ReturnToCenter:
return $States/Stomp # TODO: Maybe Stomp.
if state_active == $States/Stomp:
set_invincible(false)
return $States/RoamSequence
if state_active == $States/RoamSequence:
return $States/ChargeSequence
if state_active == $States/ChargeSequence:
return $States/Stomp
func set_invincible(value):
# $CollisionShape2D.disabled = value
# $Hitbox/CollisionShape2D.disabled = value
$Hurtbox/CollisionShape2D.disabled = value
func _on_Hurtbox_area_entered(area):
$Stats.health -= area.damage

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@@ -0,0 +1,39 @@
extends "res://Overlap/StateMachine/State.gd"
onready var animation_player = owner.get_node("AnimationPlayer")
func play_directional_animation(name, vec):
var anim_name = name + get_nearest_diretion(vec)
if animation_player.current_animation != anim_name:
animation_player.play(anim_name)
func get_base_anim_name(name):
var base_name = name[0]
for i in range(1, len(name)):
if name[i] == name[i].to_upper():
return base_name
base_name += name[i]
func get_nearest_diretion(vec):
var directions = {
"Up": Vector2(0, -1.1),
"Down": Vector2(0, 1.1),
"Left": Vector2(-1.0, 0),
"Right": Vector2(1.0, 0)
}
var nearest_direction = "Left"
var smallest_distance = 999999999
for direction in directions.keys():
var vector = directions.get(direction)
var distance = vec.distance_to(vector)
if distance < smallest_distance:
nearest_direction = direction
smallest_distance = distance
return nearest_direction

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@@ -0,0 +1,16 @@
extends "res://Boss/SlimeBoss/States/BossState.gd"
onready var charge_effect = owner.get_node("Effects/ChargeEffect")
func enter():
charge_effect.emitting = true
animation_player.play('Charging')
$Timer.start()
func exit():
charge_effect.emitting = false
$Timer.stop()
func update(delta):
if $Timer.time_left <= 0.0:
emit_signal('finished')

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@@ -0,0 +1,20 @@
extends "res://Boss/SlimeBoss/States/BossState.gd"
export(float) var SPEED = 300.0
var direction = Vector2()
func enter():
var player_pos = Globals.player_node.global_position
direction = (player_pos - owner.global_position).normalized()
func exit():
owner.last_look = direction
func update(delta):
var last_vel = owner.move_and_slide(SPEED * direction)
play_directional_animation("Move", last_vel)
if owner.get_slide_count() > 0 or owner.position.x > 1800:
emit_signal('finished')

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@@ -0,0 +1,9 @@
extends "res://Boss/SlimeBoss/States/BossState.gd"
func enter():
SoundControler.pub_play_effect("res://Player/Sounds/hero_laugh1.ogg",10)
animation_player.play("Die")
func _on_animation_finished(anim_name):
emit_signal("finished")

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@@ -0,0 +1,8 @@
extends "BossState.gd"
func enter():
animation_player.play('FightStart')
func _on_animation_finished(anim_name):
assert(anim_name == 'FightStart')
emit_signal('finished')

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@@ -1,13 +0,0 @@
extends "res://Overlap/StateMachine/MotionState.gd"
func enter():
owner.get_node("AnimationPlayer").play("MoveDown") # TODO: Replace animation
func handle_input(event):
return .handle_input(event)
func update(delta):
var input_direction = get_input_direction()
if input_direction:
# emit_signal("finished", "move")
pass

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@@ -1,16 +0,0 @@
extends Node
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

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@@ -1,16 +0,0 @@
extends Node
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

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@@ -1,16 +0,0 @@
extends Node
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

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@@ -0,0 +1,23 @@
extends "res://Boss/SlimeBoss/States/BossState.gd"
export(float) var MASS = 4.0
export(float) var SLOW_RADIUS = 200.0
export(float) var MAX_SPEED = 300.0
export(float) var ARRIVE_DISTANCE = 6.0
var velocity = Vector2.ZERO
func update(delta):
velocity = Steering.arrive_to(velocity,
owner.global_position,
owner.start_global_position,
MASS,
SLOW_RADIUS,
MAX_SPEED)
play_directional_animation("Move", velocity)
SoundControler.pub_play_effect("res://Boss/SlimeBoss/Music/slimy.wav",10)
owner.move_and_slide(velocity)
if owner.global_position.distance_to(owner.start_global_position) < ARRIVE_DISTANCE:
emit_signal('finished')

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@@ -0,0 +1,42 @@
extends "../BossState.gd"
export(float) var ARRIVE_DISTANCE = 6.0
export(float) var SLOW_RADIUS = 200.0
export(float) var MASS = 5.0
export(float) var MAX_SPEED = 300.0
export(float) var ROAM_RADIUS = 100.0
var time_since_start = 0
var target_position = Vector2()
var start_position = Vector2()
var velocity = Vector2()
var last_vel = Vector2()
func enter():
start_position = get_parent().start_position
target_position = calculate_new_target_position()
$Timer.start()
func exit():
owner.last_look = last_vel
$Timer.stop()
func update(delta):
# Set animation
velocity = Steering.arrive_to(velocity, owner.global_position, target_position, MASS, SLOW_RADIUS, MAX_SPEED)
last_vel = owner.move_and_slide(velocity)
play_directional_animation("Move", last_vel)
if owner.global_position.distance_to(target_position) < ARRIVE_DISTANCE or $Timer.time_left <= 0.0:
emit_signal('finished')
func calculate_new_target_position():
randomize()
var random_angle = randf() * 2 * PI
randomize()
var random_radius = (randf() * ROAM_RADIUS) / 2 + ROAM_RADIUS / 2
return start_position + Vector2(cos(random_angle) * random_radius, sin(random_angle) * random_radius)

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@@ -0,0 +1,15 @@
extends "res://Overlap/StateMachine/SequenceState.gd"
var start_position = Vector2()
func enter():
start_position = owner.global_position
.enter()
func exit():
.exit()
func update(delta):
.update(delta)

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@@ -0,0 +1,19 @@
extends "res://Boss/SlimeBoss/States/BossState.gd"
onready var stomp_hitbox = owner.get_node("StompHitbox/CollisionShape2D")
onready var stomp_effect = owner.get_node("Effects/StompEffect")
func enter():
stomp_hitbox.disabled = false
stomp_effect.stomp()
SoundControler.pub_play_effect("res://Boss/SlimeBoss/Music/SchleimSplit.wav",10)
func exit():
stomp_hitbox.disabled = true
func update(delta):
play_directional_animation("Charge", owner.last_look)
func _on_StompEffect_animation_finished():
emit_signal("finished")

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extends "res://Boss/SlimeBoss/States/BossState.gd"
func enter():
$Timer.start()
func update(delta):
if $Timer.time_left <= 0.0:
emit_signal('finished')
func exit():
$Timer.stop()

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extends Panel
func _on_SlimeBoss_state_changed(new_state_name):
$VBoxContainer/State.text = new_state_name
func _on_SlimeBoss_phase_changed(new_phase_name):
$VBoxContainer/Phase.text = "Phase: " + new_phase_name

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extends AnimatedSprite
func stomp():
visible = true
frame = 0
play("stomp")
func _animation_finished():
visible = false

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atlas = ExtResource( 1 )
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atlas = ExtResource( 1 )
region = Rect2( 1560, 120, 120, 120 )
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atlas = ExtResource( 1 )
region = Rect2( 1680, 120, 120, 120 )
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"speed": 60.0
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