WIP
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extends CharacterBody2D
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const SPEED = 150.0
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const JUMP_VELOCITY = -300.0
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const JUMP_VELOCITY_POWERUP = -400.0
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
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var stars: int = 0
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func add_star():
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stars += 1
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func spawn(spawn_point: Marker2D):
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position.x = spawn_point.position.x
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position.y = spawn_point.position.y
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#$Camera2D.limit.right = $Level
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#$Camera2D.limit.bottom =
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stars = 0
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func _physics_process(delta):
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# Add the gravity.
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if not is_on_floor():
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velocity.y += gravity * delta
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# Handle jump.
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if Input.is_action_just_pressed("player_jump") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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$Sprite.play('jump')
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var direction = Input.get_axis("player_left", "player_right")
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if direction: # moving anywhere
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velocity.x = direction * SPEED
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if velocity.y == 0:
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$Sprite.play('move')
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else: # slowing until stop
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velocity.x = move_toward(velocity.x, 0, SPEED)
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if velocity.y == 0: # stop
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$Sprite.play('idle')
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if direction == -1: # left
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$Sprite.flip_h = true
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elif direction == 1: # right
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$Sprite.flip_h = false
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move_and_slide()
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