Distance counter and player switching implemented.
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4 changed files with 44 additions and 6 deletions
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@ -6,7 +6,7 @@
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_kf6qt"]
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size = Vector2(20, 18)
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[node name="CharacterBody2D" type="CharacterBody2D"]
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[node name="player" type="CharacterBody2D"]
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script = ExtResource("1_oik63")
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[node name="Sprite2D" type="Sprite2D" parent="."]
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@ -15,4 +15,5 @@ texture = ExtResource("1_cujcj")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("RectangleShape2D_kf6qt")
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[node name="Camera2D" type="Camera2D" parent="."]
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[node name="camera" type="Camera2D" parent="."]
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enabled = false
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17
scripts/mapscript.gd
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17
scripts/mapscript.gd
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@ -0,0 +1,17 @@
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extends Node2D
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var playerAmount=2
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var playerIndex=0
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var objectName
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func _ready():
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next()
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func next():
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if playerIndex >= playerAmount:
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playerIndex = 0
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objectName= "player%d" % playerIndex
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print(objectName)
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get_node(objectName).start()
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playerIndex += 1
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@ -1,11 +1,26 @@
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extends CharacterBody2D
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@export var speed = 200
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var toCalculate = position
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var distanceTo = 0
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var active = false
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func get_input():
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var input_direction = Input.get_vector("left", "right", "up", "down")
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velocity = input_direction * speed
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func _physics_process(delta):
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if active:
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get_input()
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move_and_slide()
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distanceTo = position.distance_to(toCalculate)
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if distanceTo > 500 and active:
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active = false
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$camera.enabled = false
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get_parent().next()
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func start():
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$camera.enabled = true
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active = true
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toCalculate = position
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