added game
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								scripts/player.gd
									
										
									
									
									
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extends CharacterBody2D
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const SPEED: int = 200
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const JUMP_VELOCITY: int = -300
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func _physics_process(delta: float) -> void:
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	# Add the gravity.
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	if not is_on_floor():
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		velocity += get_gravity() * delta
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	# Handle jump.
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	if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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		velocity.y = JUMP_VELOCITY
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		$boing.play()
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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: float = Input.get_axis("ui_left", "ui_right")
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	velocity.x = direction * SPEED
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	if $death.playing:
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		velocity = Vector2(0, 0)
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	move_and_slide()
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	for i in get_slide_collision_count():
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		if get_slide_collision(i).get_collider() == $"../TileMapLayer2" and not $death.playing:
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			$death.play()
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func _on_player_entered(body: Node2D) -> void:
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	if body == self:
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		$rice.play()
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		await $rice.finished
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		get_tree().quit()
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func _on_death_finished() -> void:
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	get_tree().reload_current_scene()
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