Initial stage of Dawnbringer_Project
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extends KinematicBody2D
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onready var weapon = $Weapon
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onready var player_sprite = $PlayerSprite
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onready var walk_direction = $WalkDirection
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var velocity_multiplier := 1.0
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func _ready():
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GlobalSignals.connect("velocity_change", self, "get_velocity_multiplier")
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func _physics_process(delta):
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var movement_direction := Vector2(
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Input.get_action_raw_strength("right") - Input.get_action_raw_strength("left"),
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Input.get_action_raw_strength("down") - Input.get_action_raw_strength("up")).normalized()
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if movement_direction.length() == 0:
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player_sprite.play("iddle")
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else:
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player_sprite.play("run")
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if movement_direction.x < 0:
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player_sprite.flip_h = true
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else:
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player_sprite.flip_h = false
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if Input.is_action_pressed("shoot"):
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weapon.shoot()
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move_and_slide(movement_direction * 32 * velocity_multiplier)
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walk_direction.look_at(movement_direction + global_position)
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func get_velocity_multiplier(multiplier:float):
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velocity_multiplier = multiplier
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print(multiplier)
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