fix block sprite when changing
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a1bb39eaeb
commit
2cd7b66d6c
11 changed files with 272 additions and 28 deletions
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@ -8,13 +8,30 @@ var is_touching_floor : bool = true
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var jump_buffer_timer : float
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var coyote_timer : float = 0.2
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var input_direction = 0
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@export var max_link_distance: float = 200.0
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@export var max_link_distance: float = 70.0
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var data_link: Line2D
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var target_scale
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@export var scale_duration: float = 0.5
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var current_selected = "none"
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var target_scale_player: Vector2 = Vector2(1, 1)
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func _ready():
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data_link = $data_link
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func _unhandled_input(event):
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if event.is_action_pressed("click"):
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var nearest_block = find_nearest_block()
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if nearest_block:
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if nearest_block.scale == Vector2(0.5, 0.5) and self.scale == Vector2(2.0, 2.0):
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nearest_block.scale_up()
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scale_down_player()
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elif nearest_block.scale == Vector2(1.0, 1.0) and self.scale == Vector2(1.0, 1.0):
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nearest_block.scale_down()
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scale_up_player()
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func get_input(delta):
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var left = Input.is_action_pressed("player_left")
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var right = Input.is_action_pressed("player_right")
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@ -85,3 +102,15 @@ func find_nearest_block() -> Node2D:
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closest_distance = distance
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closest_block = block
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return closest_block
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func start_scaling(target_node: Node2D, scale_value: Vector2):
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var tween = create_tween()
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tween.tween_property(target_node, "scale", scale_value, scale_duration)
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func scale_up_player():
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target_scale_player = Vector2(2.0, 2.0)
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start_scaling(self, target_scale_player)
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func scale_down_player():
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target_scale_player = Vector2(1.0, 1.0)
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start_scaling(self, target_scale_player)
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@ -1,29 +1,32 @@
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extends StaticBody2D
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@export var scale_up_target: Vector2 = Vector2(3.0, 3.0)
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@export var scale_up_target: Vector2 = Vector2(1.0, 1.0)
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@export var scale_down_target: Vector2 = Vector2(0.5, 0.5)
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@export var scale_duration: float = 0.5
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@export var ui_actions: Node
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@export var small_sprite = preload("res://textures/block-orange.png")
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@export var large_sprite = preload("res://textures/block-blue.png")
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func _ready():
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add_to_group("scalable_blocks")
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if ui_actions == null:
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ui_actions = get_parent().get_node("UILayer/UI")
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#func _on_input_event(viewport, event, shape_idx):
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#if event is InputEventMouseButton and event.pressed:
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#if event.is_action_pressed("click"):
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#if ui_actions.current_selected == "scale_up":
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#scale_up()
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#ui_actions.scale_up_player()
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#elif ui_actions.current_selected == "scale_down":
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#scale_down()
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#ui_actions.scale_down_player()
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func _process(delta):
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change_sprite_based_on_scale()
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func scale_up():
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var tween = create_tween()
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tween.tween_property(self, "scale", scale_up_target, scale_duration)
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change_sprite_based_on_scale()
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func scale_down():
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var tween = create_tween()
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tween.tween_property(self, "scale", scale_down_target, scale_duration)
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change_sprite_based_on_scale()
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func change_sprite_based_on_scale():
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var sprite = $Sprite2D
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if scale == Vector2(0.5, 0.5):
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sprite.texture = small_sprite
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elif scale == Vector2(1.0, 1.0):
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sprite.texture = large_sprite
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@ -5,13 +5,13 @@ extends Node
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var current_selected = "none"
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var target_scale_player: Vector2 = Vector2(1, 1)
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func _unhandled_input(event: InputEvent) -> void:
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func _on_input_event(viewport, event, shape_idx):
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if event.is_action_pressed("click"):
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var nearest_block = player.find_nearest_block()
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if nearest_block and current_selected == "scale_up":
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nearest_block.scale_up()
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scale_up_player()
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elif nearest_block and current_selected == "scale_down":
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elif nearest_block:
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nearest_block.scale_down()
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scale_down_player()
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@ -29,11 +29,11 @@ func start_scaling(target_node: Node2D, scale_value: Vector2):
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tween.tween_property(target_node, "scale", scale_value, scale_duration)
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func scale_up_player():
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target_scale_player = Vector2(0.5, 0.5)
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target_scale_player = Vector2(3.0, 3.0)
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start_scaling(player, target_scale_player)
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func scale_down_player():
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target_scale_player = Vector2(2.0, 2.0)
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target_scale_player = Vector2(1.0, 1.0)
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start_scaling(player, target_scale_player)
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func mirror():
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