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34
images/2d_lights_and_shadows_neutral_point_light.webp.import
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[remap] | ||
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importer="texture" | ||
type="CompressedTexture2D" | ||
uid="uid://dxtf3liooynyl" | ||
path="res://.godot/imported/2d_lights_and_shadows_neutral_point_light.webp-72783d402e9a3e09a255505aceee72ae.ctex" | ||
metadata={ | ||
"vram_texture": false | ||
} | ||
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[deps] | ||
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source_file="res://images/2d_lights_and_shadows_neutral_point_light.webp" | ||
dest_files=["res://.godot/imported/2d_lights_and_shadows_neutral_point_light.webp-72783d402e9a3e09a255505aceee72ae.ctex"] | ||
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[params] | ||
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compress/mode=0 | ||
compress/high_quality=false | ||
compress/lossy_quality=0.7 | ||
compress/hdr_compression=1 | ||
compress/normal_map=0 | ||
compress/channel_pack=0 | ||
mipmaps/generate=false | ||
mipmaps/limit=-1 | ||
roughness/mode=0 | ||
roughness/src_normal="" | ||
process/fix_alpha_border=true | ||
process/premult_alpha=false | ||
process/normal_map_invert_y=false | ||
process/hdr_as_srgb=false | ||
process/hdr_clamp_exposure=false | ||
process/size_limit=0 | ||
detect_3d/compress_to=1 |
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extends CharacterBody2D | ||
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const SPEED = 300.0 | ||
const JUMP_VELOCITY = -400.0 | ||
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# Get the gravity from the project settings to be synced with RigidBody nodes. | ||
var gravity = 0 #ProjectSettings.get_setting("physics/2d/default_gravity") | ||
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func appear(): | ||
visible = true | ||
collision_layer = 1 | ||
collision_mask = 1 | ||
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func _physics_process(delta): | ||
# Add the gravity. | ||
if not is_on_floor(): | ||
velocity.y += gravity * delta | ||
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# Handle jump. | ||
if Input.is_action_just_pressed("ui_accept") and is_on_floor(): | ||
velocity.y = JUMP_VELOCITY | ||
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# Get the input direction and handle the movement/deceleration. | ||
# As good practice, you should replace UI actions with custom gameplay actions. | ||
var direction = Input.get_axis("ui_left", "ui_right") | ||
if direction: | ||
velocity.x = direction * SPEED | ||
else: | ||
velocity.x = move_toward(velocity.x, 0, SPEED) | ||
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move_and_slide() |
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extends CharacterBody2D | ||
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@export var key1 = 0 | ||
@export var key2 = 0 | ||
@export var key3 = 0 | ||
func add_key1(): | ||
key1 = 1 | ||
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func add_key2(): | ||
key2 = 1 | ||
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func add_key3(): | ||
key3 = 1 | ||
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func set_camera_zoom(zoom_level): | ||
$Camera2D.zoom=Vector2(zoom_level,zoom_level) | ||
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const SPEED = 300.0 | ||
const JUMP_VELOCITY = -400.0 | ||
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# Get the gravity from the project settings to be synced with RigidBody nodes. | ||
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity") | ||
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func _physics_process(delta): | ||
# Add the gravity. | ||
if not is_on_floor(): | ||
velocity.y += gravity * delta | ||
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# Handle jump. | ||
if Input.is_action_just_pressed("ui_accept") and is_on_floor(): | ||
velocity.y = JUMP_VELOCITY | ||
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# Get the input direction and handle the movement/deceleration. | ||
# As good practice, you should replace UI actions with custom gameplay actions. | ||
var direction = Input.get_axis("ui_left", "ui_right") | ||
if direction: | ||
velocity.x = direction * SPEED | ||
else: | ||
velocity.x = move_toward(velocity.x, 0, SPEED) | ||
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move_and_slide() |
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extends RigidBody2D | ||
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func block(): | ||
collision_layer = 1 | ||
collision_mask = 1 | ||
visible = 1 | ||
# Called when the node enters the scene tree for the first time. | ||
func _ready(): | ||
pass # Replace with function body. | ||
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# Called every frame. 'delta' is the elapsed time since the previous frame. | ||
func _process(delta): | ||
pass |
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extends RigidBody2D | ||
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func open(key): | ||
if key == 1: | ||
queue_free() | ||
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# Called when the node enters the scene tree for the first time. | ||
func _ready(): | ||
pass # Replace with function body. | ||
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# Called every frame. 'delta' is the elapsed time since the previous frame. | ||
func _process(delta): | ||
pass |
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