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synced 2024-08-15 03:15:39 +00:00
remove evil bad thing
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parent
81bc9fa37f
commit
f2cb94d4e3
4 changed files with 0 additions and 128 deletions
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@ -1,63 +0,0 @@
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[gd_scene load_steps=6 format=2]
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[ext_resource path="res://Ball/sprite.png" type="Texture" id=1]
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[ext_resource path="res://Ball/Ball.gd" type="Script" id=2]
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[ext_resource path="res://Ball/Ball.tres" type="PhysicsMaterial" id=3]
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[ext_resource path="res://Ball/BallCollision.tscn" type="PackedScene" id=4]
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[sub_resource type="Animation" id=1]
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resource_name = "reset"
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length = 1.5
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step = 0.05
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tracks/0/type = "method"
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tracks/0/path = NodePath(".")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/keys = {
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"times": PoolRealArray( 1.5 ),
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"transitions": PoolRealArray( 1 ),
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"values": [ {
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"args": [ ],
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"method": "reset_done"
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} ]
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}
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tracks/1/type = "bezier"
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tracks/1/path = NodePath("Sprite:position:y")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/keys = {
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"points": PoolRealArray( -10, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0 ),
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"times": PoolRealArray( 0, 1.5 )
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}
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[node name="Ball" type="RigidBody2D"]
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collision_layer = 4
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mass = 90.0
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physics_material_override = ExtResource( 3 )
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continuous_cd = 2
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contacts_reported = 4
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contact_monitor = true
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linear_velocity = Vector2( 0, -10 )
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script = ExtResource( 2 )
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[node name="CameraTransform" type="RemoteTransform2D" parent="."]
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remote_path = NodePath("../../../Camera2D")
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[node name="Sprite" type="Sprite" parent="."]
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position = Vector2( 0, -10 )
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texture = ExtResource( 1 )
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[node name="BallCollision" parent="." instance=ExtResource( 4 )]
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visible = true
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[node name="TrajectoryTimer" type="Timer" parent="."]
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wait_time = 0.1
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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anims/reset = SubResource( 1 )
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[connection signal="timeout" from="TrajectoryTimer" to="." method="_on_TrajectoryTimer_timeout"]
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extends Node2D
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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# Called when the node enters the scene tree for the first time.
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func _ready():
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$Green.emitting = true
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$Yellow.emitting = true
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$Pink.emitting = true
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$AnimationPlayer.play("+1Ball")
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func _on_KillTimer_timeout():
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queue_free()
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extends Sprite
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func _ready():
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var _balls_connection = GameStats.connect("balls_changed", self, "set_balls")
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set_balls()
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func set_balls():
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if GameStats.balls_left >= 1:
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var old_region_size = get_region_rect().size.y
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var new_region = Rect2(0, 0, old_region_size * GameStats.balls_left - old_region_size, old_region_size)
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set_region_rect(new_region)
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else: set_region_rect(Rect2(0,0,0,0))
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extends Node
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signal balls_changed()
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var max_balls = 2
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var balls_left
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var pinks_left = 0
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var level_won = false
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var current_stage = "res://Stages/EmptyStage.tscn"
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func add_balls(balls):
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balls_left += balls
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decide_game()
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emit_signal("balls_changed")
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func decide_game():
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# game is won
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if (pinks_left <= 0):
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var main = get_tree().current_scene
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var Winscreen = preload("res://Menu/WinScreen.tscn")
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var winscreen = Winscreen.instance()
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main.add_child(winscreen)
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# game is lost
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elif (balls_left <= 0):
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restart_level()
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func restart_level():
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pinks_left = 0
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level_won = false
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var main = get_tree().current_scene
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var Fadeout = load("res://Effects/FadeOut.tscn")
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var fadeout = Fadeout.instance()
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fadeout.scene_to_load = current_stage
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main.add_child(fadeout)
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