Added energy and replenishment
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+25
-7
@@ -24,7 +24,7 @@ enum PlayerState {
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}
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var score : int = 0
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var energy : float = 1.0
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var energy : float = 100.0
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var state : PlayerState = PlayerState.Alive
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var state_last : PlayerState = PlayerState.Dead
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@@ -39,7 +39,10 @@ var coloring_bomb_sprite : Sprite2D
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const SPEED = 5.0
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const DASH_SPEED: float = 20
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const DASH_DURATION: float = 0.2
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const DASH_ENERGY: float = 40
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const BOMB_DURATION: float = 0.1
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const BOMB_ENERGY: float = 60
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const ENERGY_REPLENISH_RATE: float = 0.5;
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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@@ -53,6 +56,9 @@ func _ready():
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coloring_bomb_sprite.visible = false
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func _physics_process(delta):
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if energy < 100:
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energy = min (100, energy + delta + ENERGY_REPLENISH_RATE)
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if state_last != state:
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if state == PlayerState.Alive:
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on_player_spawn()
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@@ -85,9 +91,10 @@ func _physics_process(delta):
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coloring_bomb_sprite.visible = false
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bomb_time = 0
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else:
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if Input.is_action_just_pressed(bomb_action) and state == PlayerState.Alive:
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coloring_bomb_sprite.visible = true;
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bomb_time = BOMB_DURATION
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if Input.is_action_just_pressed(bomb_action) \
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and state == PlayerState.Alive \
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and energy > BOMB_ENERGY:
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on_drop_bomb()
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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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@@ -103,9 +110,10 @@ func _physics_process(delta):
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velocity.z = move_toward(velocity.z, 0, SPEED)
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geometry.global_basis = Basis.from_euler(Vector3(0, -angle, 0))
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if state == PlayerState.Alive and Input.is_action_just_pressed(dash_action):
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is_dashing = true;
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dash_time = DASH_DURATION
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if Input.is_action_just_pressed(dash_action) \
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and state == PlayerState.Alive \
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and energy > DASH_ENERGY:
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on_dash()
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if is_dashing:
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velocity.x = sin(angle) * DASH_SPEED
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@@ -134,3 +142,13 @@ func on_player_falling():
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func on_player_dead():
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print ("Player " + str(self) + ": death")
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func on_dash():
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is_dashing = true;
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dash_time = DASH_DURATION
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energy = max (0, energy - DASH_ENERGY)
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func on_drop_bomb():
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coloring_bomb_sprite.visible = true;
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bomb_time = BOMB_DURATION
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energy = max (0, energy - BOMB_ENERGY)
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