2022-08-02 16:26:23 +02:00
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extends KinematicBody2D
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2022-01-23 11:47:18 +01:00
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onready var coin_sprite = get_node("CoinSprite")
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2022-08-02 16:26:23 +02:00
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const COIN_INITIAL_LIFETIME = 10
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2022-01-23 11:47:18 +01:00
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var velocity = Vector2(0, 0)
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var z_pos = 0
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var z_vel = 0
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var gravity = 1500
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var bounciness = 0.5
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2022-01-24 22:12:50 +01:00
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var lifetime = 10
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2022-08-02 16:26:23 +02:00
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var pickup_timeout = 3
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2022-01-23 11:47:18 +01:00
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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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2022-08-02 16:26:23 +02:00
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lifetime = COIN_INITIAL_LIFETIME
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set_collision_layer_bit(2, false)
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2022-01-23 11:47:18 +01:00
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pass # Replace with function body.
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func _draw():
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coin_sprite.offset.y = -z_pos
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2022-01-24 22:12:50 +01:00
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draw_circle(Vector2.ZERO, 5, Color(0.3, 0.3, 0.3, coin_sprite.modulate.a))
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2022-01-23 11:47:18 +01:00
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pass
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func _process(delta):
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2022-08-02 16:26:23 +02:00
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print (COIN_INITIAL_LIFETIME - lifetime)
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if COIN_INITIAL_LIFETIME - lifetime >= pickup_timeout:
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set_collision_layer_bit(2, true)
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2022-01-23 11:47:18 +01:00
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z_vel = z_vel - gravity * delta
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z_pos = z_pos + z_vel * delta
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if z_pos < 0:
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z_vel = - z_vel * bounciness
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z_pos = 0
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if z_vel < 0.01:
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z_vel = 0
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velocity = velocity * 0.5
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position = position + velocity * delta
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2022-01-24 22:12:50 +01:00
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lifetime = lifetime - delta
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if lifetime > 1:
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if lifetime < 3:
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if int(lifetime * 5) % 2 == 0:
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coin_sprite.modulate = Color("AAffffff")
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else:
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coin_sprite.modulate = Color("ffffffff")
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else:
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coin_sprite.modulate = lerp (Color("0fff"), Color("ffff"), lifetime)
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if lifetime < 0:
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queue_free()
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2022-01-23 11:47:18 +01:00
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update()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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