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extends KinematicBody2D
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var moveSpeed : int = 180
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var vel = Vector2()
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var facingDir = Vector2()
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onready var rayCast = $RayCast2D
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onready var anim = $AnimatedSprite
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func _ready():
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pass
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func _physics_process(delta):
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handle_interactions()
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handle_movements()
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func handle_interactions():
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if Input.is_action_just_pressed("ui_accept"):
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for body in $Area2D.get_overlapping_areas():
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if body.has_method("show_dialogue"):
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body.show_dialogue()
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return
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func handle_movements():
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vel = Vector2()
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# inputs
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if Input.is_action_pressed("move_up"):
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vel.y = -1
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facingDir = Vector2(0, -1)
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if Input.is_action_pressed("move_down"):
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vel.y = 1
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facingDir = Vector2(0, 1)
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if Input.is_action_pressed("move_left"):
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vel.x = -1
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facingDir = Vector2(-1, 0)
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if Input.is_action_pressed("move_right"):
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vel.x = 1
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facingDir = Vector2(1, 0)
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# normalize the velocity to prevent faster diagonal movement
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vel = vel.normalized()
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# move the player
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move_and_slide(vel * moveSpeed, Vector2.ZERO)
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manage_animations()
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func play_animation (anim_name):
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if anim.animation != anim_name:
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anim.play(anim_name)
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func manage_animations ():
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if vel.x > 0:
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play_animation("MoveRight")
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elif vel.x < 0:
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play_animation("MoveLeft")
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elif vel.y < 0:
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play_animation("MoveUp")
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elif vel.y > 0:
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play_animation("MoveDown")
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elif facingDir.x == 1:
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play_animation("IdleRight")
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elif facingDir.x == -1:
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play_animation("IdleLeft")
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elif facingDir.y == -1:
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play_animation("IdleUp")
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elif facingDir.y == 1:
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play_animation("IdleDown")
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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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