76 lines
2.0 KiB
C#
76 lines
2.0 KiB
C#
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using Godot;
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using System;
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public partial class Cage : StaticBody2D
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{
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private Area2D probe; // probe to detect ghosts triggers
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private Area2D cageTrigger; // an area to tell other objects that it has collected a ghost
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private AnimatedSprite2D sprite; // animated sprite of cage
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private AudioStreamPlayer GhostCaged; //an audio track
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public bool activated; //if activated
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[Export]
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public bool red; //do you want it cherry flavored?
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[Export] // you can edit this in the inspector
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public Vector2 triggerPos; // where the trigger will get sent after a ghost is collected
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private void _on_probe_area_entered(Area2D area)
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{
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if (area.IsInGroup("Ghost")) // if probe detects a ghost's probe
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{
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cageTrigger.GlobalPosition = triggerPos; //sends trigger to specified position
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if(activated == false)
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{
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GhostCaged.Play();
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area.GetParent().QueueFree(); //deletes the ghost
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RemoveFromGroup("Cage"); //the cage is no longer considered a cage for the ghost's collision checks
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activated = true; //activation animations can play
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}
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}
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}
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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//setting values that can't be preloaded
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probe = GetNode<Area2D>("Probe");
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sprite = GetNode<AnimatedSprite2D>("CageSprite");
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GhostCaged = GetNode<AudioStreamPlayer>("GhostCaged");
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cageTrigger = GetNode<Area2D>("Trigger");
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(double delta)
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{
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animations();
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}
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private void animations()
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{
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// animations for the cage are determined by it's activation, not a timer like the player or ghost
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if(red == false)
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{
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if (activated == true)
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{
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sprite.Play("Active");
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}
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if (activated == false)
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{
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sprite.Play("Idle");
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}
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}
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if(red == true)
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{
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if (activated == true)
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{
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sprite.Play("RedActive");
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}
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if (activated == false)
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{
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sprite.Play("RedIdle");
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}
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}
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}
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}
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