Attempts at fixing signals
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@ -1,12 +1,14 @@
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extends Area2D
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extends Area2D
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signal Pickup
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signal _picked_up
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func _ready():
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func _ready():
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add_to_group("crystals")
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print("ready")
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print("ready")
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func _on_body_entered(body: Node2D) -> void:
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func _on_body_entered(body: Node2D) -> void:
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emit_signal("Pickup")
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add_user_signal("_picked_up")
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emit_signal("_picked_up")
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self.queue_free()
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self.queue_free()
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print("meow")
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print("meow")
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@ -1,12 +1,13 @@
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extends CharacterBody2D
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extends CharacterBody2D
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const SPEED = 3.0
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const SPEED = 3.0
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#func _ready() -> void:
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func _ready() -> void:
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# var collectable = get_node("collectableCrystal")
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var crystals = get_tree().get_nodes_in_group("crystals")
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# collectable.connect("pickup",self,"collect")
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for crystal in crystals:
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crystal.connect("_picked_up", Callable(self, "collect"))
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#func collect():
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func collect():
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# print("something")
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print("something")
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func _physics_process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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# Get the input direction and handle the movement/deceleration.
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# Get the input direction and handle the movement/deceleration.
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@ -14,6 +14,10 @@ config/name="The crystaline adventure"
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run/main_scene="uid://bj1x4w8ek53u1"
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run/main_scene="uid://bj1x4w8ek53u1"
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config/features=PackedStringArray("4.4", "Forward Plus")
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config/features=PackedStringArray("4.4", "Forward Plus")
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[global_group]
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crystals=""
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[input]
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[input]
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moveLeft={
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moveLeft={
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