Added better animation
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4ec7adfbdf
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@ -1,10 +1,4 @@
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extends AnimationPlayer
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func _ready() -> void:
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play("text")
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await get_tree().create_timer(2)
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play("fadeIn")
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func _on_exit_zone_player_exit() -> void:
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play("fadeOut")
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@ -1,4 +1,4 @@
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[gd_scene load_steps=9 format=3 uid="uid://dxojtfoa4jbe"]
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[gd_scene load_steps=7 format=3 uid="uid://dxojtfoa4jbe"]
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[ext_resource type="Script" uid="uid://c3qi2ffmxsl8i" path="res://levels/levelOne/exit_zone.gd" id="1_2uwmc"]
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[ext_resource type="Script" uid="uid://jeddvfkorpxu" path="res://levels/levelOne/animation_player.gd" id="2_h31ej"]
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@ -35,57 +35,19 @@ tracks/1/keys = {
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tracks/2/type = "value"
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/path = NodePath("Label:position")
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tracks/2/path = NodePath("Label:self_modulate")
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Vector2(510, -39)]
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}
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[sub_resource type="Animation" id="Animation_a6hc6"]
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resource_name = "fadeIn"
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("ColorRect:color")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0, 1),
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"transitions": PackedFloat32Array(1, 1),
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"update": 0,
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"values": [Color(0, 0, 0, 1), Color(0, 0, 0, 0)]
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}
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tracks/1/type = "value"
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/path = NodePath("ColorRect:modulate")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"times": PackedFloat32Array(0, 1),
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"transitions": PackedFloat32Array(1, 1),
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"update": 0,
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"values": [Color(0, 0, 0, 1), Color(0, 0, 0, 0)]
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}
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tracks/2/type = "value"
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/path = NodePath("Label:position")
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/keys = {
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"times": PackedFloat32Array(0, 0.16, 0.57, 1),
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"transitions": PackedFloat32Array(1, 1, 1, 1),
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"update": 0,
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"values": [Vector2(510, -39), Vector2(501.7, 297.66), Vector2(501.7, 297.66), Vector2(510, -39)]
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"values": [Color(1, 1, 1, 1)]
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}
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[sub_resource type="Animation" id="Animation_e5775"]
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resource_name = "fadeOut"
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length = 1.5
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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@ -93,7 +55,7 @@ tracks/0/path = NodePath("ColorRect:color")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0, 1),
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"times": PackedFloat32Array(0, 1.46667),
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"transitions": PackedFloat32Array(1, 1),
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"update": 0,
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"values": [Color(0, 0, 0, 0), Color(0, 0, 0, 1)]
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@ -105,34 +67,16 @@ tracks/1/path = NodePath("ColorRect:modulate")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"times": PackedFloat32Array(0, 1),
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"times": PackedFloat32Array(0, 1.46667),
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"transitions": PackedFloat32Array(1, 1),
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"update": 0,
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"values": [Color(0, 0, 0, 0), Color(0, 0, 0, 1)]
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}
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[sub_resource type="Animation" id="Animation_1pmln"]
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resource_name = "text"
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length = 2.0
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Label:position")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0, 0.22, 1.7, 2),
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"transitions": PackedFloat32Array(1, 1, 1, 1),
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"update": 0,
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"values": [Vector2(510, -39), Vector2(518, 296), Vector2(518, 296), Vector2(499, -61)]
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_h31ej"]
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_data = {
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&"RESET": SubResource("Animation_h31ej"),
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&"fadeIn": SubResource("Animation_a6hc6"),
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&"fadeOut": SubResource("Animation_e5775"),
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&"text": SubResource("Animation_1pmln")
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&"fadeOut": SubResource("Animation_e5775")
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}
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[node name="exit" type="Node2D"]
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@ -146,6 +90,7 @@ position = Vector2(-14, 18)
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shape = SubResource("RectangleShape2D_jhhth")
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[node name="fadeOut" type="CanvasLayer" parent="."]
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visible = false
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[node name="AnimationPlayer" type="AnimationPlayer" parent="fadeOut"]
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physics_interpolation_mode = 1
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@ -154,13 +99,6 @@ libraries = {
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}
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script = ExtResource("2_h31ej")
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[node name="Label" type="Label" parent="fadeOut"]
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offset_left = 510.0
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offset_top = -39.0
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offset_right = 602.0
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offset_bottom = -16.0
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text = "placeholder"
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[node name="ColorRect" type="ColorRect" parent="fadeOut"]
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modulate = Color(0, 0, 0, 1)
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anchors_preset = 15
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@ -172,5 +110,12 @@ mouse_filter = 2
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color = Color(0, 0, 0, 1)
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metadata/_edit_use_anchors_ = true
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[node name="Label" type="Label" parent="fadeOut"]
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offset_left = 510.0
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offset_top = -39.0
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offset_right = 602.0
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offset_bottom = -16.0
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text = "placeholder"
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[connection signal="body_entered" from="exitZone" to="exitZone" method="_on_body_entered"]
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[connection signal="playerExit" from="exitZone" to="fadeOut/AnimationPlayer" method="_on_exit_zone_player_exit"]
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@ -1,5 +1,6 @@
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extends Area2D
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signal playerExit
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var planetOne = preload("res://planets/planetOne/planetOne.tscn")
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var activated: bool = false
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@ -11,8 +12,6 @@ func levelComplete():
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activated = true
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print("exit active")
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signal playerExit
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func _on_body_entered(body: Node2D) -> void:
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if activated:
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emit_signal("playerExit")
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File diff suppressed because one or more lines are too long
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@ -2,12 +2,16 @@ extends CharacterBody2D
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const SPEED = 3.0
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var Progress
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var direction: Vector2
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var animationFinished: bool = false
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func _on_intro_animation_animation_finished(anim_name: StringName) -> void:
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animationFinished = true
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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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# As good practice, you should replace UI actions with custom gameplay actions.
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var direction := Input.get_vector("moveLeft", "moveRight", "moveUp", "moveDown")
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move_and_collide(direction * SPEED)
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#Handles movement
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if animationFinished:
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direction = Input.get_vector("moveLeft", "moveRight", "moveUp", "moveDown")
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move_and_collide(direction * SPEED)
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