From 7e49db5ddefe8c515b5f3931a5c701efaac33d91 Mon Sep 17 00:00:00 2001 From: David Luevano Alvarado Date: Fri, 16 Dec 2022 17:45:03 -0600 Subject: change structure for new pyssg version --- luevano/test.html | 176 ------------------------------------------------------ 1 file changed, 176 deletions(-) delete mode 100644 luevano/test.html (limited to 'luevano/test.html') diff --git a/luevano/test.html b/luevano/test.html deleted file mode 100644 index 3c60657..0000000 --- a/luevano/test.html +++ /dev/null @@ -1,176 +0,0 @@ - - - - - - - Test page -- Luévano's Site - - - - - - - - - - - - - - - - - - - - - - - -
- - - -
- -
-

- Test page -

- -
- - - - - - -
- -
class_name Player
-extends KinematicBody2D
-
-signal died
-
-export(float, 1.0, 1000.0, 1.0) var SPEED: float = 180.0
-export(float, 0.01, 100.0, 0.01) var ROT_SPEED: float = 10.0
-export(float, 1.0, 1000.0, 1.0) var JUMP_VELOCITY: float = 380.0
-export(float, 1.0, 100.0, 1.0) var DEATH_JUMP_VELOCITY: float = 250.0
-
-onready var sprite: AnimatedSprite = $Sprite
-onready var jump_sound: AudioStreamPlayer = $JumpSound
-onready var hit_sound: AudioStreamPlayer = $HitSound
-onready var dead_sound: AudioStreamPlayer = $DeadSound
-
-var gravity: float = 10 * ProjectSettings.get_setting("physics/2d/default_gravity")
-var velocity: Vector2 = Vector2.ZERO
-var last_collision: KinematicCollision2D
-var dead: bool = false
-
-
-func _physics_process(delta: float) -> void:
-	velocity.x = SPEED
-	velocity.y += gravity * delta
-
-	if Input.is_action_just_pressed("jump") and not dead:
-		velocity.y = -JUMP_VELOCITY
-		jump_sound.play()
-
-	if velocity.y < 0.0:
-		sprite.play()
-		if rotation > -PI/8:
-			rotate(-0.05 * ROT_SPEED)
-	else:
-		_stop_sprite()
-		if rotation < PI/2:
-			rotate(0.01 * ROT_SPEED)
-
-	# maybe can be done with move_and_collide, but this works
-	velocity = move_and_slide(velocity)
-	last_collision = get_last_slide_collision()
-
-	if not dead and last_collision:
-		_emit_player_died()
-
-
-func _stop_sprite() -> void:
-	if sprite.playing:
-		sprite.stop()
-	if sprite.frame != 0:
-		sprite.frame = 0
-
-
-# when dying because of boundary
-func _on_CeilingDetector_body_entered(body: Node2D) -> void:
-	_emit_player_died()
-
-
-func _emit_player_died() -> void:
-	# bit 2 corresponds to pipe (starts from 0)
-	set_collision_mask_bit(2, false)
-	dead = true
-	SPEED = 0.0
-	emit_signal("died")
-	# play the sounds after, because yield will take a bit of time,
-	# this way the camera stops when the player "dies"
-	velocity.y = -DEATH_JUMP_VELOCITY
-	velocity = move_and_slide(velocity)
-	hit_sound.play()
-	yield(hit_sound, "finished")
-	dead_sound.play()
-      
- -
- - - - -- cgit v1.2.3-70-g09d2