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<!DOCTYPE html>
<html class="theme-dark" lang="en">
  <head>
    <base href="https://static.luevano.xyz/">
    <meta charset="utf-8">
    <meta name="viewport" content="width=device-width, initial-scale=1">
    <title>Test page -- Luévano's Site</title>
    <meta name="description" content="Test page."/>
    <link rel="alternate" type="application/rss+xml" href="https://blog.luevano.xyz/rss.xml" title="Luévano's Blog RSS">
    <link rel="alternate" type="application/rss+xml" href="https://art.luevano.xyz/rss.xml" title="Luévano's Art RSS">
    <link rel="icon" href="images/icons/favicon.ico">

    <!-- general style -->
    <link rel="stylesheet" type="text/css" href="css/style.css">
    <link rel="stylesheet" type="text/css" href="fork-awesome/css/fork-awesome.min.css">
    <link rel="stylesheet" type="text/css" href="font-awesome/css/all.min.css">

    <!-- highlight support for code blocks -->
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    <script type="text/javascript">
      hljs.initHighlightingOnLoad();
      // hljs.initLineNumbersOnLoad();
    </script>

    <!-- theme related -->
    <script type="text/javascript" src="scripts/theme.js"></script>
    <link id="theme-css" rel="stylesheet" type="text/css" href="css/theme.css">
    <link id="code-theme-css" rel="stylesheet" type="text/css" href="hl/styles/nord.min.css">
  </head>

  <body>
    <header>
      <nav>
        <ul>
          <li>
            <a href="https://luevano.xyz/"><i class="fas fa-home" alt="Home"></i><span>Home</span></a>
          </li>

          <li>
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          </li>

          <li>
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          </li>

          <li><i class="fab fa-git" alt="Git"></i><span>Git</span>
            <ul>
              <li><a href="https://git.luevano.xyz/" target="_blank"><i class="fab fa-git-alt" alt="Git-alt"></i></a></li>

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            <ul>
              <li><a href="https://gb.luevano.xyz/"><i class="fas fa-gamepad" alt="Gameboy"></i><span>Gameboy</span></a></li>
            </ul>
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        </ul>
      </nav>

      <button class="theme-switcher" onclick="toggleTheme()"><i class="fas fa-moon"></i><i class="fas fa-sun"></i></button>
    </header>

    <main>
      <h1>
        Test page
      </h1>

      <div class="art-grid">
        <img class="wide" src="images/gifs/contact_info_1.gif">
        <img src="images/gifs/dollar_sign_spin_1.gif">
        <img class="tall" src="images/gifs/head_talking_1_trans.gif">
        <img class="wide tall" src="images/gifs/stars_1.gif">
        <img src="images/gifs/under_construction_1.gif">
        <img src="images/gifs/under_construction_2.gif">
      </div>

      <pre><code class="language-gdscript">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()
      </code></pre>

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