feat: Flag & Button art, Grass FPS, State times, falling test level
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assets/contraption/FreeButton.aseprite
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assets/contraption/FreeButton.aseprite
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assets/contraption/freeButton.png
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assets/contraption/freeButton.png.import
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assets/contraption/freeButtonSlider.png
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svg/scale=1.0
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assets/neutral object/blobby1Flag.png
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assets/neutral object/blobby1Flag.png
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svg/scale=1.0
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assets/neutral object/flagPoleAndBasePlant.png
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assets/neutral object/flagPoleAndBasePlant.png
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assets/neutral object/flagPoleAndBasePlant.png.import
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flags/mipmaps=false
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flags/srgb=2
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process/fix_alpha_border=false
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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process/normal_map_invert_y=false
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stream=false
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size_limit=0
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detect_3d=false
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svg/scale=1.0
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assets/neutral object/saveFlag.aseprite
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assets/neutral object/saveFlag.aseprite
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@ -16,12 +16,19 @@ var saved_displacement
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var is_idle_swinging
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var start_swing_time := 0.0
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var begin_idle
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var time_since_last_exec := 0.0
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var fps_limit := 30.0
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func _ready():
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# TODO This could probably fuck something up later? For other randomness based events
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randomize()
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func _process(delta: float) -> void:
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# TODO This should be in the settings and applied to all shaders
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time_since_last_exec += delta
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if time_since_last_exec <= 1.0/fps_limit:
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return
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time_since_last_exec = 0.0
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var distance: float = abs(global_position.x - blobby.global_position.x + 6)
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var v_distance: float = abs(global_position.y - blobby.global_position.y + 11)
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#Velocity relative to the grass, increasing distance is - velocity
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75
src/Levels/Falling Level.tscn
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75
src/Levels/Falling Level.tscn
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@ -36,10 +36,10 @@ unique_name_in_owner = true
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drag_margin_bottom = 0.3
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[node name="AnimatedSprite" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="4"]
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frame = 3
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frame = 1
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[node name="AnimatedSprite2" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="5"]
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frame = 3
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frame = 1
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[node name="Blobby" parent="." instance=ExtResource( 8 )]
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unique_name_in_owner = true
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@ -2,7 +2,9 @@ extends Node
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class_name StateMachine
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var state = null setget set_state
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var state_time := 0.0
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var previous_state = null
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var previous_state_time := 0.0
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var states = {}
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# Parent Node that uses these states
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@ -19,7 +21,12 @@ func _physics_process(delta):
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_state_logic(delta)
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var transition = _get_transition(delta)
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if transition != null:
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previous_state_time = state_time
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state_time = 0.0
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set_state(transition)
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else:
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state_time += delta
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func state_matching_method_exists(state_string: String) -> bool:
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return parent.has_method(state_string)
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