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extends KinematicBody2D | |
const FLOOR_NORMAL = Vector2.UP | |
export(float) var speed = 500.0 | |
export(float) var gravity = 2000.0 | |
var direction = Vector2.ZERO | |
var velocity = Vector2.ZERO |
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shader_type canvas_item; | |
uniform bool damaged = false; | |
void fragment(){ | |
vec4 previous_color = texture(TEXTURE, UV); | |
vec4 white_color = vec4(1.0, 1.0, 1.0, previous_color.a); | |
vec4 new_color = previous_color; | |
if (damaged == true){ |
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extends TileMap | |
var tiles = {} | |
func _ready(): | |
update_tiles() | |
func update_tiles(): |
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extends Node | |
export (float) var mass = 20.0 | |
func steer(current_velocity, desired_velocity): | |
var steering = desired_velocity - current_velocity | |
steering /= mass | |
steering *= -1 | |
return steering |
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extends Node2D | |
var carta_ataque = 1 | |
var carta_defesa = 2 | |
func _ready(): | |
sistema_de_ataque() | |
func sistema_de_ataque(): |
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extends Node | |
func save_game(): | |
var scene = PackedScene.new() | |
scene.pack(self) | |
ResourceSaver.save("user://save_01.tscn", scene) | |
func load_game(): | |
var scene = load("user://save_01.tscn") |
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extends Node | |
onready var active_battler : Battler = null | |
func play_turn(): | |
active_battler = get_child(0) | |
active_battler.active = true | |
yield(active_battler, "turn_finished") | |
move_child(active_battler, get_child_count() -1) |
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tool | |
extends EditorScript | |
func _run(): | |
var interface = get_editor_interface() | |
var filesys = interface.get_resource_filesystem() | |
var dir = filesys.get_filesystem_path(get_scene().source_directory) | |
for f in dir.get_file_count(): | |
var path = dir.get_file_path(f) |
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extends Panel | |
var tutor_part = 1 | |
func _ready(): | |
$Button.connect("button_up", self, "_on_next_up") | |
func _on_next_up(): | |
if $Animator.is_playing(): | |
$Animator.seek($Animator.get_current_animation_length()) | |
else: |
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temp/ | |
.import/ | |
.mono/ | |
export_presets.cfg |
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