= fixed map colors on borders, added a prototype enemy wich currently has unexpected behavior, on collision he pulles the player with him.
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6 changed files with 77 additions and 8 deletions
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Assets/Textures/basic_enemy.png
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Assets/Textures/basic_enemy.png
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Assets/Textures/basic_enemy.png.import
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Assets/Textures/basic_enemy.png.import
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://dx5k5qa1pwbfl"
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path="res://.godot/imported/basic_enemy.png-86528a00f666ed79fdb26797653efdd4.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://Assets/Textures/basic_enemy.png"
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dest_files=["res://.godot/imported/basic_enemy.png-86528a00f666ed79fdb26797653efdd4.ctex"]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/bptc_ldr=0
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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Scripts/Enemy/EnemyMovement.gd
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Scripts/Enemy/EnemyMovement.gd
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extends CharacterBody2D
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@export var speed = 25
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _physics_process(delta):
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var sprite = self.get_child(1)
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self.velocity = Vector2(cos(sprite.get_rotation() - PI / 2), sin(sprite.get_rotation() - PI / 2)).normalized() * speed
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if self.move_and_slide():
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sprite.rotate(PI)
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@ -2,17 +2,17 @@ extends CharacterBody2D
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@export var speed = 50
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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func get_input():
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var input_direction = Input.get_vector("move_left", "move_right", "move_up", "move_down")
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velocity = input_direction * speed
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var input_direction = Input.get_vector("move_left", "move_right", "move_up", "move_down").normalized()
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return input_direction
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _physics_process(delta):
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get_input()
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move_and_slide()
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self.velocity = get_input() * speed
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self.move_and_slide()
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