level 4 a bowser
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@@ -0,0 +1,19 @@
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extends Area2D
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@export var speed = 80
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@onready var audio_stream_player_2d = $AudioStreamPlayer2D
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func _on_die_body_entered(body):
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queue_free()
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func _physics_process(delta):
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position.x += speed * delta
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func _on_body_entered_player(body):
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body.shrink()
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queue_free()
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func _on_audio_stream_player_2d_finished():
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audio_stream_player_2d.play()
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@@ -0,0 +1,43 @@
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extends RigidBody2D
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@onready var player = %player
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@onready var animated_sprite_2d = $AnimatedSprite2D
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@onready var shoot_spawner = $ShootSpawner
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const BOWSER_JR_FIRE = preload("res://scenes/enemies/bowser_jr_fire.tscn")
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var shoot_direction = -1
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const jump_force = 250
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@onready var timer = $Timer
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var pause = false
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func _process(delta):
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if pause:
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return
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if player.position.x > position.x:
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animated_sprite_2d.flip_h = true
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shoot_direction = 1
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shoot_spawner.position.x = 32
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else:
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animated_sprite_2d.flip_h = false
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shoot_direction = -1
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shoot_spawner.position.x = 0
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func shoot():
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if pause:
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return
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animated_sprite_2d.play("open_mouth")
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timer.start()
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var instance = BOWSER_JR_FIRE.instantiate()
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instance.speed *= shoot_direction
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get_parent().add_child(instance)
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instance.position.x = shoot_spawner.global_position.x
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instance.position.y = shoot_spawner.global_position.y
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func jump():
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if pause:
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return
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linear_velocity.y = -jump_force
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func f_die():
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pass
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func _on_timer_timeout():
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animated_sprite_2d.play("default")
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@@ -0,0 +1,46 @@
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extends Node2D
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@onready var bridge_parts = [
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$RigidBody2D13,
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$RigidBody2D12,$RigidBody2D11,$RigidBody2D10,$RigidBody2D9,$RigidBody2D8,
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$RigidBody2D7,$RigidBody2D6,$RigidBody2D5,$RigidBody2D4,$RigidBody2D3,
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$RigidBody2D2,$RigidBody2D
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]
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@onready var chain = $chain
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@onready var timer = $Timer
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@onready var sprite_2d_15 = $Area2D/Sprite2D15
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@onready var player = %player
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@onready var bowserjr = %bowserjr
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@onready var audio_stream_player = $AudioStreamPlayer
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@onready var music = %Music
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@export var level_score : int
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var curr_down = 0
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func _on_area_2d_body_entered(body):
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music.stop()
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audio_stream_player.play()
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chain.visible = false
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player.on_pause = true
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bowserjr.pause = true
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sprite_2d_15.rotation_degrees = -90
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timer.start()
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func _on_timer_timeout():
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if curr_down < len(bridge_parts):
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bridge_parts[curr_down].gravity_scale = 1
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curr_down += 1
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else:
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timer.stop()
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func _on_audio_stream_player_finished():
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var config = ConfigFile.new()
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var err = config.load("user://config.cfg")
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if err == OK:
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var available_level = config.get_value("level", "available_level", 0)
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level_score = level_score if level_score > available_level else available_level
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config.set_value("level", "available_level", level_score)
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config.save("user://config.cfg")
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get_tree().change_scene_to_file("res://scenes/levels/level_0.tscn")
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@@ -0,0 +1,20 @@
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extends Area2D
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@export var rot_speed = 3
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@onready var timer = $Timer
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var innocent = false
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func _physics_process(delta):
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rotate(rot_speed * delta)
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func _on_body_entered(body):
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if not innocent:
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body.shrink()
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innocent = true
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timer.start()
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func _on_timer_timeout():
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innocent = false
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