r3-next/levels/ast1.gd

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GDScript3
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extends Sprite2D
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var origpos
var ctime
#var origmpos
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# Called when the node enters the scene tree for the first time.
#var velocity = Input.get_vector("move_left", "move_right", "move_forward", "move_back")
func _ready():
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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origpos = self.position
ctime = Time.get_ticks_msec()
Global.origmpos = get_viewport().get_mouse_position()
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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.
func _process(delta):
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Global.xm = 0
Global.ym = 0
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var velocity = Vector2.ZERO
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if Global.live == 1:
if Input.get_joy_axis(0,JOY_AXIS_LEFT_X) > 0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) > 0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_X) < -0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) < -0.2:
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Global.xm = Input.get_joy_axis(0,JOY_AXIS_LEFT_X)
Global.ym = Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
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else:
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Global.xm = Input.get_last_mouse_velocity().x / 100
Global.ym = Input.get_last_mouse_velocity().y / 100
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if Input.is_action_pressed("ui_left") || Input.is_key_pressed(KEY_A):
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Global.xm = -1
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if Input.is_action_pressed("ui_right") || Input.is_key_pressed(KEY_D):
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Global.xm = 1
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if Input.is_action_pressed("ui_up") || Input.is_key_pressed(KEY_W):
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Global.ym = -1
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if Input.is_action_pressed("ui_down") || Input.is_key_pressed(KEY_S):
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Global.ym = 1
velocity = (Vector2.RIGHT.rotated(rotation) * -100 * Global.xm * delta)-Vector2.UP.rotated(rotation) * -100 * Global.ym * delta
ctime = Time.get_ticks_msec()
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#elif !Global.sk && Global.live == null:
# _sk()
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#if Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) != 0:
# velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
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position += velocity
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#pass
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func _sk():
Global.sk = true
#get_tree().change_scene_to_file("res://bootclick.tscn")
var selftest = load("res://selftest.tscn").instantiate()
get_tree().root.add_child.call_deferred(selftest)