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extends Node
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# Player AI
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var ignore_input = false
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var velocity_sum = Vector2(0.0,0.0)
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func set_ignore_input(new_bool):
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ignore_input = new_bool
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func get_ignore_input():
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return ignore_input
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func get_user():
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return get_parent()
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# Get Player Input
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func get_input():
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if not ignore_input:
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get_movement_input()
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# Get Movement Key Input
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func get_movement_input():
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if Input.is_action_pressed('ui_right'):
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movement_key_pressed(1)
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if Input.is_action_pressed('ui_left'):
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movement_key_pressed(2)
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if Input.is_action_pressed('ui_up'):
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movement_key_pressed(3)
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if Input.is_action_pressed('ui_down'):
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movement_key_pressed(4)
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if Input.is_action_just_released("ui_right"):
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movement_key_released(1)
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if Input.is_action_just_released("ui_left"):
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movement_key_released(2)
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if Input.is_action_just_released("ui_up"):
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movement_key_released(3)
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if Input.is_action_just_released("ui_down"):
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movement_key_released(4)
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# WASD Movement
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func movement_key_pressed(direction):
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get_user().set_internal_velocity(Vector2(0.0,0.0))
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if direction == 1: # right
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velocity_sum.x = 0
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velocity_sum.x += 1
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get_user().animate("WalkRight")
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elif direction == 2: # left
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velocity_sum.x = 0
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velocity_sum.x -= 1
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get_user().animate("WalkLeft")
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elif direction == 3: # up
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velocity_sum.y = 0
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velocity_sum.y -= 1
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get_user().animate("WalkUp")
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elif direction == 4: # down
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velocity_sum.y = 0
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velocity_sum.y += 1
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get_user().animate("WalkDown")
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# Velocity cannot be faster with more vectors
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get_user().set_internal_velocity(velocity_sum)
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func movement_key_released(direction):
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if direction == 1 or direction == 2: # left/right
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velocity_sum.x = 0
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elif direction == 3 or direction == 4: # up/down
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velocity_sum.y = 0
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get_user().animate("Idle")
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get_user().set_internal_velocity(velocity_sum)
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# Physics Process
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func _physics_process(_delta):
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## Keyboard Movement
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get_input()
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