mmm, wavedash
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6021b79707
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@ -37,6 +37,7 @@ var hit_time_tmp: float
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var hit_active := false
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var hit_active := false
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@export var pogo_jump: float
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@export var pogo_jump: float
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@export var wavedash_velocity: Vector2
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@export var camera_look_aside := 0.0
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@export var camera_look_aside := 0.0
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@export var camera_look_aside_transition_speed := 0.0
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@export var camera_look_aside_transition_speed := 0.0
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@ -211,6 +212,12 @@ func _physics_process(delta):
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else:
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else:
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dash_time_tmp -= delta
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dash_time_tmp -= delta
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current_state().progression = (dash_time - dash_time_tmp) / dash_time
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current_state().progression = (dash_time - dash_time_tmp) / dash_time
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# Wavedash
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if current_state() in [dash]:
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if is_on_floor() && Input.is_action_just_pressed("jump") && \
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abs(get_dir().x) - abs(get_dir().y) == 0:
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stm.transition(air)
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velocity = wavedash_velocity * get_dir()
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# Hitboxes
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# Hitboxes
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if current_state() in [run, air]:
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if current_state() in [run, air]:
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if hit_active:
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if hit_active:
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@ -231,6 +231,7 @@ double_jump_delay = 0.1
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dash_time = 0.22
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dash_time = 0.22
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hit_time = 0.2
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hit_time = 0.2
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pogo_jump = 300.0
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pogo_jump = 300.0
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wavedash_velocity = Vector2(400, 600)
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camera_look_aside = 40.0
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camera_look_aside = 40.0
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camera_look_aside_transition_speed = 3.0
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camera_look_aside_transition_speed = 3.0
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