martian-mike/scripts/level.gd

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898 B
GDScript3
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extends Node2D
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@onready var player: CharacterBody2D = $Player
@onready var start_position: Marker2D = $StartPosition
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func _ready() -> void:
var traps = get_tree().get_nodes_in_group("traps")
for trap in traps:
if trap is Trap:
trap.touched_player.connect(_on_trap_touched_player)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
if Input.is_action_just_pressed("quit"):
get_tree().quit()
elif Input.is_action_just_pressed("reset"):
get_tree().reload_current_scene()
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func _on_death_zone_body_entered(body: Node2D) -> void:
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reset_player()
pass # Replace with function body.
func _on_trap_touched_player() -> void:
reset_player()
pass # Replace with function body.
func reset_player() -> void:
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player.velocity = Vector2.ZERO
player.global_position = start_position.global_position
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pass