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94
game/characters/max_casey/character_max_casey.gd
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94
game/characters/max_casey/character_max_casey.gd
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@tool
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extends PopochiuCharacter
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# You can use E.queue([]) to trigger a sequence of events.
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# Use await E.queue([]) if you want to pause the execution of
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# the function until the sequence of events finishes.
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const Data := preload('character_max_casey_state.gd')
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var state: Data = load("res://game/characters/max_casey/character_max_casey.tres")
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#region Virtual ####################################################################################
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# When the room in which this node is located finishes being added to the tree
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func _on_room_set() -> void:
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pass
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# When the node is clicked
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func _on_click() -> void:
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# Replace the call to E.command_fallback() to implement your code.
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# E.command_fallback()
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# For example, you can make the player character walk to this character, gaze at it, and then
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# say something:
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# await C.player.walk_to_clicked()
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# await C.player.face_clicked()
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await C.player.say("Hi!")
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func _on_double_click() -> void:
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# Replace the call to E.command_fallback() with your code.
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E.command_fallback()
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# For example, you could make the player instantly do something instead of walking there first
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# When the node is right clicked
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func _on_right_click() -> void:
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# Replace the call to E.command_fallback() to implement your code.
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E.command_fallback()
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# For example, you can make the player character gaze at this character and then say something:
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# await C.player.face_clicked()
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# await C.player.say("Is someone...")
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# When the node is middle clicked
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func _on_middle_click() -> void:
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# Replace the call to E.command_fallback() to implement your code.
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E.command_fallback()
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# When the node is clicked and there is an inventory item selected
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func _on_item_used(_item: PopochiuInventoryItem) -> void:
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# Replace the call to E.command_fallback() to implement your code.
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E.command_fallback()
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# For example, you can make the player character say something when the Key item is used in this
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# character. Note that you have to change the name of the `_item` parameter to `item`.
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# if item == I.Key:
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# await C.player.say("I don't want to give up my key")
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# Use it to play the idle animation for the character
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func _play_idle() -> void:
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super()
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# Use it to play the walk animation for the character
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# target_pos can be used to know the movement direction
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func _play_walk(target_pos: Vector2) -> void:
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super(target_pos)
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# Use it to play the talk animation for the character
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func _play_talk() -> void:
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super()
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# Use it to play the grab animation for the character
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func _play_grab() -> void:
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super()
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# Called when the character stops moving
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func _on_move_ended() -> void:
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pass
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#endregion
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#region Public #####################################################################################
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# You can add here functions triggered by the GUI commands. For example, if your GUI has a command
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# for look_at, you could have the function:
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#func on_look_at() -> void:
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#pass
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#endregion
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1
game/characters/max_casey/character_max_casey.gd.uid
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1
game/characters/max_casey/character_max_casey.gd.uid
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uid://bmoec1vo7mtv4
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9
game/characters/max_casey/character_max_casey.tres
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9
game/characters/max_casey/character_max_casey.tres
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[gd_resource type="Resource" load_steps=2 format=3 uid="uid://333bndb8rxr6"]
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[ext_resource type="Script" path="res://game/characters/max_casey/character_max_casey_state.gd" id="1_7gkay"]
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[resource]
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resource_name = "MaxCasey"
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script = ExtResource("1_7gkay")
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script_name = "MaxCasey"
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scene = "res://game/characters/max_casey/character_max_casey.tscn"
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27
game/characters/max_casey/character_max_casey.tscn
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game/characters/max_casey/character_max_casey.tscn
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[gd_scene load_steps=3 format=3 uid="uid://c3x0g1051m0tq"]
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[ext_resource type="Script" path="res://game/characters/max_casey/character_max_casey.gd" id="1_dbiw3"]
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[ext_resource type="Texture2D" uid="uid://si64wbbpxfwr" path="res://assets/pixel-max.png" id="2_fc5jj"]
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[node name="CharacterMaxCasey" type="Area2D"]
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script = ExtResource("1_dbiw3")
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popochiu_placeholder = null
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script_name = "MaxCasey"
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description = "Max Casey"
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cursor = 8
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interaction_polygon = PackedVector2Array(-10, -10, 39, -10, 42, 107, -13, 111)
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interaction_polygon_position = Vector2(-30, -39)
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[node name="InteractionPolygon" type="CollisionPolygon2D" parent="."]
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visible = false
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position = Vector2(-30, -39)
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polygon = PackedVector2Array(-10, -10, 39, -10, 42, 107, -13, 111)
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[node name="ScalingPolygon" type="CollisionPolygon2D" parent="."]
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polygon = PackedVector2Array(0, 0, 0, 0, 0, 0, 0, 0)
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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[node name="Sprite2D" type="Sprite2D" parent="."]
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texture_filter = 1
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texture = ExtResource("2_fc5jj")
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23
game/characters/max_casey/character_max_casey_state.gd
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game/characters/max_casey/character_max_casey_state.gd
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extends PopochiuCharacterData
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# Put here variables you want to save and load when saving and loading the game.
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# By default only Godot's basic built-in types are automatically saved and loaded
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# but you can use the save_custom and load_custom methods to implement your
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# own.
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# script_name and scene variables from the inherited class will not be saved.
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#region Virtual ####################################################################################
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# Use this to save custom data for this PopochiuCharacter when saving the game.
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# The Dictionary must contain only JSON supported types: bool, int, float, String.
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func _on_save() -> Dictionary:
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return {}
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# Called when the game is loaded.
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# This Dictionary should has the same structure you defined for the returned
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# one in on_save().
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func _on_load(data: Dictionary) -> void:
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prints(data)
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#endregion
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uid://b3uks6qjugt2b
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