Made crates able to be stood on, fixed player character collision issues but now the character seems small..?
noticed bugs: killing an enemy as you die crashes the game, ear wind needs to be inaudible when standing still, recoil camera still sucks
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@@ -130,14 +130,13 @@ func _physics_process(delta):
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if !dead:
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# Add the gravity.
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if not is_on_floor():
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velocity.y -= gravity * delta
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if velocity.y >= .1:
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moving_fast = true
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else:
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ear_wind.stop()
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if is_on_floor():
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double_jump = true
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air_dash = MAX_AIR_DASH
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else:
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velocity.y -= gravity * delta
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if abs(velocity.y) >= .1:
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moving_fast = true
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# Handle jump.
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if Input.is_action_just_pressed("jump") and is_on_floor() and !is_climbing:
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@@ -194,12 +193,10 @@ func _physics_process(delta):
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health_indicator.color = lerp(Color(0.471, 0, 0, 0), Color(0.471, 0, 0, .25),health_opacity)
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# Moving Fast Sound
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#initiate fast movement
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if velocity.y >= (JUMP_VELOCITY * 1.1) and !is_climbing:
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ear_wind.play()
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#initiate fast movement -- may be done with this block
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#change sounds with speed
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if moving_fast:
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var wind_volume = clamp( velocity.length() - 20 ,-20,0)
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var wind_volume = clamp( velocity.length() - 20 ,-20,10)
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ear_wind.volume_db = wind_volume
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#reset at apex
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@@ -213,7 +210,6 @@ func _physics_process(delta):
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var land_volume = clamp( moving_fast_top_speed - 20 ,-10,0)
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land_sound.volume_db = land_volume
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land_sound.play()
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ear_wind.stop()
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moving_fast_top_speed = 0.0
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moving_fast = false
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