c la patinoir
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@ -2,19 +2,11 @@ extends Node
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export var Duration = 7.5
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func shuffleList(list):
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var shuffledList = []
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var indexList = range(list.size())
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for i in range(list.size()):
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var x = randi() % indexList.size()
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shuffledList.append(list[indexList[x]])
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indexList.remove(x)
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return shuffledList
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func ConfusionRoutine(player, delta):
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var elapsed = 0
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var inputs = player.baseInputs
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player.inputs = shuffleList(inputs)
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inputs.shuffle()
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player.inputs = inputs
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while elapsed < Duration:
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elapsed += yield()
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player.inputs = player.baseInputs
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@ -15,8 +15,8 @@ func DwarfRoutine(player, delta):
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var elapsed = delta
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var fast_speed = player.MAX_SPEED * FastFactor
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var slow_speed = player.MAX_SPEED
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var fast_acc = player.ACCELERATION * (FastFactor / 2)
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var slow_acc = player.ACCELERATION
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var fast_friction = player.FRICTION * (FastFactor / 2)
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var slow_friction = player.FRICTION
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var small_scale = player.transform.get_scale() / GrowDownFactor
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var big_scale = player.transform.get_scale()
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var sprite = player.get_node("Sprite")
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@ -24,7 +24,7 @@ func DwarfRoutine(player, delta):
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while elapsed < GrowDownTime:
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player.MAX_SPEED = lerp(slow_speed, fast_speed, elapsed / GrowDownTime)
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player.ACCELERATION = lerp(slow_acc, fast_acc, elapsed / GrowDownTime)
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player.FRICTION = lerp(slow_friction, fast_friction, elapsed / GrowDownTime)
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setScale(sprite, coll, lerp(big_scale, small_scale, elapsed / GrowDownTime))
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elapsed += yield()
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@ -35,7 +35,7 @@ func DwarfRoutine(player, delta):
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while elapsed < GrowBigTime:
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player.MAX_SPEED = lerp(fast_speed, slow_speed, elapsed / GrowBigTime)
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player.ACCELERATION = lerp(fast_acc, slow_acc, elapsed / GrowBigTime)
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player.FRICTION = lerp(fast_friction, slow_friction, elapsed / GrowBigTime)
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setScale(sprite, coll, lerp(small_scale, big_scale, elapsed / GrowBigTime))
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elapsed += yield()
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32
Scripts/PaintEffects/Slippery.gd
Normal file
32
Scripts/PaintEffects/Slippery.gd
Normal file
@ -0,0 +1,32 @@
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extends Node
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#The time, in seconds, it should take for the character to grow up
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export var SlipperyTime = 7.5
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#How much less friction should the player have
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export var FrictionFactor = 20
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export var SpeedFactor = 3
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func SlipperyRoutine(player, delta):
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var elapsed = delta
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var originalFriction = player.FRICTION
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var originalSpeed = player.MAX_SPEED
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player.FRICTION /= FrictionFactor
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player.MAX_SPEED *= SpeedFactor
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var sprite = player.get_node("Sprite")
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var coll = player.get_node("CollisionShape2D")
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while elapsed < SlipperyTime:
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elapsed += yield()
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player.FRICTION = originalFriction
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player.MAX_SPEED = originalSpeed
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func StartEffect(player):
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var rout = SlipperyRoutine(player, 0)
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return rout
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