Der Exports-Ordner zu .gitignore hinzugefügt, Checkpoints temporär deaktiviert
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2 changed files with 11 additions and 10 deletions
1
.gitignore
vendored
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.gitignore
vendored
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@ -1,3 +1,4 @@
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# Godot 4+ specific ignores
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.godot/
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/android/
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Exports
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20
player.gd
20
player.gd
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@ -14,11 +14,11 @@ var levelcore: Node
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var checkpoint: Vector3
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func _ready() -> void:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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while not get_node_or_null("/Level_Core/LevelCore"):
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await get_tree().process_frame # Yield until the next frame
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levelcore = get_node("/Level_Core/LevelCore")
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checkpoint = levelcore.checkpoint
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var player = get_node("/player/Player")
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# while not get_node_or_null("/Level_Core/LevelCore"):
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# await get_tree().process_frame # Yield until the next frame
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# levelcore = get_node("/Level_Core/LevelCore")
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# checkpoint = levelcore.checkpoint
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# var player = get_node("/player/Player")
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# If touches object
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var touched = false
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@ -32,14 +32,14 @@ func teleport_to_checkpoint():
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print("checkpoint ", checkpoint, " does not exist")
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func _integrate_forces(state):
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while not get_node_or_null("/root/Level_Core/LevelCore"):
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await get_tree().process_frame
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levelcore = get_node("/root/Level_Core/LevelCore")
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print("levelcore set!")
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# while not get_node_or_null("/Level_Core/LevelCore"):
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# await get_tree().process_frame
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# levelcore = get_node("/Level_Core/LevelCore")
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# print("levelcore set!")
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for i in range(state.get_contact_count()):
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var collider = state.get_contact_collider_object(i)
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if collider is StaticBody3D and collider.name == "StaticBody3D_S1":
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checkpoint = levelcore.checkpoint1
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#checkpoint = levelcore.checkpoint1
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print("chat we hit the checkpoint one")
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#func _integrate_forces(state):
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