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@@ -10,6 +10,11 @@ enum MoveState {Still, Moving, Dashing, Knockback}
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@onready var camera: Camera2D = %PlayerCamera
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@onready var sprite: AnimatedSprite2D = $PlayerSprite
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@onready var hand: Control = %Hand;
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@onready var shield: Sprite2D = $Shield
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@onready var score_counter: RichTextLabel = %ScoreCounter
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var score = 0;
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var high_score = 0;
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var shield_active = true;
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var move_direction = Vector2.ZERO;
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@@ -118,6 +123,16 @@ func take_hit(_damage, knockback_vector, knockback_strength = 1):
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else:
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reboot();
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func add_to_score(amount):
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score += amount;
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if score > high_score:
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high_score = score;
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score_counter.text = "Score: %d\nHigh Score: %d" % [score, high_score]
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func reset_score():
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score = 0;
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score_counter.text = "Score: %d\nHigh Score: %d" % [score, high_score]
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func reboot():
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# Called when the player dies
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# For now, just reset position and state
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@@ -126,4 +141,5 @@ func reboot():
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move_state = MoveState.Still;
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shield_active = true;
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$Shield.visible = true;
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reset_score();
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# hand.discard_all();
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