feat: add a unmovable block as a scene; add it to gameScene;
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@@ -0,0 +1,19 @@
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[gd_scene format=3 uid="uid://orvnsdbeji56"]
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[ext_resource type="Texture2D" uid="uid://c0v63n2kjtvvu" path="res://Ninja Adventure - Asset Pack/Backgrounds/Tilesets/TilesetDungeon.png" id="1_83tkd"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_bqpwv"]
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size = Vector2(16, 16)
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[sub_resource type="AtlasTexture" id="AtlasTexture_bqpwv"]
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atlas = ExtResource("1_83tkd")
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region = Rect2(127.859436, 47.936436, 16.21347, 16.062302)
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[node name="Block" type="RigidBody2D" unique_id=2096944035]
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gravity_scale = 0.0
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[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=195703280]
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shape = SubResource("RectangleShape2D_bqpwv")
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[node name="Sprite2D" type="Sprite2D" parent="." unique_id=605230206]
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texture = SubResource("AtlasTexture_bqpwv")
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File diff suppressed because one or more lines are too long
@@ -5,6 +5,7 @@
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[ext_resource type="Texture2D" uid="uid://clv4i0q1nosad" path="res://Ninja Adventure - Asset Pack/Backgrounds/Tilesets/TilesetNature.png" id="2_04h35"]
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[ext_resource type="Texture2D" uid="uid://c3l7w3n700qx3" path="res://Ninja Adventure - Asset Pack/Backgrounds/Tilesets/TilesetReliefDetail.png" id="3_oi8ly"]
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[ext_resource type="PackedScene" uid="uid://dhvuy8co661xo" path="res://Scenes/SceneEntrance/scene_entrance.tscn" id="5_oi8ly"]
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[ext_resource type="PackedScene" uid="uid://orvnsdbeji56" path="res://Scenes/Block/block.tscn" id="6_12ovb"]
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[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_04h35"]
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texture = ExtResource("1_l6yvh")
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@@ -800,3 +801,6 @@ zoom = Vector2(5, 5)
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[node name="SceneEntrance" parent="." unique_id=1734357035 instance=ExtResource("5_oi8ly")]
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position = Vector2(136, -108)
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[node name="Block" parent="." unique_id=2096944035 instance=ExtResource("6_12ovb")]
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position = Vector2(0, -33)
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@@ -25,4 +25,17 @@ func _process(delta: float) -> void:
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$AnimatedSprite2D.play("move_up")
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else:
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$AnimatedSprite2D.stop()
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# get the last collision
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# check if it's the block
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# if it is the block then push it
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var collision: KinematicCollision2D = get_last_slide_collision()
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if collision:
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var collisision_node = collision.get_collider()
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if collisision_node is RigidBody2D:
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var collision_normal: Vector2 = collision.get_normal()
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collisision_node.apply_central_force(-collision_normal)
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move_and_slide()
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