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Platform.gd
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extends StaticBody2D
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
var tnormal =preload("res://assets/PNG/shiny/6.png")
var tbouncy =preload("res://assets/PNG/shiny/11.png")
var tsticky =preload("res://assets/PNG/shiny/8.png")
var tdead = preload("res://assets/PNG/shiny/10.png")
var tice = preload("res://assets/PNG/shiny/9.png")
var dptype ={1:"normal",2:"bouncy",3:"sticky",4:"ice",5:"dead"}
var deadly =false
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass
func init_plat(num):
if dptype[num] == "normal" :
self.physics_material_override.friction=1
self.physics_material_override.bounce=10
self.physics_material_override.absorbent=false
$CollisionShape2D/Sprite.texture=tnormal
if dptype[num] == "bouncy" :
self.physics_material_override.friction=1
self.physics_material_override.bounce=70
self.physics_material_override.absorbent=false
$CollisionShape2D/Sprite.texture=tbouncy
if dptype[num] == "sticky" :
self.physics_material_override.friction=4
self.physics_material_override.bounce=0
self.physics_material_override.absorbent=true
$CollisionShape2D/Sprite.texture=tsticky
if dptype[num] == "ice" :
self.physics_material_override.friction=-10
self.physics_material_override.bounce=0
self.physics_material_override.absorbent=false
$CollisionShape2D/Sprite.texture=tice
if dptype[num] == "dead":
self.physics_material_override.friction=1
self.physics_material_override.bounce=0
self.physics_material_override.absorbent=false
deadly=true
$CollisionShape2D/Sprite.texture=tdead