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aego/modules/gameplay/res/docs/CheckpointGuideOriginal.aes
sanspie a46347e2c6
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editor: add art studio and stage 12.5 workflows
2026-11-08 18:47:57 +03:00

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package demo
import (
"aego/debug"
"aego/input"
)
// Player takes checkpoints; after a fall it comes back at the last one.
script Player {
func Update(dt float) {
m := node.Get<Motion2D>()
x := 0.0
if input.Down(input.KeyA) || input.Down(input.KeyLeft) {
x -= 1
}
if input.Down(input.KeyD) || input.Down(input.KeyRight) {
x += 1
}
m.Move(x)
if input.KeyPressed(input.KeySpace) || input.KeyPressed(input.KeyW) || input.KeyPressed(input.KeyUp) {
m.Jump()
}
if input.KeyReleased(input.KeySpace) || input.KeyReleased(input.KeyW) || input.KeyReleased(input.KeyUp) {
m.JumpReleased()
}
}
}
// Flag says which checkpoint was taken.
script Flag {
@export var Number int
var shown float
var conn Connection
func Ready() {
conn = node.Get<Checkpoint2D>().Reached.Connect(OnReached)
}
func OnReached(by NodeRef) {
shown = 2
}
func Update(dt float) {
p := node.WorldPosition()
if shown > 0 {
shown -= dt
debug.Text(Vec2{p.X - 1, p.Y - 2}, "checkpoint " + string(Number), Color{0.4, 1, 0.5, 1})
}
}
}