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Try it: scene keys in the hint, J label on Health and Hurtbox, faster Respawn, sound starts with the Try click; lighter web audio pump; release notes from tools/release/notes
2026-10-22 18:55:33 +03:00

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package demo
import (
"aego/debug"
"aego/input"
)
// Player walks with A/D, jumps with Space and strikes with J.
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()
}
}
}
// Sword strikes once per J press with its Hitbox 2D.
script Sword {
func Update(dt float) {
if input.KeyPressed(input.KeyJ) {
node.Get<Hitbox2D>().Pulse()
}
p := node.WorldPosition()
debug.Rect(Rect{p.X - 0.3, p.Y - 0.2, 0.6, 0.4}, Color{1, 1, 1, 0.5})
debug.Text(Vec2{p.X - 1.6, p.Y - 1.6}, "J: strike", Color{0.8, 0.8, 0.8, 1})
}
}
// Dummy shows its hit points, the last damage, and comes back a second after it dies.
script Dummy {
var wait float
var flash float
var shown int
var died Connection
var hurt Connection
func Ready() {
hp := node.Get<Health>()
died = hp.Died.Connect(OnDied)
hurt = hp.Damaged.Connect(OnDamaged)
}
func OnDied(source NodeRef) {
wait = 1
}
func OnDamaged(amount int, source NodeRef) {
shown = amount
flash = 1
}
func Update(dt float) {
hp := node.Get<Health>()
if wait > 0 {
wait -= dt
if wait <= 0 {
hp.Revive(0)
}
}
p := node.WorldPosition()
debug.Rect(Rect{p.X - 0.6, p.Y - 1.3, 1.2, 0.15}, Color{0.3, 0.3, 0.3, 1})
debug.Rect(Rect{p.X - 0.6, p.Y - 1.3, 1.2 * float(hp.Current) / float(hp.Max), 0.15}, Color{0.2, 0.85, 0.3, 1})
if flash > 0 {
flash -= dt
debug.Text(Vec2{p.X + 0.6, p.Y - 1.6 - (1 - flash) * 0.5}, "-" + string(shown), Color{1, 0.45, 0.3, 1})
}
}
}