character animations, gamecontroller

This commit is contained in:
Darius 2025-01-20 20:44:44 -05:00
parent 205e8d43b5
commit 65ad562241
21 changed files with 556 additions and 36 deletions

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[deps]
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@ -15,6 +15,14 @@ run/main_scene="res://scenes/game.tscn"
config/features=PackedStringArray("4.3", "Forward Plus")
config/icon="res://icon.svg"
[display]
window/size/viewport_width=320
window/size/viewport_height=180
window/size/window_width_override=960
window/size/window_height_override=540
window/stretch/mode="viewport"
[file_customization]
folder_colors={

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@ -1,6 +1,7 @@
[gd_scene load_steps=3 format=3 uid="uid://dwfife67i1fmr"]
[gd_scene load_steps=4 format=3 uid="uid://dwfife67i1fmr"]
[ext_resource type="Script" path="res://scripts/bullet.gd" id="1_qivxv"]
[ext_resource type="Texture2D" uid="uid://dwukfncvqppye" path="res://assets/graphics/projectiles/pixel_bullet.png" id="2_a2saw"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_dp02a"]
size = Vector2(16, 4)
@ -12,4 +13,11 @@ script = ExtResource("1_qivxv")
shape = SubResource("RectangleShape2D_dp02a")
debug_color = Color(1, 1, 0, 0.419608)
[node name="Sprite2D" type="Sprite2D" parent="."]
texture_filter = 1
position = Vector2(-5, 2)
rotation = -3.1402
scale = Vector2(0.171023, -0.0779315)
texture = ExtResource("2_a2saw")
[connection signal="body_entered" from="." to="." method="_on_body_entered"]

View File

@ -1,4 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://d1ej2kiy7jcpv"]
[gd_scene load_steps=3 format=3 uid="uid://d1ej2kiy7jcpv"]
[ext_resource type="Texture2D" uid="uid://b0fqd8r8n4ptj" path="res://assets/graphics/destructables/crate.png" id="1_odabg"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_ixlbc"]
@ -8,3 +10,8 @@ metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_ixlbc")
debug_color = Color(0, 0.545098, 0.0431373, 0.419608)
[node name="Sprite2D" type="Sprite2D" parent="."]
texture_filter = 1
scale = Vector2(0.0947823, 0.0840096)
texture = ExtResource("1_odabg")

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=10 format=3 uid="uid://dcmyx5g6dksl8"]
[gd_scene load_steps=13 format=3 uid="uid://dcmyx5g6dksl8"]
[ext_resource type="PackedScene" uid="uid://d1ej2kiy7jcpv" path="res://scenes/crate.tscn" id="1_uivx3"]
[ext_resource type="Script" path="res://scripts/gamecontroller.gd" id="1_vhl00"]
@ -6,6 +6,7 @@
[ext_resource type="PackedScene" uid="uid://b75mow511wmmb" path="res://scenes/player.tscn" id="3_8h5jv"]
[ext_resource type="PackedScene" uid="uid://dwfife67i1fmr" path="res://scenes/bullet.tscn" id="5_7yfvg"]
[ext_resource type="Script" path="res://scripts/scenemanager.gd" id="6_n2kp0"]
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size = Vector2(101, 20)
@ -15,6 +16,61 @@ distance = -395.0
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0:0/0 = 0
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6:0/0 = 0
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9:0/0 = 0
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12:0/0 = 0
13:0/0 = 0
15:0/0 = 0
0:1/0 = 0
1:1/0 = 0
2:1/0 = 0
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6:1/0 = 0
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10:1/0 = 0
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16:1/0 = 0
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1:2/0 = 0
2:2/0 = 0
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7:3/0 = 0
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10:3/0 = 0
12:3/0 = 0
13:3/0 = 0
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16:3/0 = 0
0:4/0 = 0
1:4/0 = 0
2:4/0 = 0
4:4/0 = 0
6:4/0 = 0
7:4/0 = 0
9:4/0 = 0
10:4/0 = 0
12:4/0 = 0
13:4/0 = 0
15:4/0 = 0
16:4/0 = 0
[sub_resource type="TileSet" id="TileSet_ixl4j"]
tile_size = Vector2i(32, 32)
sources/0 = SubResource("TileSetAtlasSource_3ut3v")
[node name="Game" type="Node2D"]
script = ExtResource("1_vhl00")
@ -26,22 +82,6 @@ metadata/_edit_group_ = true
position = Vector2(-0.5, 0)
shape = SubResource("RectangleShape2D_1cyeq")
[node name="RigidBody2D" parent="." instance=ExtResource("1_uivx3")]
position = Vector2(640, 228)
rotation = 0.806532
[node name="RigidBody2D2" parent="." instance=ExtResource("1_uivx3")]
position = Vector2(586, 297)
rotation = 0.806532
[node name="RigidBody2D3" parent="." instance=ExtResource("1_uivx3")]
position = Vector2(636, 279)
rotation = 0.806532
[node name="RigidBody2D4" parent="." instance=ExtResource("1_uivx3")]
position = Vector2(596, 225)
rotation = 0.806532
[node name="floor" type="StaticBody2D" parent="."]
[node name="CollisionShape2D" type="CollisionShape2D" parent="floor"]
@ -66,5 +106,30 @@ position = Vector2(309, 222)
unique_name_in_owner = true
script = ExtResource("6_n2kp0")
[node name="crates" type="Node2D" parent="."]
[node name="RigidBody2D" parent="crates" instance=ExtResource("1_uivx3")]
position = Vector2(640, 228)
rotation = 0.806532
[node name="RigidBody2D5" parent="crates" instance=ExtResource("1_uivx3")]
position = Vector2(687, 174)
rotation = 0.806532
[node name="RigidBody2D2" parent="crates" instance=ExtResource("1_uivx3")]
position = Vector2(586, 297)
rotation = 0.806532
[node name="RigidBody2D3" parent="crates" instance=ExtResource("1_uivx3")]
position = Vector2(668, 276)
rotation = 0.806532
[node name="RigidBody2D4" parent="crates" instance=ExtResource("1_uivx3")]
position = Vector2(749, 242)
rotation = 0.806532
[node name="TileMapLayer" type="TileMapLayer" parent="."]
tile_set = SubResource("TileSet_ixl4j")
[connection signal="areaTrigger" from="Area2D" to="." method="_on_trigger"]
[connection signal="body_entered" from="Area2D" to="Area2D" method="_on_body_entered"]

View File

@ -1,9 +1,177 @@
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[gd_scene load_steps=28 format=3 uid="uid://b75mow511wmmb"]
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atlas = ExtResource("2_xdqt5")
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atlas = ExtResource("2_xdqt5")
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atlas = ExtResource("3_d2rrr")
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[sub_resource type="SpriteFrames" id="SpriteFrames_2kykc"]
animations = [{
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"duration": 1.0,
"texture": SubResource("AtlasTexture_afagl")
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"duration": 1.0,
"texture": SubResource("AtlasTexture_euos0")
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}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_en8us")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_8f7g2")
}],
"loop": true,
"name": &"idle",
"speed": 12.0
}, {
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"duration": 1.0,
"texture": SubResource("AtlasTexture_pnfvt")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_8ui61")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_uh01i")
}],
"loop": false,
"name": &"jump",
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_qjxe0")
}, {
"duration": 1.0,
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"texture": SubResource("AtlasTexture_lwedr")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_h0ov4")
}],
"loop": true,
"name": &"run",
"speed": 12.0
}]
[node name="CharacterBody2D" type="CharacterBody2D" groups=["player"]]
script = ExtResource("1_racyk")
metadata/_edit_group_ = true
@ -23,3 +191,13 @@ position = Vector2(10, -5)
[node name="LeftTarget" type="Node2D" parent="."]
position = Vector2(-10, -5)
[node name="Camera2D" type="Camera2D" parent="."]
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
texture_filter = 1
sprite_frames = SubResource("SpriteFrames_2kykc")
animation = &"jump"
autoplay = "jump"
frame = 2
frame_progress = 1.0

View File

@ -1,4 +1,5 @@
class_name Bullet extends Area2D
@onready var bulletGraphic: Sprite2D = $Sprite2D
var speed = 700
signal hit
@ -16,9 +17,13 @@ func _physics_process(delta: float) -> void:
position += transform.x * speed * delta
func setSpeed(value):
speed = value
if speed <0:
bulletGraphic.flip_h = true
else:
bulletGraphic.flip_h = false
func _on_body_entered(body: Node2D) -> void:
print("Bullet hits something")
if not body.is_in_group("player"):
hit.emit(body)
hit.emit(self, body)

View File

@ -13,21 +13,25 @@ var pushTarget
var pushRightEnabled = false
var pushLeftEnabled = false
@export var PUSH_FORCE = 700
@onready var animation: AnimatedSprite2D = $AnimatedSprite2D
# Bullet Attack Variables
@onready var right_target: Node2D = $RightTarget
@onready var left_target: Node2D = $LeftTarget
var isJumping = false
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
else:
isJumping = false
# Handle jump.
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
animation.play("jump")
isJumping = true
# Shove Attack
if Input.is_action_just_pressed("shove"):
@ -39,25 +43,33 @@ func _physics_process(delta: float) -> void:
if Input.is_action_just_pressed("shoot"):
#print("I want to shoot")
#make a new bullet
var myBullet = %SceneManager.bulletFactory()
#var myBullet = bullet.instantiate()
owner.add_child(myBullet)
myBullet.transform = right_target.global_transform
if faceLeft == true:
myBullet.transform = left_target.global_transform
myBullet.setSpeed(-700)
var myBullet = %SceneManager.makeBullet(left_target.global_transform,-700)
#myBullet.transform = left_target.global_transform
#myBullet.setSpeed(-700)
if faceLeft == false:
var myBullet = %SceneManager.makeBullet(right_target.global_transform,700)
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var direction := Input.get_axis("left", "right")
if direction:
velocity.x = direction * SPEED
if direction <0:
if not isJumping:
animation.play("run")
faceLeft = true
animation.flip_h = true
if direction >0:
if not isJumping:
animation.play("run")
faceLeft = false
animation.flip_h = false
else:
if not isJumping:
animation.play("idle")
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()

View File

@ -3,7 +3,8 @@ extends Node2D
var boxTotal = 4
var timer:=Timer.new()
var countdown = 10
var totalCrates = 0
signal destroyBox(body)
# C alled when the node enters the scene tree for the first time.
func _ready() -> void:
add_child(timer)
@ -37,4 +38,8 @@ func _on_trigger(effect: Variant, body) -> void:
func bulletHit(body):
print("Game controller knows bullet hit something")
if body.is_in_group("destructable"):
body.queue_free()
destroyBox.emit(body)
func countCrates(value):
totalCrates = value

View File

@ -1,10 +1,20 @@
extends Node
@onready var game: Node2D = $".."
@onready var crates: Node2D = $"../crates"
var bullet = preload("res://scenes/bullet.tscn")
var bulletArray:Array = []
var bulletsMadeTotal :=0
var totalCrates = 0
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
game.destroyBox.connect(boxDestroy)
for obj in crates.get_children():
if obj.is_in_group("destructable"):
#increase the box counter
totalCrates +=1
# Called every frame. 'delta' is the elapsed time since the previous frame.
@ -13,10 +23,28 @@ func _process(delta: float) -> void:
func bulletFactory():
print("Factory will make a bullet")
var myBullet = bullet.instantiate()
var myBullet
if bulletArray.size() < 10:
myBullet = bullet.instantiate()
myBullet.connect("hit", onBulletHit)
owner.add_child(myBullet)
else:
myBullet = bulletArray.pop_back()
bulletArray.push_front(myBullet)
return myBullet
func makeBullet(position, speed):
var myBullet = bulletFactory()
myBullet.transform = position
myBullet.setSpeed(speed)
return myBullet
func onBulletHit(body):
func onBulletHit(bullet, body):
bullet.position = Vector2(-100,-100)
bullet.setSpeed(0)
print("Scene manager knows bullet hit")
game.bulletHit(body)
func boxDestroy(body):
print("test")
body.queue_free()