added grenades and running animations|
This commit is contained in:
parent
321df5b9bd
commit
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BIN
assets/graphics/player/idle/Player Idle 48x48.png
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assets/graphics/player/idle/Player Idle 48x48.png.import
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assets/graphics/player/idle/player jump 48x48.png
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assets/graphics/player/idle/player run 48x48.png
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@ -46,6 +46,11 @@ right={
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
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]
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]
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}
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}
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chuck={
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]
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}
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[physics]
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[physics]
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@ -5,6 +5,7 @@
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@ -92,5 +93,8 @@ metadata/_edit_group_ = true
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shape = SubResource("RectangleShape2D_elsnr")
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position = Vector2(385, 240)
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||||||
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|
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||||||
|
"texture": SubResource("AtlasTexture_qfm1y")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_fulsm")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_4r5pv")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_60mlk")
|
||||||
|
}],
|
||||||
|
"loop": true,
|
||||||
|
"name": &"run",
|
||||||
|
"speed": 12.0
|
||||||
|
}]
|
||||||
|
|
||||||
[node name="player" type="CharacterBody2D" unique_id=395957349]
|
[node name="player" type="CharacterBody2D" unique_id=395957349]
|
||||||
script = ExtResource("1_3vyb7")
|
script = ExtResource("1_3vyb7")
|
||||||
metadata/_edit_group_ = true
|
metadata/_edit_group_ = true
|
||||||
@ -17,3 +158,17 @@ target_position = Vector2(20, 0)
|
|||||||
|
|
||||||
[node name="raycastLeft" type="RayCast2D" parent="." unique_id=1511802462]
|
[node name="raycastLeft" type="RayCast2D" parent="." unique_id=1511802462]
|
||||||
target_position = Vector2(-20, 0)
|
target_position = Vector2(-20, 0)
|
||||||
|
|
||||||
|
[node name="right_marker" type="Marker2D" parent="." unique_id=1266802678]
|
||||||
|
position = Vector2(10, -12)
|
||||||
|
|
||||||
|
[node name="left_marker" type="Marker2D" parent="." unique_id=1663104896]
|
||||||
|
position = Vector2(-10, -12)
|
||||||
|
|
||||||
|
[node name="graphic" type="AnimatedSprite2D" parent="." unique_id=2045696763]
|
||||||
|
texture_filter = 1
|
||||||
|
position = Vector2(0, -1)
|
||||||
|
sprite_frames = SubResource("SpriteFrames_jej6c")
|
||||||
|
animation = &"run"
|
||||||
|
autoplay = "idle"
|
||||||
|
frame_progress = 0.8670586
|
||||||
|
|||||||
24
scripts/grenade.gd
Normal file
24
scripts/grenade.gd
Normal file
@ -0,0 +1,24 @@
|
|||||||
|
class_name Grenade extends RigidBody2D
|
||||||
|
|
||||||
|
var timer = Timer.new()
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
add_child(timer)
|
||||||
|
timer.wait_time = 2
|
||||||
|
timer.one_shot = true
|
||||||
|
timer.connect("timeout", explode)
|
||||||
|
timer.start()
|
||||||
|
|
||||||
|
|
||||||
|
func explode() -> void:
|
||||||
|
print("explode")
|
||||||
|
self.queue_free()
|
||||||
|
|
||||||
|
func _process(delta: float) -> void:
|
||||||
|
pass
|
||||||
|
|
||||||
|
func _on_body_entered(body: Node) -> void:
|
||||||
|
print("collision with grenade")
|
||||||
|
if body.is_in_group("destructable"):
|
||||||
|
body.queue_free()
|
||||||
|
explode()
|
||||||
1
scripts/grenade.gd.uid
Normal file
1
scripts/grenade.gd.uid
Normal file
@ -0,0 +1 @@
|
|||||||
|
uid://bwjaypkvgpb6t
|
||||||
@ -2,6 +2,9 @@ class_name Player extends CharacterBody2D
|
|||||||
|
|
||||||
@onready var raycast_left: RayCast2D = $raycastLeft
|
@onready var raycast_left: RayCast2D = $raycastLeft
|
||||||
@onready var raycast_right: RayCast2D = $raycastRight
|
@onready var raycast_right: RayCast2D = $raycastRight
|
||||||
|
@onready var left_marker: Marker2D = $left_marker
|
||||||
|
@onready var right_marker: Marker2D = $right_marker
|
||||||
|
@onready var graphic: AnimatedSprite2D = $graphic
|
||||||
|
|
||||||
const SPEED = 300.0
|
const SPEED = 300.0
|
||||||
const JUMP_VELOCITY = -400.0
|
const JUMP_VELOCITY = -400.0
|
||||||
@ -9,10 +12,14 @@ var direction : float = 0
|
|||||||
enum FaceDirection { LEFT, RIGHT }
|
enum FaceDirection { LEFT, RIGHT }
|
||||||
var facing: FaceDirection = FaceDirection.LEFT
|
var facing: FaceDirection = FaceDirection.LEFT
|
||||||
var shove_target: RigidBody2D
|
var shove_target: RigidBody2D
|
||||||
|
enum State { IDLE, RUNNING }
|
||||||
|
var state: State = State.IDLE
|
||||||
|
|
||||||
func _physics_process(delta: float):
|
func _physics_process(delta: float):
|
||||||
handle_input()
|
handle_input()
|
||||||
handle_movement(delta)
|
handle_movement(delta)
|
||||||
|
handle_state()
|
||||||
|
handle_animation()
|
||||||
move_and_slide() # pre-calc next position from velocity
|
move_and_slide() # pre-calc next position from velocity
|
||||||
handle_collisions()
|
handle_collisions()
|
||||||
|
|
||||||
@ -23,13 +30,22 @@ func handle_input():
|
|||||||
shove_target.apply_central_impulse(Vector2(shove_normal,0)*700)
|
shove_target.apply_central_impulse(Vector2(shove_normal,0)*700)
|
||||||
if Input.is_action_just_pressed("jump") and is_on_floor():
|
if Input.is_action_just_pressed("jump") and is_on_floor():
|
||||||
velocity.y = JUMP_VELOCITY
|
velocity.y = JUMP_VELOCITY
|
||||||
|
if Input.is_action_just_pressed("chuck"):
|
||||||
|
if facing == FaceDirection.LEFT:
|
||||||
|
print("Chuck grenade left")
|
||||||
|
%SceneManager.make_grenade(left_marker.global_transform, -1)
|
||||||
|
else:
|
||||||
|
print("Chuck grenade right")
|
||||||
|
%SceneManager.make_grenade(right_marker.global_transform, 1)
|
||||||
# Get the input direction and handle the movement/deceleration.
|
# Get the input direction and handle the movement/deceleration.
|
||||||
# As good practice, you should replace UI actions with custom gameplay actions.
|
# As good practice, you should replace UI actions with custom gameplay actions.
|
||||||
direction = Input.get_axis("left", "right")
|
direction = Input.get_axis("left", "right")
|
||||||
if direction < 0:
|
if direction < 0:
|
||||||
facing = FaceDirection.LEFT
|
facing = FaceDirection.LEFT
|
||||||
|
graphic.flip_h = true
|
||||||
elif direction > 0:
|
elif direction > 0:
|
||||||
facing = FaceDirection.RIGHT
|
facing = FaceDirection.RIGHT
|
||||||
|
graphic.flip_h = false
|
||||||
|
|
||||||
func handle_movement(delta: float):
|
func handle_movement(delta: float):
|
||||||
# Add the gravity.
|
# Add the gravity.
|
||||||
@ -53,3 +69,17 @@ func handle_collisions():
|
|||||||
var c = get_slide_collision(i)
|
var c = get_slide_collision(i)
|
||||||
if c.get_collider() is RigidBody2D:
|
if c.get_collider() is RigidBody2D:
|
||||||
c.get_collider().apply_central_impulse(-c.get_normal() * 100)
|
c.get_collider().apply_central_impulse(-c.get_normal() * 100)
|
||||||
|
|
||||||
|
func handle_state():
|
||||||
|
match state:
|
||||||
|
State.IDLE when velocity.x != 0:
|
||||||
|
state = State.RUNNING
|
||||||
|
State.RUNNING when velocity.x == 0:
|
||||||
|
state = State.IDLE
|
||||||
|
|
||||||
|
func handle_animation():
|
||||||
|
match state:
|
||||||
|
State.IDLE:
|
||||||
|
graphic.play("idle")
|
||||||
|
State.RUNNING:
|
||||||
|
graphic.play("run")
|
||||||
|
|||||||
@ -2,6 +2,7 @@ class_name SceneManager extends Node2D
|
|||||||
|
|
||||||
@onready var game_node: Node2D = $".."
|
@onready var game_node: Node2D = $".."
|
||||||
@onready var crates: Node2D = $"../crates"
|
@onready var crates: Node2D = $"../crates"
|
||||||
|
var grenade = preload("res://scenes/grenade.tscn")
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
print("scene manager is ready")
|
print("scene manager is ready")
|
||||||
@ -14,6 +15,13 @@ func _process(delta: float) -> void:
|
|||||||
func build_level() -> void:
|
func build_level() -> void:
|
||||||
update_crates()
|
update_crates()
|
||||||
|
|
||||||
|
func make_grenade(grenade_pos: Transform2D, grenade_dir: int) -> void:
|
||||||
|
print("scene manager making grenade")
|
||||||
|
var g:Grenade = grenade.instantiate()
|
||||||
|
g.transform = grenade_pos
|
||||||
|
owner.add_child(g)
|
||||||
|
g.apply_central_impulse(Vector2(grenade_dir, 1)*400)
|
||||||
|
|
||||||
func update_crates() -> void:
|
func update_crates() -> void:
|
||||||
var crate_total:int = 0
|
var crate_total:int = 0
|
||||||
if crates:
|
if crates:
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user