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Week 4 - Environment
1. Create a second terrain for vegetation
Learn to use the tilemap layer to easily add vegetation to your level.
* Add a terrain to your terrain set zero
* Import and atlas your graphics (32x32)
* Paint terrain rules
2. Setting Display properties
Learn to set display properties to size the viewport and scale it.
Go to project settings:
Display>Window
Viewport Width 480
Viewport Height 270
This makes the viewport small, but we can now scale it up to the size we want to play at
Advanced settings: on
Window width override: 960
Window height override: 540
And finally how to handle the up-scaling
Stretch>Mode: viewport
aspect: keep
scale: 1.0
At this point you can control the scaling.
The closer the viewport setting is to the scaled size, the more of the
scene will be revealed.
You should add a camera to the player so that the viewport will show the area around them.
3. Creating a background
Create a "sky"
Create a color block the same size as your viewport (480x270)
Create a parallax2D > Add a child Sprite2D to it
Assign the graphic to be the sprite in Sprite2D
Offset the graphic in Sprite2D, 1/2 width, 1/2 height
In the parallax2D parent, set scroll scale to x:1.0 y:1.0
Repeat Size: x:480 y:270
Create a "midground" parallax2D
Scroll Scale x:1.05 y:1.0
Repeat Size x:480 y:0
Create a "foreground"
Scroll Scale x:1.1 y:1.0
Repeat Size x:480 y:0
Optional - Create a "front" parallax2D
4. Custom Graphics
Set up GIMP for creating custom pixel art
Make a background
Create a new document, set to the size of viewport (480x270)
Set up Canvas for Pixel Art
View > Show Grid
Image > Configure Grid
Spacing > 1 horizontal 1 vertical (pixels) > set foreground colour
Set up Tool for Pixel Art
Select "pencil" by click-hold on drawing tools
In tool options:
Size: 1.0
Hardness: 100
The pencil tool creates the hard edges we want in pixel art.
Saving your file as .xcf file will save your grid settings, but will not
automatically show the grid when you open the file. You will still need to
go to View > Show Grid
Turning Images into Pixel Art
When you bring in a reference image there is a good chance it will need to
have work done. A good way to get used to using reference images is to use
a silhoette image.
Get an image
Paste it as a new single layer
Scale it using the scaling tool
Use the colour picker tool to select the black
Make a new layer
Use the paint bucket tool to fill the selection (can now delete reference)
With the selection painted it will snap the paint to whole pixels, but
you will likely see some fuzzy edges because some of the pixels around edges
will be partially transparent.
You can use the colour picker tool set to "select by alpha". Now when you select
a transparent pixel, it will add all pixels with the same transparency to the
selection.
You can now use the paint bucket to fill the selection with an appropriate colour.
When done you can paint bucket the main colour (no selection) to flood-fill any
remaining partially transparent pixels.
Editing Pixel Art
You might want to customize your character art! Conveniently, your sprite sheets
are designed so that each limb of the character is composed of a consistent
colour in each frame.
This allows us to use the "colour selection" tool to select the limb in every frame.
And as above, the paint bucket can be used to fill the limb with an appropriate colour.
When complete, you can draw in anything else you like, though you will have to
do it for each cell. If you save it to your Godot project, it will overwrite
the graphics, and instantly show up in your game!
Scaling Pixel Art
Be aware that if you scale pixel art, there is a very high chance the edges will
become fuzzy and indistinct. This is because of "interpolation".
To avoid this problem, set the scaling tool to Interpolation - None.
Now when you scale your pixel art it will snap to the closes whole pixel,
maintaining the crisp edges.
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2:0/0 = 0
2:0/0/terrain_set = 0
2:0/0/terrain = 0
2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
2:0/0/terrains_peering_bit/bottom_side = 0
2:0/0/terrains_peering_bit/bottom_left_corner = 0
2:0/0/terrains_peering_bit/left_side = 0
4:0/0 = 0
4:0/0/terrain_set = 0
4:0/0/terrain = 0
4:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
4:0/0/terrains_peering_bit/bottom_side = 0
6:0/0 = 0
6:0/0/terrain_set = 0
6:0/0/terrain = 0
6:0/0/terrains_peering_bit/right_side = 0
6:0/0/terrains_peering_bit/bottom_side = 0
6:0/0/terrains_peering_bit/bottom_left_corner = 0
6:0/0/terrains_peering_bit/left_side = 0
6:0/0/terrains_peering_bit/top_left_corner = 0
6:0/0/terrains_peering_bit/top_side = 0
6:0/0/terrains_peering_bit/top_right_corner = 0
7:0/0 = 0
7:0/0/terrain_set = 0
7:0/0/terrain = 0
7:0/0/terrains_peering_bit/right_side = 0
7:0/0/terrains_peering_bit/bottom_right_corner = 0
7:0/0/terrains_peering_bit/bottom_side = 0
7:0/0/terrains_peering_bit/left_side = 0
7:0/0/terrains_peering_bit/top_left_corner = 0
7:0/0/terrains_peering_bit/top_side = 0
7:0/0/terrains_peering_bit/top_right_corner = 0
9:0/0 = 0
9:0/0/terrain_set = 0
9:0/0/terrain = 0
9:0/0/terrains_peering_bit/right_side = 0
9:0/0/terrains_peering_bit/bottom_right_corner = 0
9:0/0/terrains_peering_bit/bottom_side = 0
9:0/0/terrains_peering_bit/bottom_left_corner = 0
9:0/0/terrains_peering_bit/left_side = 0
9:0/0/terrains_peering_bit/top_side = 0
10:0/0 = 0
10:0/0/terrain_set = 0
10:0/0/terrain = 0
10:0/0/terrains_peering_bit/right_side = 0
10:0/0/terrains_peering_bit/bottom_side = 0
10:0/0/terrains_peering_bit/bottom_left_corner = 0
10:0/0/terrains_peering_bit/left_side = 0
10:0/0/terrains_peering_bit/top_left_corner = 0
10:0/0/terrains_peering_bit/top_side = 0
12:0/0 = 0
12:0/0/terrain_set = 0
12:0/0/terrain = 0
12:0/0/terrains_peering_bit/right_side = 0
12:0/0/terrains_peering_bit/bottom_right_corner = 0
12:0/0/terrains_peering_bit/bottom_side = 0
12:0/0/terrains_peering_bit/left_side = 0
12:0/0/terrains_peering_bit/top_side = 0
12:0/0/terrains_peering_bit/top_right_corner = 0
13:0/0 = 0
13:0/0/terrain_set = 0
13:0/0/terrain = 0
13:0/0/terrains_peering_bit/right_side = 0
13:0/0/terrains_peering_bit/bottom_side = 0
13:0/0/terrains_peering_bit/bottom_left_corner = 0
13:0/0/terrains_peering_bit/left_side = 0
13:0/0/terrains_peering_bit/top_side = 0
15:0/0 = 0
15:0/0/terrain_set = 0
15:0/0/terrain = 0
15:0/0/terrains_peering_bit/right_side = 0
15:0/0/terrains_peering_bit/bottom_side = 0
15:0/0/terrains_peering_bit/left_side = 0
15:0/0/terrains_peering_bit/top_side = 0
0:1/0 = 0
0:1/0/terrain_set = 0
0:1/0/terrain = 0
0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, -1.5931549, -16, -0.63726044, 16, -16, 16)
0:1/0/terrains_peering_bit/right_side = 0
0:1/0/terrains_peering_bit/bottom_right_corner = 0
0:1/0/terrains_peering_bit/bottom_side = 0
0:1/0/terrains_peering_bit/top_side = 0
0:1/0/terrains_peering_bit/top_right_corner = 0
1:1/0 = 0
2:1/0 = 0
2:1/0/terrain_set = 0
2:1/0/terrain = 0
2:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(0.95589066, -16, 16, -16, 16, 16, 0.31863022, 16)
2:1/0/terrains_peering_bit/bottom_side = 0
2:1/0/terrains_peering_bit/bottom_left_corner = 0
2:1/0/terrains_peering_bit/left_side = 0
2:1/0/terrains_peering_bit/top_left_corner = 0
2:1/0/terrains_peering_bit/top_side = 0
4:1/0 = 0
4:1/0/terrain_set = 0
4:1/0/terrain = 0
4:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
4:1/0/terrains_peering_bit/bottom_side = 0
4:1/0/terrains_peering_bit/top_side = 0
6:1/0 = 0
6:1/0/terrain_set = 0
6:1/0/terrain = 0
6:1/0/terrains_peering_bit/right_side = 0
6:1/0/terrains_peering_bit/bottom_right_corner = 0
6:1/0/terrains_peering_bit/bottom_side = 0
6:1/0/terrains_peering_bit/bottom_left_corner = 0
6:1/0/terrains_peering_bit/left_side = 0
6:1/0/terrains_peering_bit/top_left_corner = 0
6:1/0/terrains_peering_bit/top_side = 0
7:1/0 = 0
7:1/0/terrain_set = 0
7:1/0/terrain = 0
7:1/0/terrains_peering_bit/right_side = 0
7:1/0/terrains_peering_bit/bottom_right_corner = 0
7:1/0/terrains_peering_bit/bottom_side = 0
7:1/0/terrains_peering_bit/bottom_left_corner = 0
7:1/0/terrains_peering_bit/left_side = 0
7:1/0/terrains_peering_bit/top_side = 0
7:1/0/terrains_peering_bit/top_right_corner = 0
9:1/0 = 0
9:1/0/terrain_set = 0
9:1/0/terrain = 0
9:1/0/terrains_peering_bit/right_side = 0
9:1/0/terrains_peering_bit/bottom_right_corner = 0
9:1/0/terrains_peering_bit/bottom_side = 0
9:1/0/terrains_peering_bit/top_side = 0
9:1/0/terrains_peering_bit/top_right_corner = 0
10:1/0 = 0
10:1/0/terrain_set = 0
10:1/0/terrain = 0
10:1/0/terrains_peering_bit/right_side = 0
10:1/0/terrains_peering_bit/bottom_side = 0
10:1/0/terrains_peering_bit/left_side = 0
10:1/0/terrains_peering_bit/top_left_corner = 0
10:1/0/terrains_peering_bit/top_side = 0
10:1/0/terrains_peering_bit/top_right_corner = 0
12:1/0 = 0
12:1/0/terrain_set = 0
12:1/0/terrain = 0
12:1/0/terrains_peering_bit/right_side = 0
12:1/0/terrains_peering_bit/bottom_side = 0
12:1/0/terrains_peering_bit/left_side = 0
12:1/0/terrains_peering_bit/top_side = 0
12:1/0/terrains_peering_bit/top_right_corner = 0
13:1/0 = 0
13:1/0/terrain_set = 0
13:1/0/terrain = 0
13:1/0/terrains_peering_bit/right_side = 0
13:1/0/terrains_peering_bit/bottom_side = 0
13:1/0/terrains_peering_bit/left_side = 0
13:1/0/terrains_peering_bit/top_left_corner = 0
13:1/0/terrains_peering_bit/top_side = 0
15:1/0 = 0
15:1/0/terrain_set = 0
15:1/0/terrain = 0
15:1/0/terrains_peering_bit/right_side = 0
15:1/0/terrains_peering_bit/bottom_side = 0
15:1/0/terrains_peering_bit/bottom_left_corner = 0
15:1/0/terrains_peering_bit/top_side = 0
15:1/0/terrains_peering_bit/top_right_corner = 0
16:1/0 = 0
16:1/0/terrain_set = 0
16:1/0/terrain = 0
16:1/0/terrains_peering_bit/right_side = 0
16:1/0/terrains_peering_bit/bottom_right_corner = 0
16:1/0/terrains_peering_bit/bottom_side = 0
16:1/0/terrains_peering_bit/left_side = 0
16:1/0/terrains_peering_bit/top_left_corner = 0
16:1/0/terrains_peering_bit/top_side = 0
16:1/0/terrains_peering_bit/top_right_corner = 0
0:2/0 = 0
0:2/0/terrain_set = 0
0:2/0/terrain = 0
0:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
0:2/0/terrains_peering_bit/right_side = 0
0:2/0/terrains_peering_bit/top_side = 0
0:2/0/terrains_peering_bit/top_right_corner = 0
1:2/0 = 0
1:2/0/terrain_set = 0
1:2/0/terrain = 0
1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -0.31863022, 16, -0.63726044, 16, 16, -16, 16)
1:2/0/terrains_peering_bit/right_side = 0
1:2/0/terrains_peering_bit/left_side = 0
1:2/0/terrains_peering_bit/top_left_corner = 0
1:2/0/terrains_peering_bit/top_side = 0
1:2/0/terrains_peering_bit/top_right_corner = 0
2:2/0 = 0
2:2/0/terrain_set = 0
2:2/0/terrain = 0
2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
2:2/0/terrains_peering_bit/left_side = 0
2:2/0/terrains_peering_bit/top_left_corner = 0
2:2/0/terrains_peering_bit/top_side = 0
4:2/0 = 0
4:2/0/terrain_set = 0
4:2/0/terrain = 0
4:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
4:2/0/terrains_peering_bit/top_side = 0
6:3/0 = 0
6:3/0/terrain_set = 0
6:3/0/terrain = 0
6:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, -0.9558945, -16, -0.9558945, 16, -16, 16)
6:3/0/terrains_peering_bit/right_side = 0
6:3/0/terrains_peering_bit/bottom_side = 0
6:3/0/terrains_peering_bit/top_side = 0
6:3/0/terrains_peering_bit/top_right_corner = 0
7:3/0 = 0
7:3/0/terrain_set = 0
7:3/0/terrain = 0
7:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(0.95589066, -16, 16, -16, 16, 16, 1.5931549, 16)
7:3/0/terrains_peering_bit/bottom_side = 0
7:3/0/terrains_peering_bit/left_side = 0
7:3/0/terrains_peering_bit/top_left_corner = 0
7:3/0/terrains_peering_bit/top_side = 0
9:3/0 = 0
9:3/0/terrain_set = 0
9:3/0/terrain = 0
9:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, -1.2745228, -16, -1.2745228)
9:3/0/terrains_peering_bit/right_side = 0
9:3/0/terrains_peering_bit/bottom_side = 0
9:3/0/terrains_peering_bit/bottom_left_corner = 0
9:3/0/terrains_peering_bit/left_side = 0
10:3/0 = 0
10:3/0/terrain_set = 0
10:3/0/terrain = 0
10:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, -1.2745228, -16, -1.2745228)
10:3/0/terrains_peering_bit/right_side = 0
10:3/0/terrains_peering_bit/bottom_right_corner = 0
10:3/0/terrains_peering_bit/bottom_side = 0
10:3/0/terrains_peering_bit/left_side = 0
12:3/0 = 0
12:3/0/terrain_set = 0
12:3/0/terrain = 0
12:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
12:3/0/terrains_peering_bit/right_side = 0
12:3/0/terrains_peering_bit/bottom_side = 0
12:3/0/terrains_peering_bit/top_side = 0
12:3/0/terrains_peering_bit/top_right_corner = 0
13:3/0 = 0
13:3/0/terrain_set = 0
13:3/0/terrain = 0
13:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
13:3/0/terrains_peering_bit/right_side = 0
13:3/0/terrains_peering_bit/bottom_side = 0
13:3/0/terrains_peering_bit/left_side = 0
15:3/0 = 0
15:3/0/terrain_set = 0
15:3/0/terrain = 0
15:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
15:3/0/terrains_peering_bit/right_side = 0
15:3/0/terrains_peering_bit/bottom_side = 0
16:3/0 = 0
16:3/0/terrain_set = 0
16:3/0/terrain = 0
16:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
16:3/0/terrains_peering_bit/bottom_side = 0
16:3/0/terrains_peering_bit/left_side = 0
0:4/0 = 0
0:4/0/terrain_set = 0
0:4/0/terrain = 0
0:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
0:4/0/terrains_peering_bit/right_side = 0
1:4/0 = 0
1:4/0/terrain_set = 0
1:4/0/terrain = 0
1:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
1:4/0/terrains_peering_bit/right_side = 0
1:4/0/terrains_peering_bit/left_side = 0
2:4/0 = 0
2:4/0/terrain_set = 0
2:4/0/terrain = 0
2:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
2:4/0/terrains_peering_bit/left_side = 0
4:4/0 = 0
4:4/0/terrain_set = 0
4:4/0/terrain = 0
4:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
6:4/0 = 0
6:4/0/terrain_set = 0
6:4/0/terrain = 0
6:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, -0.9558945, -16, -0.9558945, 16, -16, 16)
6:4/0/terrains_peering_bit/right_side = 0
6:4/0/terrains_peering_bit/bottom_right_corner = 0
6:4/0/terrains_peering_bit/bottom_side = 0
6:4/0/terrains_peering_bit/top_side = 0
7:4/0 = 0
7:4/0/terrain_set = 0
7:4/0/terrain = 0
7:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(0.95589066, -16, 16, -16, 16, 16, 1.5931549, 16)
7:4/0/terrains_peering_bit/bottom_side = 0
7:4/0/terrains_peering_bit/bottom_left_corner = 0
7:4/0/terrains_peering_bit/left_side = 0
7:4/0/terrains_peering_bit/top_side = 0
9:4/0 = 0
9:4/0/terrain_set = 0
9:4/0/terrain = 0
9:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -1.593153, 16, -1.9117851, 16, 16, -16, 16)
9:4/0/terrains_peering_bit/right_side = 0
9:4/0/terrains_peering_bit/left_side = 0
9:4/0/terrains_peering_bit/top_left_corner = 0
9:4/0/terrains_peering_bit/top_side = 0
10:4/0 = 0
10:4/0/terrain_set = 0
10:4/0/terrain = 0
10:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -1.593153, 16, -1.9117851, 16, 16, -16, 16)
10:4/0/terrains_peering_bit/right_side = 0
10:4/0/terrains_peering_bit/left_side = 0
10:4/0/terrains_peering_bit/top_side = 0
10:4/0/terrains_peering_bit/top_right_corner = 0
12:4/0 = 0
12:4/0/terrain_set = 0
12:4/0/terrain = 0
12:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
12:4/0/terrains_peering_bit/right_side = 0
12:4/0/terrains_peering_bit/left_side = 0
12:4/0/terrains_peering_bit/top_side = 0
13:4/0 = 0
13:4/0/terrain_set = 0
13:4/0/terrain = 0
13:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
13:4/0/terrains_peering_bit/bottom_side = 0
13:4/0/terrains_peering_bit/left_side = 0
13:4/0/terrains_peering_bit/top_side = 0
15:4/0 = 0
15:4/0/terrain_set = 0
15:4/0/terrain = 0
15:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
15:4/0/terrains_peering_bit/right_side = 0
15:4/0/terrains_peering_bit/top_side = 0
16:4/0 = 0
16:4/0/terrain_set = 0
16:4/0/terrain = 0
16:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
16:4/0/terrains_peering_bit/left_side = 0
16:4/0/terrains_peering_bit/top_side = 0
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_vtaks"]
texture = ExtResource("3_gee14")
texture_region_size = Vector2i(32, 32)
0:0/0 = 0
0:0/0/terrain_set = 0
0:0/0/terrains_peering_bit/bottom_side = 1
0:1/0 = 0
0:1/0/terrain_set = 0
0:1/0/terrain = 1
0:1/0/terrains_peering_bit/top_side = 1
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_kvpfn"]
texture = ExtResource("4_0tnpc")
texture_region_size = Vector2i(32, 32)
0:0/0 = 0
0:0/0/terrain_set = 0
0:0/0/terrain = 1
[sub_resource type="TileSet" id="TileSet_gee14"]
tile_size = Vector2i(32, 32)
physics_layer_0/collision_layer = 1
terrain_set_0/mode = 0
terrain_set_0/terrain_0/name = "LeafyGreen"
terrain_set_0/terrain_0/color = Color(0.5, 0.34375, 0.25, 1)
terrain_set_0/terrain_1/name = "Veg 1"
terrain_set_0/terrain_1/color = Color(0.5, 0.4375, 0.25, 1)
sources/0 = SubResource("TileSetAtlasSource_u5sy4")
sources/1 = SubResource("TileSetAtlasSource_vtaks")
sources/2 = SubResource("TileSetAtlasSource_kvpfn")
[sub_resource type="RectangleShape2D" id="RectangleShape2D_8cj0n"]
[sub_resource type="CircleShape2D" id="CircleShape2D_8cj0n"]
[sub_resource type="CircleShape2D" id="CircleShape2D_uwrxv"]
[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_iywne"]
[node name="Game" type="Node2D" unique_id=981419409]
script = ExtResource("1_lnu2h")
[node name="Parallax2D" type="Parallax2D" parent="." unique_id=2081148083]
repeat_size = Vector2(580, 370)
[node name="Sprite2D" type="Sprite2D" parent="Parallax2D" unique_id=879239814]
texture = ExtResource("2_0tnpc")
offset = Vector2(290, 185)
[node name="TileMapLayer" type="TileMapLayer" parent="." unique_id=1253342998]
tile_map_data = PackedByteArray("AAARAA0AAAAQAAQAAAARAAwAAAAPAAMAAAASAAwAAAABAAQAAAATAAwAAAAQAAQAAAATAAsAAAAEAAAAAAAUAAkAAAAAAAQAAAAVAAkAAAABAAQAAAAWAAkAAAACAAQAAAAXABEAAAAAAAQAAAAYABEAAAAQAAQAAAAYABAAAAAPAAMAAAAZABAAAAABAAQAAAAaABAAAAABAAQAAAAbABAAAAAQAAQAAAAbAA8AAAAEAAAAAAAbAAwAAAAAAAIAAAAbAAsAAAAAAAAAAAAcAAsAAAABAAAAAAAcAAwAAAABAAIAAAAdAAwAAAACAAIAAAAdAAsAAAAJAAMAAAAeAAsAAAACAAQAAAANAA0AAAAAAAQAAAAOAA0AAAABAAQAAAAPAA0AAAABAAQAAAAQAA0AAAABAAQAAAAKAA8AAAAAAAQAAAALAA8AAAABAAQAAAAMAA8AAAABAAQAAAANAA8AAAAKAAMAAAAOAA8AAAABAAAAAAAPAA8AAAABAAAAAAAQAA8AAAACAAAAAAAQABAAAAACAAEAAAAPABAAAAAGAAAAAAAOABAAAAAGAAAAAAANABAAAAAJAAEAAAANABEAAAAAAAIAAAAOABEAAAABAAIAAAAPABEAAAABAAIAAAAQABEAAAAJAAQAAAARABEAAAABAAQAAAASABEAAAAMAAQAAAASABAAAAAEAAAAAAATABEAAAACAAQAAAAbAA4AAgAAAAAAAAAbAAoAAQAAAAEAAAAbAAkAAQAAAAAAAAAKAA4AAQAAAAEAAAAKAA0AAQAAAAAAAAALAA4AAgAAAAAAAAAVAAgAAgAAAAAAAAA=")
tile_set = SubResource("TileSet_gee14")
[node name="SceneManager" type="Node2D" parent="." unique_id=323246552]
script = ExtResource("2_lbhrr")
[node name="StaticBody2D" type="StaticBody2D" parent="." unique_id=1863997109]
position = Vector2(555, 409)
[node name="Player" parent="." unique_id=2145223914 instance=ExtResource("4_iywne")]
position = Vector2(490, 380)
[node name="Crates" type="Node2D" parent="." unique_id=207771395]
[node name="Crate" parent="Crates" unique_id=1609374030 instance=ExtResource("5_iywne")]
position = Vector2(951, 332.99997)
[node name="Crate3" parent="Crates" unique_id=249514132 instance=ExtResource("5_iywne")]
position = Vector2(731, 340)
[node name="Crate2" parent="Crates" unique_id=1603366376 instance=ExtResource("5_iywne")]
position = Vector2(558, 368)
[node name="Walls" type="Node2D" parent="." unique_id=80334518]
[node name="StaticBody2D" type="StaticBody2D" parent="Walls" unique_id=1863997109]
position = Vector2(553.00006, 401)
scale = Vector2(3.4000025, 1)
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D" unique_id=1910670137]
[node name="CollisionShape2D" type="CollisionShape2D" parent="Walls/StaticBody2D" unique_id=1910670137]
shape = SubResource("RectangleShape2D_8cj0n")
[node name="StaticBody2D3" type="StaticBody2D" parent="." unique_id=2089762008]
[node name="StaticBody2D4" type="StaticBody2D" parent="Walls" unique_id=823918434]
position = Vector2(857, 608)
scale = Vector2(3.4000025, 1)
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Walls/StaticBody2D4" unique_id=1243761990]
shape = SubResource("RectangleShape2D_8cj0n")
[node name="StaticBody2D3" type="StaticBody2D" parent="Walls" unique_id=2089762008]
position = Vector2(734.00006, 377)
scale = Vector2(3.4000025, 1)
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D3" unique_id=892222577]
[node name="CollisionShape2D" type="CollisionShape2D" parent="Walls/StaticBody2D3" unique_id=892222577]
shape = SubResource("RectangleShape2D_8cj0n")
[node name="StaticBody2D2" type="StaticBody2D" parent="." unique_id=2038269484]
[node name="StaticBody2D2" type="StaticBody2D" parent="Walls" unique_id=2038269484]
position = Vector2(681.00006, 398)
rotation = -0.7375178
scale = Vector2(3.4000025, 1)
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D2" unique_id=1636593491]
[node name="CollisionShape2D" type="CollisionShape2D" parent="Walls/StaticBody2D2" unique_id=1636593491]
shape = SubResource("RectangleShape2D_8cj0n")
[node name="Trigger" type="Area2D" parent="." unique_id=1742156972]
position = Vector2(621.00006, 465.00006)
scale = Vector2(4.2, 4.2)
script = ExtResource("1_uwrxv")
metadata/_edit_group_ = true
[node name="StaticBody2D5" type="StaticBody2D" parent="Walls" unique_id=564687476]
[node name="CollisionShape2D" type="CollisionShape2D" parent="Trigger" unique_id=1581030951]
shape = SubResource("CircleShape2D_8cj0n")
debug_color = Color(0.3285461, 0.6189337, 0.22834331, 0.41960785)
[node name="CollisionShape2D" type="CollisionShape2D" parent="Walls/StaticBody2D5" unique_id=1147447008]
position = Vector2(0, 588)
shape = SubResource("WorldBoundaryShape2D_iywne")
[node name="Player" type="CharacterBody2D" parent="." unique_id=1939613595]
position = Vector2(535.00006, 379.00003)
scale = Vector2(1.4799998, 1.4799998)
script = ExtResource("2_yqjtg")
metadata/_edit_group_ = true
[node name="Triggers" type="Node2D" parent="." unique_id=1195236992]
[node name="CollisionShape2D" type="CollisionShape2D" parent="Player" unique_id=312922488]
shape = SubResource("CircleShape2D_uwrxv")
debug_color = Color(0.39731503, 0.48776567, 0.95015794, 0.41960785)
[node name="Trigger" parent="Triggers" unique_id=229441825 instance=ExtResource("5_p57ef")]
position = Vector2(712, 463)
[node name="Crates" type="Node2D" parent="." unique_id=207771395]
[node name="Trigger2" parent="Triggers" unique_id=1474950249 instance=ExtResource("5_p57ef")]
position = Vector2(817, 445)
intent = "fan"
[node name="Crate" parent="Crates" unique_id=1609374030 instance=ExtResource("5_iywne")]
position = Vector2(625, 345.99997)
[node name="Trigger3" parent="Triggers" unique_id=205623468 instance=ExtResource("5_p57ef")]
position = Vector2(953.99994, 442.99997)
intent = "teleport"
[node name="Crate2" parent="Crates" unique_id=1603366376 instance=ExtResource("5_iywne")]
position = Vector2(736, 347.99997)
[connection signal="areaTriggerSignal" from="Trigger" to="." method="_on_trigger"]
[connection signal="body_entered" from="Trigger" to="Trigger" method="_on_body_entered"]
[connection signal="areaTriggerSignal" from="Triggers/Trigger" to="." method="_on_trigger"]
[connection signal="areaTriggerSignal" from="Triggers/Trigger2" to="." method="_on_trigger"]
[connection signal="areaTriggerSignal" from="Triggers/Trigger3" to="." method="_on_trigger"]
+252
View File
@@ -0,0 +1,252 @@
[gd_scene format=3 uid="uid://byl4bdrupii3k"]
[ext_resource type="Script" uid="uid://b1obldvd2etx7" path="res://scripts/player.gd" id="1_3vyb7"]
[ext_resource type="Texture2D" uid="uid://b1ai5l50rwv4u" path="res://assets/player/idle/Player Idle 48x48.png" id="2_g2els"]
[ext_resource type="Texture2D" uid="uid://dngnhx41kw3mw" path="res://assets/player/charging/Player Punch 64x64.png" id="2_qlg0r"]
[ext_resource type="Texture2D" uid="uid://cgyc5mlhrd472" path="res://assets/player/jump_fall/player jump 48x48.png" id="3_dqkch"]
[ext_resource type="Texture2D" uid="uid://di17x5ovjtvtt" path="res://assets/player/run/player run 48x48.png" id="3_qhqgy"]
[sub_resource type="CircleShape2D" id="CircleShape2D_uwrxv"]
[sub_resource type="AtlasTexture" id="AtlasTexture_l71n6"]
atlas = ExtResource("2_qlg0r")
region = Rect2(128, 0, 64, 64)
[sub_resource type="AtlasTexture" id="AtlasTexture_4ni07"]
atlas = ExtResource("3_dqkch")
region = Rect2(96, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_qhqgy"]
atlas = ExtResource("2_g2els")
region = Rect2(0, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_dqkch"]
atlas = ExtResource("2_g2els")
region = Rect2(48, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_qlg0r"]
atlas = ExtResource("2_g2els")
region = Rect2(96, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"]
atlas = ExtResource("2_g2els")
region = Rect2(144, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_fjrip"]
atlas = ExtResource("2_g2els")
region = Rect2(192, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_smehm"]
atlas = ExtResource("2_g2els")
region = Rect2(240, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_ur7pv"]
atlas = ExtResource("2_g2els")
region = Rect2(288, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_y4r1p"]
atlas = ExtResource("2_g2els")
region = Rect2(336, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_d2wvv"]
atlas = ExtResource("2_g2els")
region = Rect2(384, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_3v2ag"]
atlas = ExtResource("2_g2els")
region = Rect2(432, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_i4ail"]
atlas = ExtResource("3_dqkch")
region = Rect2(0, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_a38lo"]
atlas = ExtResource("3_dqkch")
region = Rect2(48, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_jej6c"]
atlas = ExtResource("3_qhqgy")
region = Rect2(0, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_f1ej7"]
atlas = ExtResource("3_qhqgy")
region = Rect2(48, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_oprun"]
atlas = ExtResource("3_qhqgy")
region = Rect2(96, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_a8ls1"]
atlas = ExtResource("3_qhqgy")
region = Rect2(144, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_qfm1y"]
atlas = ExtResource("3_qhqgy")
region = Rect2(192, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_fulsm"]
atlas = ExtResource("3_qhqgy")
region = Rect2(240, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_4r5pv"]
atlas = ExtResource("3_qhqgy")
region = Rect2(288, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_60mlk"]
atlas = ExtResource("3_qhqgy")
region = Rect2(336, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_ke2ow"]
atlas = ExtResource("2_qlg0r")
region = Rect2(192, 0, 64, 64)
[sub_resource type="AtlasTexture" id="AtlasTexture_ujl30"]
atlas = ExtResource("2_qlg0r")
region = Rect2(256, 0, 64, 64)
[sub_resource type="AtlasTexture" id="AtlasTexture_31cv2"]
atlas = ExtResource("2_qlg0r")
region = Rect2(320, 0, 64, 64)
[sub_resource type="SpriteFrames" id="SpriteFrames_jej6c"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_l71n6")
}],
"loop": false,
"name": &"charging",
"speed": 12.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_4ni07")
}],
"loop": false,
"name": &"falling",
"speed": 12.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_qhqgy")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_dqkch")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_qlg0r")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_tuyoq")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_fjrip")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_smehm")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_ur7pv")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_y4r1p")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_d2wvv")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_3v2ag")
}],
"loop": true,
"name": &"idle",
"speed": 12.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_i4ail")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_a38lo")
}],
"loop": false,
"name": &"jumping",
"speed": 12.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_jej6c")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_f1ej7")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_oprun")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_a8ls1")
}, {
"duration": 1.0,
"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": &"running",
"speed": 12.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_ke2ow")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_ujl30")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_31cv2")
}],
"loop": false,
"name": &"shoving",
"speed": 12.0
}]
[node name="Player" type="CharacterBody2D" unique_id=2145223914]
scale = Vector2(1.4799998, 1.4799998)
script = ExtResource("1_3vyb7")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=775715684]
shape = SubResource("CircleShape2D_uwrxv")
debug_color = Color(0.39731503, 0.48776567, 0.95015794, 0.41960785)
[node name="RightCast" type="RayCast2D" parent="." unique_id=967990879]
target_position = Vector2(16.891893, 0)
[node name="LeftCast" type="RayCast2D" parent="." unique_id=926020029]
target_position = Vector2(-17.56757, -0.67567575)
[node name="RightSpawn" type="Marker2D" parent="." unique_id=72314368]
position = Vector2(12.837839, -8.1081085)
[node name="LeftSpawn" type="Marker2D" parent="." unique_id=374152113]
position = Vector2(-12.837839, -8.108109)
[node name="PlayerGraphic" type="AnimatedSprite2D" parent="." unique_id=174634956]
texture_filter = 1
position = Vector2(0, -6.081082)
sprite_frames = SubResource("SpriteFrames_jej6c")
animation = &"shoving"
autoplay = "idle"
frame = 2
frame_progress = 1.0
[node name="Camera2D" type="Camera2D" parent="." unique_id=144867956]
offset = Vector2(0, -50)
[connection signal="animation_finished" from="PlayerGraphic" to="." method="_on_animation_finished"]
+17
View File
@@ -0,0 +1,17 @@
[gd_scene format=3 uid="uid://do4vf0eh7ku01"]
[ext_resource type="Script" uid="uid://bv3ixqvmjrf8j" path="res://scripts/rocket.gd" id="1_3341w"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_00dr1"]
size = Vector2(12, 4)
[node name="Rocket" type="RigidBody2D" unique_id=2026133878]
contact_monitor = true
max_contacts_reported = 2
script = ExtResource("1_3341w")
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=1980926328]
shape = SubResource("RectangleShape2D_00dr1")
debug_color = Color(0.63964945, 0.5193221, 0.22762358, 0.41960785)
[connection signal="body_entered" from="." to="." method="_on_body_entered"]
+16
View File
@@ -0,0 +1,16 @@
[gd_scene format=3 uid="uid://b3hgbbmb0nohj"]
[ext_resource type="Script" uid="uid://g4wclr5vnxk6" path="res://scripts/trigger.gd" id="1_du5ex"]
[sub_resource type="CircleShape2D" id="CircleShape2D_8cj0n"]
[node name="Trigger" type="Area2D" unique_id=229441825]
scale = Vector2(4.2, 4.2)
script = ExtResource("1_du5ex")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=1121443164]
shape = SubResource("CircleShape2D_8cj0n")
debug_color = Color(0.3285461, 0.6189337, 0.22834331, 0.41960785)
[connection signal="body_entered" from="." to="." method="_on_body_entered"]
+13
View File
@@ -0,0 +1,13 @@
class_name Bullet extends Area2D
var speed:float = 700
signal bulletHitSignal(body, bullet)
func setSpeed(value)->void:
speed = value
func _process(delta: float) -> void:
position += transform.x * speed * delta
func _on_body_entered(body: Node2D) -> void:
if body is Crate:
bulletHitSignal.emit(body,self)
+1
View File
@@ -0,0 +1 @@
uid://bvy43aky6y3er
+12
View File
@@ -1 +1,13 @@
class_name Crate extends RigidBody2D
var teleport_target:Vector2 = Vector2.ZERO
var should_teleport:bool = false
func teleport_to(position:Vector2):
teleport_target = position
should_teleport = true
func _integrate_forces(state: PhysicsDirectBodyState2D) -> void:
if should_teleport:
state.transform = Transform2D.IDENTITY.translated(teleport_target)
should_teleport = false
+29 -9
View File
@@ -1,11 +1,14 @@
extends Node2D
class_name GameController extends Node2D
signal destroySignal(body)
signal fanTriggerSignal(body, fanDirection)
signal teleportTriggerSignal(body)
var numberOfCrates = 2
var timeAvailable = 5
var timeAvailable = 50
var timer = Timer.new()
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
get_window().grab_focus()
add_child(timer)
timer.wait_time = 1
timer.one_shot = false
@@ -24,14 +27,31 @@ func _process(delta: float) -> void:
pass
func _on_trigger(body: Variant, trigger: Variant) -> void:
func _on_trigger(body: Variant, trigger: Variant, intent:String) -> void:
print("GC knows trigger fired")
body.queue_free()
numberOfCrates -=1
if numberOfCrates == 0:
print("YOU WON!!!")
get_tree().reload_current_scene()
match intent:
"destroy":
destroySignal.emit(body)
"fan":
print("do a fan effect")
fanTriggerSignal.emit(body,Vector2(0,-1)*100*9)
"teleport":
print("do a teleport")
teleportTriggerSignal.emit(body)
func crateTotal(howmany):
numberOfCrates = howmany
print("GC knows about crates: "+str(numberOfCrates))
if numberOfCrates == 0:
print("YOU WON!!!")
get_tree().reload_current_scene()
func bulletDamage(body, _bullet)->void:
if body.is_in_group("shootable"):
destroySignal.emit(body)
destroySignal.emit(_bullet)
func rocketDamage(body, rocket)->void:
if body.is_in_group("shootable"):
print("Rocket strikes target!")
destroySignal.emit(body)
+135 -8
View File
@@ -1,31 +1,158 @@
extends CharacterBody2D
class_name Player extends CharacterBody2D
signal pushSignal(body, direction)
signal shootSignal(markerPosition, speed)
signal fireSignal(markerPosition, direction, speed)
@onready var right_cast: RayCast2D = $RightCast
@onready var left_cast: RayCast2D = $LeftCast
@onready var right_spawn: Marker2D = $RightSpawn
@onready var left_spawn: Marker2D = $LeftSpawn
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
var pushRightEnabled = false
var pushLeftEnabled = false
var pushTarget
var pushTimer = 0
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
enum FaceDirection {RIGHT,LEFT}
var facing:FaceDirection = FaceDirection.RIGHT
enum PlayerStates {IDLE,RUNNING,JUMPING,FALLING,CHARGING,SHOVING}
var current_player_state:PlayerStates = PlayerStates.IDLE
var upJump:bool = false
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
handle_input()
handle_movement(delta)
handle_states()
handle_animation()
move_and_slide()
handle_collisions()
func handle_input()->void:
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
current_player_state=PlayerStates.JUMPING
upJump = true
# Handle shove.
if Input.is_action_just_pressed("shove"):
print("I want to shove")
if pushRightEnabled and facing==FaceDirection.RIGHT:
current_player_state= PlayerStates.CHARGING
pushTimer = Time.get_ticks_msec()
if pushLeftEnabled and facing==FaceDirection.LEFT:
current_player_state= PlayerStates.CHARGING
pushTimer = Time.get_ticks_msec()
if Input.is_action_just_released("shove"):
var pushForce = Time.get_ticks_msec() - pushTimer
if pushForce>4000:
pushForce=4000
if pushRightEnabled and facing==FaceDirection.RIGHT:
#deliver the boom
pushSignal.emit(pushTarget, Vector2(1,0)*100*(pushForce/100))
current_player_state = PlayerStates.SHOVING
if pushLeftEnabled and facing==FaceDirection.LEFT:
pushSignal.emit(pushTarget, Vector2(-1,0)*100*(pushForce/100))
current_player_state = PlayerStates.SHOVING
#Handle Shoot Bullet
if Input.is_action_just_pressed("shoot"):
print("Ima shoot a bullet")
#marker postion, speed
match facing:
FaceDirection.RIGHT:
shootSignal.emit(right_spawn.global_transform, 800)
FaceDirection.LEFT:
shootSignal.emit(left_spawn.global_transform, -800)
#Handle fire rocket
if Input.is_action_just_pressed("fire"):
print("Ima fire rocket")
match facing:
FaceDirection.RIGHT:
fireSignal.emit(right_spawn.global_transform,Vector2(1,0), 800)
FaceDirection.LEFT:
fireSignal.emit(left_spawn.global_transform,Vector2(1,0), 800)
# 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("ui_left", "ui_right")
if direction:
velocity.x = direction * SPEED
if direction >0:
facing = FaceDirection.RIGHT
player_graphic.flip_h = false
else:
facing = FaceDirection.LEFT
player_graphic.flip_h = true
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
func handle_movement(delta)->void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
func handle_collisions()->void:
if right_cast.is_colliding():
print("Right raycast collision")
var collider = right_cast.get_collider()
if collider is Node:
pushRightEnabled = true
pushTarget = collider
else:
pushRightEnabled = false
if left_cast.is_colliding():
print("Left raycast collision")
var collider = left_cast.get_collider()
if collider is Node:
pushLeftEnabled = true
pushTarget = collider
else:
pushLeftEnabled = false
#a loop
for i in get_slide_collision_count():
var c = get_slide_collision(i)
#is this a bonkable thing?
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)
pushSignal.emit(c.get_collider(), -c.get_normal() * 100)
#Exciting new stuff
func handle_states()->void:
match current_player_state:
PlayerStates.IDLE when velocity.x !=0:
current_player_state = PlayerStates.RUNNING
PlayerStates.RUNNING when velocity.x ==0:
current_player_state = PlayerStates.IDLE
PlayerStates.JUMPING when velocity.y>0:
current_player_state = PlayerStates.FALLING
PlayerStates.FALLING when is_on_floor():
if velocity.x ==0:
current_player_state = PlayerStates.IDLE
else:
current_player_state = PlayerStates.RUNNING
func handle_animation()->void:
match current_player_state:
PlayerStates.RUNNING:
player_graphic.play("running")
PlayerStates.IDLE:
player_graphic.play("idle")
PlayerStates.JUMPING:
if upJump:
player_graphic.play("jumping")
PlayerStates.FALLING:
player_graphic.play("falling")
PlayerStates.CHARGING:
player_graphic.play("charging")
PlayerStates.SHOVING:
player_graphic.play("shoving")
func _on_animation_finished() -> void:
match current_player_state:
PlayerStates.JUMPING:
upJump = false
PlayerStates.SHOVING:
current_player_state = PlayerStates.IDLE
+20
View File
@@ -0,0 +1,20 @@
class_name Rocket extends RigidBody2D
signal splodeSignal(rocket)
signal impactSignal(body, rocket)
func _ready() -> void:
#Rockets expolode in time
var timer = Timer.new()
add_child(timer)
timer.wait_time = 4
timer.one_shot = true
timer.connect("timeout", splode)
timer.start()
func _on_body_entered(body: Node) -> void:
print("Rocket hit a target")
impactSignal.emit(body, self)
#should i splode myself? No. Scene manager job.
func splode()->void:
splodeSignal.emit(self)
+1
View File
@@ -0,0 +1 @@
uid://bv3ixqvmjrf8j
+88 -1
View File
@@ -1,10 +1,27 @@
extends Node2D
@onready var game: Node2D = $".."
@onready var game: GameController = $".."
@onready var crates: Node2D = $"../Crates"
@onready var player: Player = $"../Player"
var bullet = preload("res://scenes/bullet.tscn")
var rocket = preload("res://scenes/rocket.tscn")
var bulletArray:Array[Bullet] = []
var totalAllowedBullets:int = 7
var rocketDict:Dictionary = {}
var totalAllowedRockets:int = 3
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
#signals from the view
player.pushSignal.connect(pushTarget)
player.shootSignal.connect(makeBullet)
player.fireSignal.connect(makeRocket)
#signals from the GameController
game.destroySignal.connect(destroy)
game.fanTriggerSignal.connect(pushTarget)
game.teleportTriggerSignal.connect(teleportTarget)
buildLevel()
@@ -14,10 +31,80 @@ func _process(delta: float) -> void:
func buildLevel()->void:
#tell GC how many crates...
updateCrates()
func updateCrates()->void:
var totalCrates = 0
if crates:
for obj in crates.get_children():
if obj is Crate:
if not obj.tree_exited.is_connected(updateCrates):
obj.tree_exited.connect(updateCrates)
totalCrates +=1
game.crateTotal(totalCrates)
func pushTarget(body,pushDirection)->void:
if body is RigidBody2D:
body.apply_central_impulse(pushDirection)
func stashBullet(bullet:Bullet)->void:
#hide the bullet
var stashPosition:Vector2 = Vector2(-100,-100)
bullet.position = stashPosition
bullet.setSpeed(0)
bullet.set_process(false)
func destroy(body)->void:
match body:
var bod when bod is Bullet:
stashBullet(body)
var bod when bod is Crate:
body.queue_free()
_:
body.queue_free()
func teleportTarget(body)->void:
if body is Crate:
var viewport_size = get_viewport().get_visible_rect().size
var random_x = randf_range(0, viewport_size.x)
var random_y = randf_range(0, viewport_size.y)
var newPosition = Vector2(random_x,random_y)
body.teleport_to(newPosition)
func bulletFactory()->Bullet:
var myBullet:Bullet
#how many bullets have been produced?
if bulletArray.size() <= totalAllowedBullets:
#make a new bullet
myBullet = bullet.instantiate()
add_sibling(myBullet)
if not myBullet.bulletHitSignal.is_connected(game.bulletDamage):
myBullet.bulletHitSignal.connect(game.bulletDamage)
else:
myBullet = bulletArray.pop_back()
bulletArray.push_front(myBullet)
return myBullet
func makeBullet(spawnPosition, speed)->void:
print("make bullet")
var myBullet:Bullet = bulletFactory()
myBullet.transform = spawnPosition
myBullet.setSpeed(speed)
myBullet.set_process(true)
func rocketFactory()->Rocket:
var myRocket:Rocket
myRocket = rocket.instantiate()
add_sibling(myRocket)
var rocketStat={
"damage": 10
}
rocketDict[myRocket]=rocketStat
return myRocket
func makeRocket(spawnPosition, direction, speed)->void:
print("make a rocket")
var myRocket:Rocket = rocketFactory()
myRocket.splodeSignal.connect(destroy)
myRocket.impactSignal.connect(game.rocketDamage)
myRocket.transform = spawnPosition
pushTarget(myRocket,direction*speed)
+6 -3
View File
@@ -1,5 +1,8 @@
extends Area2D
signal areaTriggerSignal(body, trigger)
class_name Trigger extends Area2D
@export var intent = "destroy"
signal areaTriggerSignal(body, trigger, intent)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@@ -13,4 +16,4 @@ func _process(delta: float) -> void:
func _on_body_entered(body: Node2D) -> void:
print("Something entered the trigger!")
areaTriggerSignal.emit(body, self)
areaTriggerSignal.emit(body, self, intent)