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6 Commits

29 changed files with 1205 additions and 192 deletions

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15:1/0/terrain_set = 1
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 = 1
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 = 1
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 = 1
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 = 1
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 = 1
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 = 1
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 = 1
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 = 1
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 = 1
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 = 1
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 = 1
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 = 1
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 = 1
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 = 1
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 = 1
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 = 1
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 = 1
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 = 1
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 = 1
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 = 1
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 = 1
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 = 1
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 = 1
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 = 1
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 = 1
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="TileSet" id="TileSet_gee14"]
tile_size = Vector2i(32, 32)
physics_layer_0/collision_layer = 1
terrain_set_0/mode = 0
terrain_set_1/mode = 0
terrain_set_1/terrain_0/name = "LeafyGreen"
terrain_set_1/terrain_0/color = Color(0.5, 0.34375, 0.25, 1)
sources/0 = SubResource("TileSetAtlasSource_u5sy4")
[sub_resource type="RectangleShape2D" id="RectangleShape2D_8cj0n"]
[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_iywne"]
@ -13,36 +378,43 @@
[node name="Game" type="Node2D" unique_id=981419409]
script = ExtResource("1_lnu2h")
[node name="TileMapLayer" type="TileMapLayer" parent="." unique_id=1253342998]
tile_map_data = PackedByteArray("AAARAA0AAAAQAAQAAAARAAwAAAAPAAMAAAASAAwAAAABAAQAAAATAAwAAAAQAAQAAAATAAsAAAAEAAAAAAAUAAkAAAAAAAQAAAAVAAkAAAABAAQAAAAWAAkAAAACAAQAAAAXABEAAAAAAAQAAAAYABEAAAAQAAQAAAAYABAAAAAPAAMAAAAZABAAAAABAAQAAAAaABAAAAABAAQAAAAbABAAAAAQAAQAAAAbAA8AAAAEAAAAAAAbAAwAAAAAAAIAAAAbAAsAAAAAAAAAAAAcAAsAAAABAAAAAAAcAAwAAAABAAIAAAAdAAwAAAACAAIAAAAdAAsAAAAJAAMAAAAeAAsAAAACAAQAAAANAA0AAAAAAAQAAAAOAA0AAAABAAQAAAAPAA0AAAABAAQAAAAQAA0AAAABAAQAAAAKAA8AAAAAAAQAAAALAA8AAAABAAQAAAAMAA8AAAABAAQAAAANAA8AAAAKAAMAAAAOAA8AAAABAAAAAAAPAA8AAAABAAAAAAAQAA8AAAACAAAAAAAQABAAAAACAAEAAAAPABAAAAAGAAAAAAAOABAAAAAGAAAAAAANABAAAAAJAAEAAAANABEAAAAAAAIAAAAOABEAAAABAAIAAAAPABEAAAABAAIAAAAQABEAAAAJAAQAAAARABEAAAABAAQAAAASABEAAAAMAAQAAAASABAAAAAEAAAAAAATABEAAAACAAQAAAA=")
tile_set = SubResource("TileSet_gee14")
[node name="SceneManager" type="Node2D" parent="." unique_id=323246552]
script = ExtResource("2_lbhrr")
[node name="Player" parent="." unique_id=1254268479 instance=ExtResource("4_iywne")]
position = Vector2(440.00006, 375.00003)
[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(508, 373)
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(1098, 323)
position = Vector2(558, 368)
[node name="Walls" type="Node2D" parent="." unique_id=1895909883]
[node name="Walls" type="Node2D" parent="." unique_id=80334518]
[node name="StaticBody2D" type="StaticBody2D" parent="Walls" unique_id=1863997109]
position = Vector2(446.00006, 404)
position = Vector2(553.00006, 401)
scale = Vector2(3.4000025, 1)
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Walls/StaticBody2D" unique_id=1910670137]
shape = SubResource("RectangleShape2D_8cj0n")
[node name="StaticBody2D4" type="StaticBody2D" parent="Walls" unique_id=575340316]
position = Vector2(516, 404)
[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=522720352]
[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]
@ -62,23 +434,23 @@ metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Walls/StaticBody2D2" unique_id=1636593491]
shape = SubResource("RectangleShape2D_8cj0n")
[node name="StaticBody2D5" type="StaticBody2D" parent="Walls" unique_id=1787748242]
[node name="StaticBody2D5" type="StaticBody2D" parent="Walls" unique_id=564687476]
[node name="CollisionShape2D" type="CollisionShape2D" parent="Walls/StaticBody2D5" unique_id=1244109335]
position = Vector2(0, 554)
[node name="CollisionShape2D" type="CollisionShape2D" parent="Walls/StaticBody2D5" unique_id=1147447008]
position = Vector2(0, 588)
shape = SubResource("WorldBoundaryShape2D_iywne")
[node name="Triggers" type="Node2D" parent="." unique_id=193669081]
[node name="Triggers" type="Node2D" parent="." unique_id=1195236992]
[node name="Trigger" parent="Triggers" unique_id=1050615345 instance=ExtResource("5_p57ef")]
position = Vector2(621.00006, 465.00006)
[node name="Trigger" parent="Triggers" unique_id=229441825 instance=ExtResource("5_p57ef")]
position = Vector2(712, 463)
[node name="Trigger2" parent="Triggers" unique_id=1114882050 instance=ExtResource("5_p57ef")]
position = Vector2(829, 464)
[node name="Trigger2" parent="Triggers" unique_id=1474950249 instance=ExtResource("5_p57ef")]
position = Vector2(817, 445)
intent = "fan"
[node name="Trigger3" parent="Triggers" unique_id=400578019 instance=ExtResource("5_p57ef")]
position = Vector2(1097, 462.99997)
[node name="Trigger3" parent="Triggers" unique_id=205623468 instance=ExtResource("5_p57ef")]
position = Vector2(953.99994, 442.99997)
intent = "teleport"
[connection signal="areaTriggerSignal" from="Triggers/Trigger" to="." method="_on_trigger"]

View File

@ -1,33 +1,249 @@
[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"]
[node name="Player" type="CharacterBody2D" unique_id=1254268479]
[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="Label" type="Label" parent="." unique_id=712501367]
offset_left = -19.594597
offset_top = -36.486492
offset_right = 20.405403
offset_bottom = -13.486492
text = "label"
horizontal_alignment = 1
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=771657224]
[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=1585175579]
target_position = Vector2(16.216217, -0.67567575)
[node name="RightCast" type="RayCast2D" parent="." unique_id=967990879]
target_position = Vector2(16.891893, 0)
[node name="LeftCast" type="RayCast2D" parent="." unique_id=544087242]
target_position = Vector2(-15.540543, -0.67567575)
[node name="LeftCast" type="RayCast2D" parent="." unique_id=926020029]
target_position = Vector2(-17.56757, -0.67567575)
[node name="RightTarget" type="Marker2D" parent="." unique_id=855125472]
position = Vector2(15.540543, -8.783785)
[node name="RightSpawn" type="Marker2D" parent="." unique_id=72314368]
position = Vector2(12.837839, -8.1081085)
[node name="LeftTarget" type="Marker2D" parent="." unique_id=1162416681]
position = Vector2(-14.864867, -8.783785)
[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
[connection signal="animation_finished" from="PlayerGraphic" to="." method="_on_animation_finished"]

17
scenes/rocket.tscn Normal file
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"]

View File

@ -4,23 +4,13 @@
[sub_resource type="CircleShape2D" id="CircleShape2D_8cj0n"]
[node name="Trigger" type="Area2D" unique_id=1050615345]
[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=703121924]
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=1121443164]
shape = SubResource("CircleShape2D_8cj0n")
debug_color = Color(0.3285461, 0.6189337, 0.22834331, 0.41960785)
[node name="Label" type="Label" parent="." unique_id=1171382845]
texture_filter = 1
offset_left = -18.333336
offset_top = -8.333334
offset_right = 21.666664
offset_bottom = 2.666666
theme_override_font_sizes/font_size = 7
text = "trigger"
horizontal_alignment = 1
[connection signal="body_entered" from="." to="." method="_on_body_entered"]

View File

@ -1,19 +1,13 @@
class_name Bullet extends Area2D
var speed:float = 700
signal bulletDamageSignal(body, bullet)
func setSpeed(value:int)->void:
signal bulletHitSignal(body, bullet)
func setSpeed(value)->void:
speed = value
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
position += transform.x * speed *delta
position += transform.x * speed * delta
func _on_body_entered(body: Node2D) -> void:
bulletDamageSignal.emit(body, self)
func _on_area_entered(area: Area2D) -> void:
bulletDamageSignal.emit(area, self)
if body is Crate:
bulletHitSignal.emit(body,self)

View File

@ -1,7 +1,7 @@
class_name Crate extends RigidBody2D
var teleport_target: Vector2 = Vector2.ZERO
var should_teleport: bool = false
var teleport_target:Vector2 = Vector2.ZERO
var should_teleport:bool = false
func teleport_to(position:Vector2):
teleport_target = position

View File

@ -1,13 +1,10 @@
extends Node2D
class_name GameController extends Node2D
signal destroySignal(body)
signal fanTriggerSignal(body, fanDirection)
signal teleportTriggerSignal(body)
var numberOfCrates = 2
var timeAvailable = 50
signal destroySignal(body)
signal levelChangeSignal(level)
signal fanUpSignal(body,direction)
signal teleportSignal(body)
var timer = Timer.new()
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@ -23,27 +20,38 @@ func countdown()->void:
timeAvailable-=1
if timeAvailable<=0 and numberOfCrates>0:
print("LOOOOOSAH")
levelChangeSignal.emit("res://scenes/game.tscn")
get_tree().reload_current_scene()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_trigger(body: Variant, trigger: Variant, intent:String) -> void:
print("GC knows trigger fired "+intent)
print("GC knows trigger fired")
match intent:
"destroy":
print("GC sending destroy signal")
destroySignal.emit(body)
"fan":
if body is RigidBody2D:
fanUpSignal.emit(body,Vector2(0,-1)*100*9)
print("do a fan effect")
fanTriggerSignal.emit(body,Vector2(0,-1)*100*9)
"teleport":
if body is Crate:
teleportSignal.emit(body)
#from scene manager
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!!!")
levelChangeSignal.emit("res://scenes/game.tscn")
get_tree().reload_current_scene()
func bulletDamage()->void:
print("bullet damage")
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)

View File

@ -1,101 +1,158 @@
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
@onready var label: Label = $Label
@onready var rightRay: RayCast2D = $RightCast
@onready var leftRay: RayCast2D = $LeftCast
@onready var right_target: Marker2D = $RightTarget
@onready var left_target: Marker2D = $LeftTarget
var pushRightEnabled:=false
var pushLeftEnabled := false
var pushRightEnabled = false
var pushLeftEnabled = false
var pushTarget
var pushTimer:int = 0
signal forcePushSignal(body,direction)
signal shootSignal(targetPosition, speed)
#track facing direction
enum FaceDirection {LEFT,RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
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
# Handle shove
current_player_state=PlayerStates.JUMPING
upJump = true
# Handle shove.
if Input.is_action_just_pressed("shove"):
pushTimer = Time.get_ticks_msec() #record start of build
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()
#Handle shove
if Input.is_action_just_released("shove"):
var pushForce = Time.get_ticks_msec() - pushTimer
#do a maximium force value
if pushForce>4000:
pushForce = 4000
pushForce=4000
if pushRightEnabled and facing==FaceDirection.RIGHT:
label.text = "shove"
forcePushSignal.emit(pushTarget, Vector2(1,0)*100*(pushForce/100))
#deliver the boom
pushSignal.emit(pushTarget, Vector2(1,0)*100*(pushForce/100))
current_player_state = PlayerStates.SHOVING
if pushLeftEnabled and facing==FaceDirection.LEFT:
forcePushSignal.emit(pushTarget, Vector2(-1,0)*100*(pushForce/100))
label.text = "shove"
# Handle Shoot
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("Player wants to shoot")
print("Ima shoot a bullet")
#marker postion, speed
match facing:
FaceDirection.RIGHT:
print("Shoot to the right")
#%SceneManager.makeBullet(right_target.global_transform, 700)
shootSignal.emit(right_target.global_transform, 700)
shootSignal.emit(right_spawn.global_transform, 800)
FaceDirection.LEFT:
print("Shoot to the left")
#%SceneManager.makeBullet(left_target.global_transform, -700)
shootSignal.emit(left_target.global_transform, -700)
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:
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()
#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:
forcePushSignal.emit(c.get_collider(), -c.get_normal() * 100)
if rightRay.is_colliding():
#get the thing causing the collision
var collider = rightRay.get_collider()
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 leftRay.is_colliding():
#get the thing causing the collision
var collider = leftRay.get_collider()
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)
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
scripts/rocket.gd Normal file
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@ -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
scripts/rocket.gd.uid Normal file
View File

@ -0,0 +1 @@
uid://bv3ixqvmjrf8j

View File

@ -1,72 +1,110 @@
extends Node2D
@onready var game: Node2D = $".."
@onready var game: GameController = $".."
@onready var crates: Node2D = $"../Crates"
@onready var player: CharacterBody2D = $"../Player"
@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:
#wire up view
player.forcePushSignal.connect(push)
#signals from the view
player.pushSignal.connect(pushTarget)
player.shootSignal.connect(makeBullet)
#wire up gamecontroller
player.fireSignal.connect(makeRocket)
#signals from the GameController
game.destroySignal.connect(destroy)
game.levelChangeSignal.connect(changeScene)
game.fanUpSignal.connect(push)
game.teleportSignal.connect(teleport)
game.fanTriggerSignal.connect(pushTarget)
game.teleportTriggerSignal.connect(teleportTarget)
buildLevel()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func buildLevel()->void:
#tell GC how many crates...
updateCrates()
func updateCrates()->void:
var _crateTotal:int = 0
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)
_crateTotal +=1
game.crateTotal(_crateTotal)
totalCrates +=1
#applies impulse to rigidbodies
func push(body, direction)->void:
body.apply_central_impulse(direction)
game.crateTotal(totalCrates)
func teleport(body, _bodyposition=null)->void:
print("teleport a body")
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()
func destroy(body)->void:
body.queue_free()
func changeScene(level)->void:
get_tree().call_deferred("change_scene_to_file",level)
func bulletFactory()->Bullet :
var myBullet:Bullet
#how many bullets have been made?
if bulletArray.size() <= totalAllowedBullets:
myBullet = bullet.instantiate()
if not myBullet.bulletDamageSignal.is_connected(game.bulletDamage):
myBullet.bulletDamageSignal.connect(game.bulletDamage)
add_sibling(myBullet)
else:
myBullet = bulletArray.pop_back()
bulletArray.push_front(myBullet)
return myBullet
func makeBullet(targetPosition:Transform2D, speed:int)->void:
bulletArray.push_front(myBullet)
return myBullet
func makeBullet(spawnPosition, speed)->void:
print("make bullet")
var myBullet:Bullet = bulletFactory()
myBullet.transform = targetPosition
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)

View File

@ -1,12 +1,12 @@
extends Area2D
class_name Trigger extends Area2D
@export var intent = "destroy"
signal areaTriggerSignal(body, trigger, intent)
@export var intent:String="destroy"
@onready var label: Label = $Label
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
print("Trigger is ready.")
label.text = str(intent)
# Called every frame. 'delta' is the elapsed time since the previous frame.