3 Commits
Author SHA1 Message Date
OddlyTimbot 2dd2c13b19 adding a charge attack to states 2026-07-06 14:32:07 -04:00
OddlyTimbot 29b125f5af bullet stashing 2026-07-06 13:56:57 -04:00
OddlyTimbot 2e494502a8 player state 2026-07-06 13:31:26 -04:00
30 changed files with 213 additions and 963 deletions

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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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Here in week3 we have several missions to achieve.
1. Update the Bullet with some graphics
2. Update the player with graphics and a state-machine
3. Update the destroy function in SceneManager to stash bullets
4. Update level loading in GameController and SceneManager
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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="WorldBoundaryShape2D" id="WorldBoundaryShape2D_iywne"]
@@ -402,17 +13,6 @@ sources/2 = SubResource("TileSetAtlasSource_kvpfn")
[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")
@@ -441,7 +41,7 @@ metadata/_edit_group_ = true
shape = SubResource("RectangleShape2D_8cj0n")
[node name="StaticBody2D4" type="StaticBody2D" parent="Walls" unique_id=823918434]
position = Vector2(857, 608)
position = Vector2(485.00006, 409)
scale = Vector2(3.4000025, 1)
metadata/_edit_group_ = true
@@ -474,7 +74,7 @@ shape = SubResource("WorldBoundaryShape2D_iywne")
[node name="Triggers" type="Node2D" parent="." unique_id=1195236992]
[node name="Trigger" parent="Triggers" unique_id=229441825 instance=ExtResource("5_p57ef")]
position = Vector2(712, 463)
position = Vector2(621.00006, 465.00006)
[node name="Trigger2" parent="Triggers" unique_id=1474950249 instance=ExtResource("5_p57ef")]
position = Vector2(817, 445)
+141 -139
View File
@@ -1,118 +1,122 @@
[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"]
[ext_resource type="Texture2D" uid="uid://c84o6tpt2h0s8" path="res://assets/graphics/player/jump_fall/player jump 48x48.png" id="2_dqkch"]
[ext_resource type="Texture2D" uid="uid://t2wrpg2jjey2" path="res://assets/graphics/player/charge/Player Punch 64x64.png" id="2_qlg0r"]
[ext_resource type="Texture2D" uid="uid://bhjnspvqa20rc" path="res://assets/graphics/player/idle/Player Idle 48x48.png" id="3_qlg0r"]
[ext_resource type="Texture2D" uid="uid://jdvo0dp5qvnd" path="res://assets/graphics/player/running/player run 48x48.png" id="4_tuyoq"]
[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_fjrip"]
atlas = ExtResource("2_dqkch")
region = Rect2(96, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_smehm"]
atlas = ExtResource("3_qlg0r")
region = Rect2(0, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_ur7pv"]
atlas = ExtResource("3_qlg0r")
region = Rect2(48, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_y4r1p"]
atlas = ExtResource("3_qlg0r")
region = Rect2(96, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_d2wvv"]
atlas = ExtResource("3_qlg0r")
region = Rect2(144, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_3v2ag"]
atlas = ExtResource("3_qlg0r")
region = Rect2(192, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_jej6c"]
atlas = ExtResource("3_qlg0r")
region = Rect2(240, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_f1ej7"]
atlas = ExtResource("3_qlg0r")
region = Rect2(288, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_oprun"]
atlas = ExtResource("3_qlg0r")
region = Rect2(336, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_a8ls1"]
atlas = ExtResource("3_qlg0r")
region = Rect2(384, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_qfm1y"]
atlas = ExtResource("3_qlg0r")
region = Rect2(432, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_fulsm"]
atlas = ExtResource("2_dqkch")
region = Rect2(0, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_4r5pv"]
atlas = ExtResource("2_dqkch")
region = Rect2(48, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_60mlk"]
atlas = ExtResource("4_tuyoq")
region = Rect2(0, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_i4ail"]
atlas = ExtResource("4_tuyoq")
region = Rect2(48, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_a38lo"]
atlas = ExtResource("4_tuyoq")
region = Rect2(96, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_4ni07"]
atlas = ExtResource("4_tuyoq")
region = Rect2(144, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_l71n6"]
atlas = ExtResource("4_tuyoq")
region = Rect2(192, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_ke2ow"]
atlas = ExtResource("4_tuyoq")
region = Rect2(240, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_ujl30"]
atlas = ExtResource("4_tuyoq")
region = Rect2(288, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_31cv2"]
atlas = ExtResource("4_tuyoq")
region = Rect2(336, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_qlg0r"]
atlas = ExtResource("2_qlg0r")
region = Rect2(192, 0, 64, 64)
[sub_resource type="AtlasTexture" id="AtlasTexture_pf23h"]
atlas = ExtResource("2_qlg0r")
region = Rect2(256, 0, 64, 64)
[sub_resource type="AtlasTexture" id="AtlasTexture_31cv2"]
[sub_resource type="AtlasTexture" id="AtlasTexture_dt7fs"]
atlas = ExtResource("2_qlg0r")
region = Rect2(320, 0, 64, 64)
[sub_resource type="SpriteFrames" id="SpriteFrames_jej6c"]
[sub_resource type="AtlasTexture" id="AtlasTexture_wqfne"]
atlas = ExtResource("2_qlg0r")
region = Rect2(384, 0, 64, 64)
[sub_resource type="SpriteFrames" id="SpriteFrames_pf23h"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_l71n6")
"texture": SubResource("AtlasTexture_tuyoq")
}],
"loop": false,
"name": &"charging",
@@ -120,7 +124,7 @@ animations = [{
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_4ni07")
"texture": SubResource("AtlasTexture_fjrip")
}],
"loop": false,
"name": &"falling",
@@ -128,21 +132,6 @@ animations = [{
}, {
"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,
@@ -156,23 +145,7 @@ animations = [{
}, {
"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")
}, {
@@ -187,22 +160,39 @@ animations = [{
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_qfm1y")
}],
"loop": true,
"name": &"idle",
"speed": 12.0
}, {
"frames": [{
"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",
"loop": false,
"name": &"jumping",
"speed": 12.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_60mlk")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_i4ail")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_a38lo")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_4ni07")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_l71n6")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_ke2ow")
}, {
"duration": 1.0,
@@ -211,6 +201,23 @@ animations = [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_31cv2")
}],
"loop": true,
"name": &"running",
"speed": 12.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_qlg0r")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_pf23h")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_dt7fs")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_wqfne")
}],
"loop": false,
"name": &"shoving",
"speed": 12.0
@@ -237,16 +244,11 @@ 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]
[node name="PlayerGraphic" type="AnimatedSprite2D" parent="." unique_id=1317034627]
texture_filter = 1
position = Vector2(0, -6.081082)
sprite_frames = SubResource("SpriteFrames_jej6c")
sprite_frames = SubResource("SpriteFrames_pf23h")
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"]
+38 -34
View File
@@ -18,34 +18,37 @@ 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
#State Handling
enum PlayerState {IDLE, RUNNING, JUMPING, FALLING, CHARGING, SHOVING}
var current_player_state:PlayerState = PlayerState.IDLE
var upJump:bool = false
func _physics_process(delta: float) -> void:
handle_input()
handle_movement(delta)
handle_states()
handle_animation()
#States and Animation
handle_update_states()
handle_update_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
current_player_state = PlayerState.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()
current_player_state = PlayerState.CHARGING
if pushLeftEnabled and facing==FaceDirection.LEFT:
current_player_state= PlayerStates.CHARGING
pushTimer = Time.get_ticks_msec()
current_player_state = PlayerState.CHARGING
if Input.is_action_just_released("shove"):
var pushForce = Time.get_ticks_msec() - pushTimer
@@ -53,11 +56,11 @@ func handle_input()->void:
pushForce=4000
if pushRightEnabled and facing==FaceDirection.RIGHT:
#deliver the boom
current_player_state=PlayerState.SHOVING
pushSignal.emit(pushTarget, Vector2(1,0)*100*(pushForce/100))
current_player_state = PlayerStates.SHOVING
if pushLeftEnabled and facing==FaceDirection.LEFT:
current_player_state=PlayerState.SHOVING
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")
@@ -88,7 +91,6 @@ func handle_input()->void:
player_graphic.flip_h = true
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
func handle_movement(delta)->void:
# Add the gravity.
if not is_on_floor():
@@ -119,40 +121,42 @@ func handle_collisions()->void:
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:
#New functions for state handling
func handle_update_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
PlayerState.IDLE when velocity.x !=0:
current_player_state = PlayerState.RUNNING
PlayerState.RUNNING when velocity.x == 0:
current_player_state = PlayerState.IDLE
PlayerState.JUMPING when velocity.y>0:
current_player_state = PlayerState.FALLING
PlayerState.FALLING when is_on_floor():
if velocity.x == 0:
current_player_state = PlayerState.IDLE
else:
current_player_state = PlayerStates.RUNNING
func handle_animation()->void:
current_player_state = PlayerState.RUNNING
func handle_update_animation()->void:
match current_player_state:
PlayerStates.RUNNING:
player_graphic.play("running")
PlayerStates.IDLE:
PlayerState.IDLE:
player_graphic.play("idle")
PlayerStates.JUMPING:
PlayerState.RUNNING:
player_graphic.play("running")
PlayerState.JUMPING:
if upJump:
player_graphic.play("jumping")
PlayerStates.FALLING:
PlayerState.FALLING:
player_graphic.play("falling")
PlayerStates.CHARGING:
PlayerState.CHARGING:
player_graphic.play("charging")
PlayerStates.SHOVING:
PlayerState.SHOVING:
player_graphic.play("shoving")
func _on_animation_finished() -> void:
match current_player_state:
PlayerStates.JUMPING:
PlayerState.JUMPING:
upJump = false
PlayerStates.SHOVING:
current_player_state = PlayerStates.IDLE
PlayerState.SHOVING:
current_player_state = PlayerState.IDLE
+8 -4
View File
@@ -47,8 +47,9 @@ func updateCrates()->void:
func pushTarget(body,pushDirection)->void:
if body is RigidBody2D:
body.apply_central_impulse(pushDirection)
func stashBullet(bullet:Bullet)->void:
#hide the bullet
#Stashes bullets off-screen instead of destroying them
func stash(bullet:Bullet)->void:
var stashPosition:Vector2 = Vector2(-100,-100)
bullet.position = stashPosition
bullet.setSpeed(0)
@@ -56,10 +57,13 @@ func stashBullet(bullet:Bullet)->void:
func destroy(body)->void:
match body:
var bod when bod is Bullet:
stashBullet(body)
var bod when bod is Rocket:
body.queue_free()
var bod when bod is Crate:
body.queue_free()
var bod when bod is Bullet:
print("stash a bullet")
stash(body)
_:
body.queue_free()