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| Author | SHA1 | Date | |
|---|---|---|---|
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8d19d25a75 |
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Before Width: | Height: | Size: 568 B |
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Before Width: | Height: | Size: 12 KiB |
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/src_normal=""
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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Before Width: | Height: | Size: 675 B |
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@@ -17,8 +17,8 @@ config/icon="res://icon.svg"
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[display]
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window/size/viewport_width=480
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window/size/viewport_height=270
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window/size/window_width_override=960
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window/size/window_height_override=540
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window/stretch/mode="viewport"
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4:1/0 = 0
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4:1/0/terrains_peering_bit/bottom_side = 0
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4:2/0/terrains_peering_bit/top_side = 0
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7:3/0 = 0
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9:3/0 = 0
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10:3/0 = 0
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12:3/0 = 0
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13:3/0 = 0
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15:3/0 = 0
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16:3/0 = 0
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0:4/0 = 0
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0:4/0/terrain_set = 0
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0:4/0/terrain = 0
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0:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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0:4/0/terrains_peering_bit/right_side = 0
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1:4/0 = 0
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1:4/0/terrain_set = 0
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1:4/0/terrain = 0
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1:4/0/terrains_peering_bit/right_side = 0
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1:4/0/terrains_peering_bit/left_side = 0
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2:4/0 = 0
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2:4/0/terrain_set = 0
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2:4/0/terrain = 0
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2:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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2:4/0/terrains_peering_bit/left_side = 0
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4:4/0 = 0
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4:4/0/terrain_set = 0
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4:4/0/terrain = 0
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4:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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6:4/0 = 0
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7:4/0 = 0
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10:4/0 = 0
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12:4/0 = 0
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13:4/0 = 0
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15:4/0 = 0
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16:4/0 = 0
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[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_kvpfn"]
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texture = ExtResource("4_0tnpc")
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texture_region_size = Vector2i(32, 32)
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0:0/0 = 0
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0:0/0/terrain_set = 0
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0:0/0/terrain = 1
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[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_dinhu"]
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texture = ExtResource("5_vtaks")
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texture_region_size = Vector2i(32, 32)
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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="TileSet" id="TileSet_0tnpc"]
|
||||
tile_size = Vector2i(32, 32)
|
||||
physics_layer_0/collision_layer = 1
|
||||
terrain_set_0/mode = 0
|
||||
terrain_set_0/terrain_0/name = "LeafyDirt"
|
||||
terrain_set_0/terrain_0/color = Color(0.5, 0.34375, 0.25, 1)
|
||||
terrain_set_0/terrain_1/name = "Veg"
|
||||
terrain_set_0/terrain_1/color = Color(0.5, 0.4375, 0.25, 1)
|
||||
sources/0 = SubResource("TileSetAtlasSource_gee14")
|
||||
sources/1 = SubResource("TileSetAtlasSource_kvpfn")
|
||||
sources/2 = SubResource("TileSetAtlasSource_dinhu")
|
||||
[sub_resource type="RectangleShape2D" id="RectangleShape2D_8cj0n"]
|
||||
size = Vector2(74, 20)
|
||||
|
||||
[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_lbhrr"]
|
||||
|
||||
@@ -132,37 +19,8 @@ script = ExtResource("1_lnu2h")
|
||||
unique_name_in_owner = true
|
||||
script = ExtResource("2_iywne")
|
||||
|
||||
[node name="FarSky" type="Parallax2D" parent="." unique_id=1670161639]
|
||||
repeat_size = Vector2(480, 270)
|
||||
|
||||
[node name="Sprite2D" type="Sprite2D" parent="FarSky" unique_id=939473192]
|
||||
texture = ExtResource("10_vtaks")
|
||||
offset = Vector2(240, 135)
|
||||
|
||||
[node name="Midground" type="Parallax2D" parent="." unique_id=1879206139]
|
||||
repeat_size = Vector2(480, 0)
|
||||
|
||||
[node name="Sprite2D" type="Sprite2D" parent="Midground" unique_id=945851306]
|
||||
texture_filter = 1
|
||||
texture = ExtResource("11_kvpfn")
|
||||
offset = Vector2(240, 300)
|
||||
|
||||
[node name="Foreground" type="Parallax2D" parent="." unique_id=968148700]
|
||||
scroll_scale = Vector2(1.5, 1)
|
||||
repeat_size = Vector2(480, 0)
|
||||
|
||||
[node name="Sprite2D" type="Sprite2D" parent="Foreground" unique_id=693353172]
|
||||
texture_filter = 1
|
||||
texture = ExtResource("12_dinhu")
|
||||
offset = Vector2(240, 300)
|
||||
|
||||
[node name="TileMapLayer" type="TileMapLayer" parent="." unique_id=555266141]
|
||||
texture_filter = 1
|
||||
tile_map_data = PackedByteArray("AAAQAA0AAAAAAAQAAAARAA0AAAABAAQAAAASAA0AAAABAAQAAAATAA0AAAABAAQAAAAUAA0AAAACAAQAAAAOAA0AAAAEAAQAAAAUAAwAAQAAAAAAAAARAAwAAQAAAAAAAAAVAAwAAQAAAAAAAAAWAAwAAgAAAAEAAAAWAAsAAgAAAAAAAAATAAwAAgAAAAEAAAATAAsAAgAAAAAAAAA=")
|
||||
tile_set = SubResource("TileSet_0tnpc")
|
||||
|
||||
[node name="Player" parent="." unique_id=161143934 instance=ExtResource("3_iywne")]
|
||||
position = Vector2(524, 400)
|
||||
position = Vector2(597, 416)
|
||||
|
||||
[node name="Triggers" type="Node2D" parent="." unique_id=1411399015]
|
||||
|
||||
@@ -180,20 +38,25 @@ effect = "powerup"
|
||||
|
||||
[node name="Crates" type="Node2D" parent="." unique_id=1983554973]
|
||||
|
||||
[node name="Crate" parent="Crates" unique_id=1307809047 instance=ExtResource("2_lnu2h")]
|
||||
position = Vector2(657.99994, 382.99994)
|
||||
|
||||
[node name="Crate2" parent="Crates" unique_id=1988562966 instance=ExtResource("2_lnu2h")]
|
||||
position = Vector2(627.99994, 350)
|
||||
position = Vector2(660.9999, 413.99994)
|
||||
|
||||
[node name="Crate3" parent="Crates" unique_id=1771442258 instance=ExtResource("2_lnu2h")]
|
||||
position = Vector2(575, 255)
|
||||
|
||||
[node name="Crate4" parent="Crates" unique_id=34543093 instance=ExtResource("2_lnu2h")]
|
||||
position = Vector2(622.99994, 388.99997)
|
||||
position = Vector2(633.99994, 411)
|
||||
|
||||
[node name="Level" type="Node2D" parent="." unique_id=1225714734]
|
||||
|
||||
[node name="StaticBody2D" type="StaticBody2D" parent="Level" unique_id=2062716976]
|
||||
position = Vector2(591, 442)
|
||||
scale = Vector2(2, 1)
|
||||
metadata/_edit_group_ = true
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Level/StaticBody2D" unique_id=1655047088]
|
||||
shape = SubResource("RectangleShape2D_8cj0n")
|
||||
|
||||
[node name="StaticBody2D2" type="StaticBody2D" parent="Level" unique_id=426786591]
|
||||
position = Vector2(601, 622)
|
||||
metadata/_edit_group_ = true
|
||||
@@ -201,5 +64,5 @@ metadata/_edit_group_ = true
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Level/StaticBody2D2" unique_id=895098891]
|
||||
shape = SubResource("WorldBoundaryShape2D_lbhrr")
|
||||
|
||||
[node name="NPCCharacter" parent="." unique_id=597270257 instance=ExtResource("6_u5sy4")]
|
||||
position = Vector2(474, 404)
|
||||
[node name="NPCCharacter" parent="." unique_id=847055918 instance=ExtResource("6_p57ef")]
|
||||
position = Vector2(536, 415)
|
||||
@@ -2,11 +2,11 @@
|
||||
|
||||
[ext_resource type="Script" uid="uid://gutmbv5ff4u4" path="res://scripts/npc_character.gd" id="1_xtrxv"]
|
||||
|
||||
[sub_resource type="CircleShape2D" id="CircleShape2D_aykgk"]
|
||||
[sub_resource type="CircleShape2D" id="CircleShape2D_5hyqr"]
|
||||
|
||||
[node name="NPCCharacter" type="CharacterBody2D" unique_id=597270257]
|
||||
[node name="NPCCharacter" type="CharacterBody2D" unique_id=847055918]
|
||||
script = ExtResource("1_xtrxv")
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=895564969]
|
||||
shape = SubResource("CircleShape2D_aykgk")
|
||||
debug_color = Color(0.9234807, 0.19196323, 0.5046088, 0.41960785)
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=351834440]
|
||||
shape = SubResource("CircleShape2D_5hyqr")
|
||||
debug_color = Color(0.91631323, 0.13193849, 0.63224995, 0.41960785)
|
||||
@@ -191,14 +191,13 @@ position = Vector2(15, -3)
|
||||
[node name="LeftTarget" type="Marker2D" parent="." unique_id=212282016]
|
||||
position = Vector2(-15, -3)
|
||||
|
||||
[node name="PlayerGraphic" type="AnimatedSprite2D" parent="." unique_id=726229378]
|
||||
[node name="PlayerGraphic" type="AnimatedSprite2D" parent="." unique_id=368198734]
|
||||
texture_filter = 1
|
||||
position = Vector2(1, -7)
|
||||
position = Vector2(0, -6)
|
||||
sprite_frames = SubResource("SpriteFrames_jej6c")
|
||||
animation = &"falling"
|
||||
animation = &"jumping"
|
||||
autoplay = "idle"
|
||||
|
||||
[node name="Camera2D" type="Camera2D" parent="." unique_id=600604016]
|
||||
offset = Vector2(0, -30)
|
||||
[node name="Camera2D" type="Camera2D" parent="." unique_id=1107348196]
|
||||
|
||||
[connection signal="animation_finished" from="PlayerGraphic" to="." method="_on_animation_finished"]
|
||||
@@ -1,17 +1,21 @@
|
||||
class_name Bullet extends Area2D
|
||||
|
||||
var speed:float = 700
|
||||
signal bulletDamageSignal(body, bullet)
|
||||
|
||||
signal bulletDamageSignal(body: Node2D, bullet:Bullet)
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
pass # Replace with function body.
|
||||
|
||||
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
|
||||
|
||||
func setSpeed(value:float)->void:
|
||||
speed = value
|
||||
|
||||
|
||||
func _on_body_entered(body: Node2D) -> void:
|
||||
print("Bullet hit something")
|
||||
bulletDamageSignal.emit(body, self)
|
||||
@@ -29,8 +29,9 @@ func _process(delta: float) -> void:
|
||||
pass
|
||||
|
||||
|
||||
#Signals from Triggers!
|
||||
func _on_trigger(body: Variant, effect, trigger) -> void:
|
||||
print("GC knows trigger...."+effect)
|
||||
#Crate triggers
|
||||
if body is Crate:
|
||||
match effect:
|
||||
"destroy":
|
||||
@@ -38,7 +39,7 @@ func _on_trigger(body: Variant, effect, trigger) -> void:
|
||||
"teleport":
|
||||
print("GC teleport an object")
|
||||
teleportSignal.emit(body)
|
||||
|
||||
#Player triggers
|
||||
if body is Player:
|
||||
match effect:
|
||||
"powerup":
|
||||
@@ -48,13 +49,14 @@ func _on_trigger(body: Variant, effect, trigger) -> void:
|
||||
|
||||
func crateUpdate(cratesAmount)->void:
|
||||
crateTotal = cratesAmount
|
||||
print("GC updated crates: "+str(crateTotal))
|
||||
if crateTotal <=0:
|
||||
print("You WON!!!")
|
||||
levelChangeSignal.emit(currentScene)
|
||||
|
||||
func bulletDamage(body:Node2D, bullet:Bullet)->void:
|
||||
print("GC knows bullet hit")
|
||||
if body is Crate:
|
||||
#destroy crate
|
||||
#destroy the crate?
|
||||
destroySignal.emit(body)
|
||||
#destroy the bullet?
|
||||
destroySignal.emit(bullet)
|
||||
@@ -1,12 +1,22 @@
|
||||
class_name NPCCharacter extends CharacterBody2D
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
if not is_on_floor():
|
||||
velocity += get_gravity() * delta
|
||||
|
||||
handle_movement(delta)
|
||||
move_and_slide()
|
||||
handle_collisions()
|
||||
|
||||
func handle_movement(_delta)->void:
|
||||
# Add the gravity.
|
||||
if not is_on_floor():
|
||||
velocity += get_gravity() * _delta
|
||||
func knockBack(direction, duration:float=0.2):
|
||||
velocity = direction
|
||||
await get_tree().create_timer(duration).timeout
|
||||
velocity = Vector2.ZERO
|
||||
func handle_collisions()->void:
|
||||
for i in get_slide_collision_count():
|
||||
var collision = get_slide_collision(i)
|
||||
var collider = collision.get_collider()
|
||||
# Check the collider's group or type
|
||||
if collider is Player:
|
||||
print("NPC hit by player")
|
||||
@@ -10,32 +10,22 @@ const JUMP_VELOCITY = -400.0
|
||||
const BUMP_POWER = 50
|
||||
enum FaceDirection{LEFT, RIGHT}
|
||||
var facing:FaceDirection = FaceDirection.RIGHT
|
||||
var direction
|
||||
enum PlayerState{IDLE,RUNNING, JUMPING, FALLING}
|
||||
#states for player
|
||||
enum PlayerState{IDLE,RUNNING,JUMPING, FALLING}
|
||||
var current_player_state:PlayerState = PlayerState.IDLE
|
||||
var jumpUp:bool = false
|
||||
|
||||
var upJump:bool = false
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
|
||||
handle_input()
|
||||
handle_movement(delta)
|
||||
handle_state()
|
||||
handle_animation()
|
||||
handle_update_states()
|
||||
handle_update_animation()
|
||||
move_and_slide()
|
||||
handle_collisions()
|
||||
|
||||
#organize the game loop
|
||||
func handle_input()->void:
|
||||
direction = Input.get_axis("ui_left", "ui_right")
|
||||
if direction <0:
|
||||
player_graphic.flip_h = true
|
||||
if direction >0:
|
||||
player_graphic.flip_h = false
|
||||
|
||||
# Handle jump.
|
||||
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
|
||||
velocity.y = JUMP_VELOCITY
|
||||
current_player_state = PlayerState.JUMPING
|
||||
jumpUp = true
|
||||
# Handle Shoot
|
||||
if Input.is_action_just_pressed("shoot"):
|
||||
print("Player wants to shoot")
|
||||
@@ -46,55 +36,66 @@ func handle_input()->void:
|
||||
FaceDirection.LEFT:
|
||||
print("Shoot to the left")
|
||||
%SceneManager.makeBullet(left_target.global_transform, -700)
|
||||
func handle_state()->void:
|
||||
match current_player_state:
|
||||
PlayerState.IDLE when velocity.x !=0:
|
||||
#change to running!!
|
||||
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 = PlayerState.RUNNING
|
||||
func handle_animation()->void:
|
||||
match current_player_state:
|
||||
PlayerState.IDLE:
|
||||
player_graphic.play("idle")
|
||||
PlayerState.RUNNING:
|
||||
player_graphic.play("running")
|
||||
PlayerState.JUMPING:
|
||||
if jumpUp:
|
||||
player_graphic.play("jumping")
|
||||
PlayerState.FALLING:
|
||||
player_graphic.play("falling")
|
||||
|
||||
func handle_movement(delta)->void:
|
||||
# Add the gravity.
|
||||
if not is_on_floor():
|
||||
velocity += get_gravity() * delta
|
||||
# Handle jump.
|
||||
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
|
||||
velocity.y = JUMP_VELOCITY
|
||||
current_player_state = PlayerState.JUMPING
|
||||
upJump = true
|
||||
|
||||
# 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.LEFT
|
||||
player_graphic.flip_h = true
|
||||
if direction >0:
|
||||
facing=FaceDirection.RIGHT
|
||||
player_graphic.flip_h = false
|
||||
else:
|
||||
velocity.x = move_toward(velocity.x, 0, SPEED)
|
||||
func handle_movement(_delta)->void:
|
||||
# Add the gravity.
|
||||
if not is_on_floor():
|
||||
velocity += get_gravity() * _delta
|
||||
func handle_collisions()->void:
|
||||
for i in get_slide_collision_count():
|
||||
var c = get_slide_collision(i)
|
||||
if c.get_collider() is RigidBody2D:
|
||||
c.get_collider().apply_central_impulse(-c.get_normal()*BUMP_POWER)
|
||||
if c.get_collider() is NPCCharacter:
|
||||
var myCharacter:NPCCharacter = c.get_collider()
|
||||
var direction = -c.get_normal()*BUMP_POWER
|
||||
myCharacter.knockBack(direction)
|
||||
c.get_collider().knockBack(direction)
|
||||
func handle_update_states()->void:
|
||||
match current_player_state:
|
||||
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 = PlayerState.RUNNING
|
||||
func handle_update_animation()->void:
|
||||
match current_player_state:
|
||||
PlayerState.IDLE:
|
||||
player_graphic.play("idle")
|
||||
PlayerState.RUNNING:
|
||||
player_graphic.play("running")
|
||||
PlayerState.JUMPING:
|
||||
if upJump:
|
||||
player_graphic.play("jumping")
|
||||
PlayerState.FALLING:
|
||||
player_graphic.play("falling")
|
||||
|
||||
|
||||
func _on_animation_finished() -> void:
|
||||
match current_player_state:
|
||||
PlayerState.JUMPING:
|
||||
jumpUp = false
|
||||
upJump = false
|
||||
|
||||
@@ -4,8 +4,11 @@ class_name SceneManager extends Node2D
|
||||
@onready var level: Node2D = $"../Level"
|
||||
@onready var game: GameController = $".."
|
||||
|
||||
#preloads for dynamic instantiation
|
||||
var bullet = preload("res://scenes/bullet.tscn")
|
||||
#array to keep track of bullets
|
||||
var bulletArray:Array[Bullet] = []
|
||||
#total number of bullets allowed to exist
|
||||
var totalAllowedBullets:int = 7
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
@@ -47,7 +50,7 @@ func updateCrates()->void:
|
||||
|
||||
func destroy(body)->void:
|
||||
if body is Bullet:
|
||||
stashBullet(body)
|
||||
bulletStash(body)
|
||||
return
|
||||
body.queue_free()
|
||||
func teleport(body)->void:
|
||||
@@ -60,29 +63,32 @@ func teleport(body)->void:
|
||||
|
||||
func loadLevel(level:String)->void:
|
||||
get_tree().call_deferred("change_scene_to_file", level)
|
||||
func stashBullet(bullet:Bullet)->void:
|
||||
var stashPosition:Vector2 = Vector2(-100,100)
|
||||
|
||||
func bulletStash(bullet:Bullet)->void:
|
||||
var stashPosition:Vector2 = Vector2(-100,-100)
|
||||
bullet.position = stashPosition
|
||||
bullet.setSpeed(0)
|
||||
bullet.set_process(false)
|
||||
|
||||
func bulletFactory()->Bullet :
|
||||
func bulletFactory()->Bullet:
|
||||
var myBullet:Bullet
|
||||
#how many bullets have been made?
|
||||
if bulletArray.size() <= totalAllowedBullets:
|
||||
#make a new bullet
|
||||
myBullet = bullet.instantiate()
|
||||
#connect to the game controller
|
||||
if not myBullet.bulletDamageSignal.is_connected(game.bulletDamage):
|
||||
myBullet.bulletDamageSignal.connect(game.bulletDamage)
|
||||
|
||||
game.add_child(myBullet)
|
||||
else:
|
||||
myBullet = bulletArray.pop_back()
|
||||
|
||||
bulletArray.push_front(myBullet)
|
||||
return myBullet
|
||||
|
||||
func makeBullet(targetPosition, speed)->void:
|
||||
print("Make a bullet!")
|
||||
print("bullets created: "+str( bulletArray.size() ))
|
||||
var myBullet:Bullet = bulletFactory()
|
||||
myBullet.transform = targetPosition
|
||||
myBullet.setSpeed(speed)
|
||||
myBullet.set_process(true)
|
||||
|
||||