week3 prep includes bullet pool, finite state machine, sprites and animation
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type="CompressedTexture2D"
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uid="uid://cv1an7bix4lg4"
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path="res://.godot/imported/Player Idle 48x48.png-9f43f14976963a2821a06ddf8579a76a.ctex"
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metadata={
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[deps]
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source_file="res://assets/graphics/player/idle/Player Idle 48x48.png"
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dest_files=["res://.godot/imported/Player Idle 48x48.png-9f43f14976963a2821a06ddf8579a76a.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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mipmaps/limit=-1
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roughness/src_normal=""
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process/channel_remap/red=0
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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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importer="texture"
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type="CompressedTexture2D"
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uid="uid://dq1io4uxs544h"
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path="res://.godot/imported/player jump 48x48.png-bb6ba8ccf76c9bd3765199af95f48c3c.ctex"
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metadata={
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}
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[deps]
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source_file="res://assets/graphics/player/jump_fall/player jump 48x48.png"
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dest_files=["res://.godot/imported/player jump 48x48.png-bb6ba8ccf76c9bd3765199af95f48c3c.ctex"]
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[params]
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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||||||
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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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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process/hdr_clamp_exposure=false
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detect_3d/compress_to=1
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://rdkrvqncrci5"
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path="res://.godot/imported/player run 48x48.png-6d66612d48bfa4c8721495ba557ab7c6.ctex"
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metadata={
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}
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[deps]
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||||||
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source_file="res://assets/graphics/player/run/player run 48x48.png"
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dest_files=["res://.godot/imported/player run 48x48.png-6d66612d48bfa4c8721495ba557ab7c6.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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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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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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@@ -34,6 +34,11 @@ shove={
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|||||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":76,"key_label":0,"unicode":108,"location":0,"echo":false,"script":null)
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":76,"key_label":0,"unicode":108,"location":0,"echo":false,"script":null)
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]
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]
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}
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}
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shoot={
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"deadzone": 0.2,
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||||||
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":88,"key_label":0,"unicode":120,"location":0,"echo":false,"script":null)
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]
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||||||
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}
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||||||
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[physics]
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[physics]
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||||||
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||||||
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|||||||
@@ -1,9 +1,182 @@
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|||||||
[gd_scene format=3 uid="uid://dtegcgc8xcxfg"]
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[gd_scene format=3 uid="uid://dtegcgc8xcxfg"]
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||||||
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||||||
[ext_resource type="Script" uid="uid://ct34rf6jscqmo" path="res://scripts/player.gd" id="1_3vyb7"]
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[ext_resource type="Script" uid="uid://ct34rf6jscqmo" path="res://scripts/player.gd" id="1_3vyb7"]
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||||||
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[ext_resource type="Texture2D" uid="uid://dq1io4uxs544h" path="res://assets/graphics/player/jump_fall/player jump 48x48.png" id="2_dqkch"]
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||||||
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[ext_resource type="Texture2D" uid="uid://cv1an7bix4lg4" path="res://assets/graphics/player/idle/Player Idle 48x48.png" id="3_qlg0r"]
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[ext_resource type="Texture2D" uid="uid://rdkrvqncrci5" path="res://assets/graphics/player/run/player run 48x48.png" id="4_tuyoq"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_o7s7a"]
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atlas = ExtResource("3_qlg0r")
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[sub_resource type="AtlasTexture" id="AtlasTexture_ur7pv"]
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||||||
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atlas = ExtResource("3_qlg0r")
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||||||
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region = Rect2(48, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_y4r1p"]
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atlas = ExtResource("3_qlg0r")
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region = Rect2(96, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_d2wvv"]
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atlas = ExtResource("3_qlg0r")
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region = Rect2(144, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_3v2ag"]
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atlas = ExtResource("3_qlg0r")
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region = Rect2(192, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_jej6c"]
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atlas = ExtResource("3_qlg0r")
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region = Rect2(240, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_f1ej7"]
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atlas = ExtResource("3_qlg0r")
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||||||
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region = Rect2(288, 0, 48, 48)
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||||||
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[sub_resource type="AtlasTexture" id="AtlasTexture_oprun"]
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atlas = ExtResource("3_qlg0r")
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||||||
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region = Rect2(336, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_a8ls1"]
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atlas = ExtResource("3_qlg0r")
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region = Rect2(384, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_qfm1y"]
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atlas = ExtResource("3_qlg0r")
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region = Rect2(432, 0, 48, 48)
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||||||
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[sub_resource type="AtlasTexture" id="AtlasTexture_fulsm"]
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||||||
|
atlas = ExtResource("2_dqkch")
|
||||||
|
region = Rect2(0, 0, 48, 48)
|
||||||
|
|
||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_4r5pv"]
|
||||||
|
atlas = ExtResource("2_dqkch")
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||||||
|
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)
|
||||||
|
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||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_a38lo"]
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||||||
|
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)
|
||||||
|
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||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_ke2ow"]
|
||||||
|
atlas = ExtResource("4_tuyoq")
|
||||||
|
region = Rect2(240, 0, 48, 48)
|
||||||
|
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||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_ujl30"]
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||||||
|
atlas = ExtResource("4_tuyoq")
|
||||||
|
region = Rect2(288, 0, 48, 48)
|
||||||
|
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||||||
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[sub_resource type="AtlasTexture" id="AtlasTexture_31cv2"]
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||||||
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atlas = ExtResource("4_tuyoq")
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||||||
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region = Rect2(336, 0, 48, 48)
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||||||
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||||||
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[sub_resource type="SpriteFrames" id="SpriteFrames_mvphy"]
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||||||
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animations = [{
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||||||
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"frames": [{
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||||||
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"duration": 1.0,
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||||||
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"texture": SubResource("AtlasTexture_fjrip")
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||||||
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}],
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"loop": 2,
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"name": &"falling",
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"speed": 12.0
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}, {
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"frames": [{
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||||||
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"duration": 1.0,
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||||||
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"texture": SubResource("AtlasTexture_smehm")
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||||||
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}, {
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||||||
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"duration": 1.0,
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||||||
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"texture": SubResource("AtlasTexture_ur7pv")
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||||||
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}, {
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||||||
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"duration": 1.0,
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||||||
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"texture": SubResource("AtlasTexture_y4r1p")
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||||||
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}, {
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||||||
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"duration": 1.0,
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||||||
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"texture": SubResource("AtlasTexture_d2wvv")
|
||||||
|
}, {
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||||||
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"duration": 1.0,
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||||||
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"texture": SubResource("AtlasTexture_3v2ag")
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||||||
|
}, {
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||||||
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"duration": 1.0,
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||||||
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"texture": SubResource("AtlasTexture_jej6c")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
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"texture": SubResource("AtlasTexture_f1ej7")
|
||||||
|
}, {
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||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_oprun")
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||||||
|
}, {
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||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_a8ls1")
|
||||||
|
}, {
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||||||
|
"duration": 1.0,
|
||||||
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"texture": SubResource("AtlasTexture_qfm1y")
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||||||
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}],
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||||||
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"loop": 1,
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||||||
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"name": &"idle",
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"speed": 12.0
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||||||
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}, {
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||||||
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"frames": [{
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||||||
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"duration": 1.0,
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||||||
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"texture": SubResource("AtlasTexture_fulsm")
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||||||
|
}, {
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||||||
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"duration": 1.0,
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||||||
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"texture": SubResource("AtlasTexture_4r5pv")
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||||||
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}],
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"loop": 2,
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"name": &"jumping",
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"speed": 12.0
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||||||
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}, {
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||||||
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"frames": [{
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||||||
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"duration": 1.0,
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||||||
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"texture": SubResource("AtlasTexture_60mlk")
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||||||
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}, {
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||||||
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"duration": 1.0,
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||||||
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"texture": SubResource("AtlasTexture_i4ail")
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||||||
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}, {
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||||||
|
"duration": 1.0,
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||||||
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"texture": SubResource("AtlasTexture_a38lo")
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||||||
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}, {
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||||||
|
"duration": 1.0,
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||||||
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"texture": SubResource("AtlasTexture_4ni07")
|
||||||
|
}, {
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||||||
|
"duration": 1.0,
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||||||
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"texture": SubResource("AtlasTexture_l71n6")
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||||||
|
}, {
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||||||
|
"duration": 1.0,
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||||||
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"texture": SubResource("AtlasTexture_ke2ow")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_ujl30")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
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||||||
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"texture": SubResource("AtlasTexture_31cv2")
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||||||
|
}],
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||||||
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"loop": 1,
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"name": &"running",
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"speed": 12.0
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||||||
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}]
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[node name="Player" type="CharacterBody2D" unique_id=735255374]
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[node name="Player" type="CharacterBody2D" unique_id=735255374]
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script = ExtResource("1_3vyb7")
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script = ExtResource("1_3vyb7")
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metadata/_edit_group_ = true
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metadata/_edit_group_ = true
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@@ -23,3 +196,11 @@ position = Vector2(14, -6)
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||||||
[node name="LeftSpawn" type="Marker2D" parent="." unique_id=522145742]
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[node name="LeftSpawn" type="Marker2D" parent="." unique_id=522145742]
|
||||||
position = Vector2(-15, -6)
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position = Vector2(-15, -6)
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||||||
|
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||||||
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[node name="PlayerGraphic" type="AnimatedSprite2D" parent="." unique_id=983340000]
|
||||||
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texture_filter = 1
|
||||||
|
sprite_frames = SubResource("SpriteFrames_mvphy")
|
||||||
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animation = &"idle"
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||||||
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autoplay = "idle"
|
||||||
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||||||
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[connection signal="animation_finished" from="PlayerGraphic" to="." method="_on_animation_finished"]
|
||||||
@@ -16,3 +16,6 @@ func _process(delta: float) -> void:
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|||||||
func _on_body_entered(body: Node2D) -> void:
|
func _on_body_entered(body: Node2D) -> void:
|
||||||
print("Bullet hit somethin")
|
print("Bullet hit somethin")
|
||||||
bulletDamageSignal.emit(body, self)
|
bulletDamageSignal.emit(body, self)
|
||||||
|
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||||||
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func setSpeed(value)->void:
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||||||
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speed = value
|
||||||
@@ -1,6 +1,8 @@
|
|||||||
class_name GameController extends Node2D
|
class_name GameController extends Node2D
|
||||||
|
|
||||||
signal teleportSignal(body:RigidBody2D)
|
signal teleportSignal(body:RigidBody2D)
|
||||||
|
signal destroySignal(body:Node2D)
|
||||||
|
|
||||||
# Called when the node enters the scene tree for the first time.
|
# Called when the node enters the scene tree for the first time.
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
pass # Replace with function body.
|
pass # Replace with function body.
|
||||||
@@ -25,6 +27,8 @@ func _on_trigger(effect: Variant, Object: Variant) -> void:
|
|||||||
func _on_bullet_hit(body, bullet) -> void:
|
func _on_bullet_hit(body, bullet) -> void:
|
||||||
print("GC knows bullet hit")
|
print("GC knows bullet hit")
|
||||||
if body is Crate:
|
if body is Crate:
|
||||||
body.queue_free()
|
#destroy crates
|
||||||
bullet.queue_free()
|
destroySignal.emit(body)
|
||||||
|
#remove the bullet
|
||||||
|
destroySignal.emit(bullet)
|
||||||
|
|
||||||
+69
-3
@@ -4,6 +4,7 @@ class_name Player extends CharacterBody2D
|
|||||||
@onready var left_cast: RayCast2D = $LeftCast
|
@onready var left_cast: RayCast2D = $LeftCast
|
||||||
@onready var right_spawn: Marker2D = $RightSpawn
|
@onready var right_spawn: Marker2D = $RightSpawn
|
||||||
@onready var left_spawn: Marker2D = $LeftSpawn
|
@onready var left_spawn: Marker2D = $LeftSpawn
|
||||||
|
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
|
||||||
|
|
||||||
@export var shove_power:= 800
|
@export var shove_power:= 800
|
||||||
@export var bump_power:=100
|
@export var bump_power:=100
|
||||||
@@ -19,8 +20,15 @@ var pushTarget:Crate
|
|||||||
const SPEED = 300.0
|
const SPEED = 300.0
|
||||||
const JUMP_VELOCITY = -400.0
|
const JUMP_VELOCITY = -400.0
|
||||||
|
|
||||||
|
signal shootSignal(markerPosition, speed)
|
||||||
|
|
||||||
|
enum PlayerStates {IDLE,RUNNING,JUMPING,FALLING}
|
||||||
|
var current_player_state:PlayerStates = PlayerStates.IDLE
|
||||||
|
var upJump:bool = false
|
||||||
|
|
||||||
|
|
||||||
func _physics_process(delta: float) -> void:
|
func _physics_process(delta: float) -> void:
|
||||||
|
handle_input();
|
||||||
# Add the gravity.
|
# Add the gravity.
|
||||||
if not is_on_floor():
|
if not is_on_floor():
|
||||||
velocity += get_gravity() * delta
|
velocity += get_gravity() * delta
|
||||||
@@ -48,11 +56,14 @@ func _physics_process(delta: float) -> void:
|
|||||||
# set player direction
|
# set player direction
|
||||||
if direction < 0:
|
if direction < 0:
|
||||||
facing = FaceDirection.LEFT
|
facing = FaceDirection.LEFT
|
||||||
|
player_graphic.flip_h = true
|
||||||
if direction > 0:
|
if direction > 0:
|
||||||
facing = FaceDirection.RIGHT
|
facing = FaceDirection.RIGHT
|
||||||
|
player_graphic.flip_h = false
|
||||||
else:
|
else:
|
||||||
velocity.x = move_toward(velocity.x, 0, SPEED)
|
velocity.x = move_toward(velocity.x, 0, SPEED)
|
||||||
|
handle_states()
|
||||||
|
handle_animation()
|
||||||
move_and_slide()
|
move_and_slide()
|
||||||
# find all things my player collided with
|
# find all things my player collided with
|
||||||
for i in get_slide_collision_count():
|
for i in get_slide_collision_count():
|
||||||
@@ -64,7 +75,7 @@ func _physics_process(delta: float) -> void:
|
|||||||
print("Something on my right")
|
print("Something on my right")
|
||||||
#get the thing I can shove
|
#get the thing I can shove
|
||||||
var collider = right_cast.get_collider()
|
var collider = right_cast.get_collider()
|
||||||
if collider is Node:
|
if collider is RigidBody2D:
|
||||||
pushRightEnabled = true
|
pushRightEnabled = true
|
||||||
pushTarget = collider
|
pushTarget = collider
|
||||||
else:
|
else:
|
||||||
@@ -73,8 +84,63 @@ func _physics_process(delta: float) -> void:
|
|||||||
if left_cast.is_colliding():
|
if left_cast.is_colliding():
|
||||||
print("Something on my left")
|
print("Something on my left")
|
||||||
var collider = left_cast.get_collider()
|
var collider = left_cast.get_collider()
|
||||||
if collider is Node:
|
if collider is RigidBody2D:
|
||||||
pushLeftEnabled = true
|
pushLeftEnabled = true
|
||||||
pushTarget = collider
|
pushTarget = collider
|
||||||
else:
|
else:
|
||||||
pushLeftEnabled = false
|
pushLeftEnabled = false
|
||||||
|
|
||||||
|
func handle_input()->void:
|
||||||
|
# Handle jump.
|
||||||
|
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
|
||||||
|
velocity.y = JUMP_VELOCITY
|
||||||
|
current_player_state=PlayerStates.JUMPING
|
||||||
|
upJump = true
|
||||||
|
|
||||||
|
#Handle Shoot Bullet
|
||||||
|
if Input.is_action_just_pressed("shoot"):
|
||||||
|
|
||||||
|
#marker postion, speed
|
||||||
|
match facing:
|
||||||
|
FaceDirection.RIGHT:
|
||||||
|
shootSignal.emit(right_spawn.global_transform, 800)
|
||||||
|
FaceDirection.LEFT:
|
||||||
|
shootSignal.emit(left_spawn.global_transform, -800)
|
||||||
|
|
||||||
|
func handle_states()->void:
|
||||||
|
match current_player_state:
|
||||||
|
PlayerStates.IDLE when velocity.x !=0:
|
||||||
|
#player idle, when x velocity change
|
||||||
|
current_player_state = PlayerStates.RUNNING
|
||||||
|
PlayerStates.RUNNING when velocity.x ==0:
|
||||||
|
#player stops running
|
||||||
|
current_player_state = PlayerStates.IDLE
|
||||||
|
PlayerStates.JUMPING when velocity.y>0:
|
||||||
|
#player reaches top of jump, determined by velocity vs. gravity
|
||||||
|
current_player_state = PlayerStates.FALLING
|
||||||
|
PlayerStates.FALLING when is_on_floor():
|
||||||
|
#player was falling, when suddenly on floor - run or idle
|
||||||
|
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:
|
||||||
|
#don't keep playing the jump animation!
|
||||||
|
if upJump:
|
||||||
|
player_graphic.play("jumping")
|
||||||
|
PlayerStates.FALLING:
|
||||||
|
player_graphic.play("falling")
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
func _on_animation_finished() -> void:
|
||||||
|
match current_player_state:
|
||||||
|
PlayerStates.JUMPING:
|
||||||
|
upJump = false
|
||||||
@@ -2,14 +2,19 @@ class_name SceneManager extends Node2D
|
|||||||
|
|
||||||
@onready var triggers: Node2D = $"../Triggers"
|
@onready var triggers: Node2D = $"../Triggers"
|
||||||
@onready var game: GameController = $".."
|
@onready var game: GameController = $".."
|
||||||
@onready var bullet: Bullet = $"../Bullet"
|
@onready var player: Player = $"../Player"
|
||||||
|
|
||||||
|
var bullet = preload("res://scenes/bullet.tscn")
|
||||||
|
|
||||||
|
var bulletArray:Array[Bullet] = []
|
||||||
|
var totalAllowedBullets:int = 7
|
||||||
|
|
||||||
# Called when the node enters the scene tree for the first time.
|
# Called when the node enters the scene tree for the first time.
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
buildLevel()
|
buildLevel()
|
||||||
game.teleportSignal.connect(teleport)
|
game.teleportSignal.connect(teleport)
|
||||||
bullet.bulletDamageSignal.connect(game._on_bullet_hit)
|
game.destroySignal.connect(destroy)
|
||||||
|
player.shootSignal.connect(makeBullet)
|
||||||
|
|
||||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||||
func _process(delta: float) -> void:
|
func _process(delta: float) -> void:
|
||||||
@@ -29,3 +34,38 @@ func teleport(body, _bodyposition=null)->void:
|
|||||||
var random_y = randf_range(0, viewport_size.y)
|
var random_y = randf_range(0, viewport_size.y)
|
||||||
var newPosition = Vector2(random_x, random_y)
|
var newPosition = Vector2(random_x, random_y)
|
||||||
body.teleport_to(newPosition)
|
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.bulletDamageSignal.is_connected(game._on_bullet_hit):
|
||||||
|
myBullet.bulletDamageSignal.connect(game._on_bullet_hit)
|
||||||
|
else:
|
||||||
|
myBullet = bulletArray.pop_back()
|
||||||
|
|
||||||
|
bulletArray.push_front(myBullet)
|
||||||
|
return myBullet
|
||||||
|
func makeBullet(spawnPosition, speed)->void:
|
||||||
|
print("make bullet")
|
||||||
|
var myBullet:Bullet = bulletFactory()
|
||||||
|
myBullet.transform = spawnPosition
|
||||||
|
myBullet.setSpeed(speed)
|
||||||
|
myBullet.set_process(true)
|
||||||
|
|
||||||
|
func stash(bullet:Bullet)->void:
|
||||||
|
#hide it off-screen, remove from game loop
|
||||||
|
var stashPosition:Vector2 = Vector2(-100,-100)
|
||||||
|
bullet.position = stashPosition
|
||||||
|
bullet.setSpeed(0)
|
||||||
|
bullet.set_process(false)
|
||||||
|
|
||||||
|
func destroy(body)->void:
|
||||||
|
if body is Crate:
|
||||||
|
body.queue_free()
|
||||||
|
if body is Bullet:
|
||||||
|
#stash the bullet - save memory!
|
||||||
|
stash(body)
|
||||||
Reference in new issue
Block a user