state machine, player animations, bullet pool, some graphics
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60bde97dba
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16 files changed
+477
-13
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After Width: | Height: | Size: 1.8 KiB |
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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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"vram_texture": false
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}
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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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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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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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[remap]
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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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"vram_texture": false
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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/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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[remap]
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importer="texture"
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||||
type="CompressedTexture2D"
|
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uid="uid://rdkrvqncrci5"
|
||||
path="res://.godot/imported/player run 48x48.png-6d66612d48bfa4c8721495ba557ab7c6.ctex"
|
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metadata={
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"vram_texture": false
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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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After Width: | Height: | Size: 3.8 KiB |
@@ -0,0 +1,40 @@
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[remap]
|
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|
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importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://cjjer1w77c3g3"
|
||||
path="res://.godot/imported/pixel_bullet.png-30d6d1e8b5e1332f8b2e2cee72a9e790.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
|
||||
|
||||
source_file="res://assets/graphics/projectiles/pixel_bullet.png"
|
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dest_files=["res://.godot/imported/pixel_bullet.png-30d6d1e8b5e1332f8b2e2cee72a9e790.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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]
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||||
}
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shoot={
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"deadzone": 0.2,
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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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[physics]
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@@ -1,6 +1,7 @@
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[gd_scene format=3 uid="uid://qrewcx81o1xi"]
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||||
[ext_resource type="Script" uid="uid://ryrc3a88d0nh" path="res://scripts/bullet.gd" id="1_mkf8s"]
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||||
[ext_resource type="Texture2D" uid="uid://cjjer1w77c3g3" path="res://assets/graphics/projectiles/pixel_bullet.png" id="2_y25gk"]
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||||
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||||
[sub_resource type="RectangleShape2D" id="RectangleShape2D_mvphy"]
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size = Vector2(12, 6)
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||||
@@ -13,4 +14,11 @@ metadata/_edit_group_ = true
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shape = SubResource("RectangleShape2D_mvphy")
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||||
debug_color = Color(0.9521257, 0.20191753, 0.23529023, 0.41960785)
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[node name="Sprite2D" type="Sprite2D" parent="." unique_id=1732561171]
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texture_filter = 1
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||||
position = Vector2(-3.9999998, -3)
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rotation = 3.1415927
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||||
scale = Vector2(0.11, 0.11)
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||||
texture = ExtResource("2_y25gk")
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||||
|
||||
[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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||||
@@ -5,7 +5,6 @@
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||||
[ext_resource type="PackedScene" uid="uid://b22qsgmtr231s" path="res://scenes/trigger.tscn" id="2_lnu2h"]
|
||||
[ext_resource type="PackedScene" uid="uid://5xgx7qarkj3o" path="res://scenes/crate.tscn" id="3_iywne"]
|
||||
[ext_resource type="PackedScene" uid="uid://dtegcgc8xcxfg" path="res://scenes/player.tscn" id="4_iywne"]
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||||
[ext_resource type="PackedScene" uid="uid://qrewcx81o1xi" path="res://scenes/bullet.tscn" id="6_p57ef"]
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||||
[sub_resource type="RectangleShape2D" id="RectangleShape2D_mvphy"]
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||||
size = Vector2(66, 20)
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||||
@@ -50,7 +49,4 @@ effect = "teleport"
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[node name="Crate" parent="." unique_id=1367266345 instance=ExtResource("3_iywne")]
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||||
position = Vector2(635, 553)
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||||
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[node name="Bullet" parent="." unique_id=1877237172 instance=ExtResource("6_p57ef")]
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position = Vector2(305, 562)
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[connection signal="areaTriggered" from="Triggers/Trigger" to="." method="_on_trigger"]
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||||
@@ -1,9 +1,182 @@
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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="Texture2D" uid="uid://dq1io4uxs544h" path="res://assets/graphics/player/jump_fall/player jump 48x48.png" id="2_dqkch"]
|
||||
[ext_resource type="Texture2D" uid="uid://cv1an7bix4lg4" path="res://assets/graphics/player/idle/Player Idle 48x48.png" id="2_g2els"]
|
||||
[ext_resource type="Texture2D" uid="uid://rdkrvqncrci5" path="res://assets/graphics/player/run/player run 48x48.png" id="3_qhqgy"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_o7s7a"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_i4ail"]
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atlas = ExtResource("2_dqkch")
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region = Rect2(96, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_qhqgy"]
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atlas = ExtResource("2_g2els")
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region = Rect2(0, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_dqkch"]
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atlas = ExtResource("2_g2els")
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region = Rect2(48, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_qlg0r"]
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atlas = ExtResource("2_g2els")
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region = Rect2(96, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"]
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atlas = ExtResource("2_g2els")
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region = Rect2(144, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_fjrip"]
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atlas = ExtResource("2_g2els")
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region = Rect2(192, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_smehm"]
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||||
atlas = ExtResource("2_g2els")
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region = Rect2(240, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_ur7pv"]
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atlas = ExtResource("2_g2els")
|
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region = Rect2(288, 0, 48, 48)
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||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_y4r1p"]
|
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atlas = ExtResource("2_g2els")
|
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region = Rect2(336, 0, 48, 48)
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||||
|
||||
[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_a38lo"]
|
||||
atlas = ExtResource("2_dqkch")
|
||||
region = Rect2(0, 0, 48, 48)
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|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_4ni07"]
|
||||
atlas = ExtResource("2_dqkch")
|
||||
region = Rect2(48, 0, 48, 48)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_jej6c"]
|
||||
atlas = ExtResource("3_qhqgy")
|
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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")
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||||
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="SpriteFrames" id="SpriteFrames_mvphy"]
|
||||
animations = [{
|
||||
"frames": [{
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_i4ail")
|
||||
}],
|
||||
"loop": 2,
|
||||
"name": &"fall",
|
||||
"speed": 12.0
|
||||
}, {
|
||||
"frames": [{
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_qhqgy")
|
||||
}, {
|
||||
"duration": 1.0,
|
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"texture": SubResource("AtlasTexture_dqkch")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_qlg0r")
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}, {
|
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"duration": 1.0,
|
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"texture": SubResource("AtlasTexture_tuyoq")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_fjrip")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_smehm")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_ur7pv")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_y4r1p")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_d2wvv")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_3v2ag")
|
||||
}],
|
||||
"loop": 1,
|
||||
"name": &"idle",
|
||||
"speed": 12.0
|
||||
}, {
|
||||
"frames": [{
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_a38lo")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_4ni07")
|
||||
}],
|
||||
"loop": 2,
|
||||
"name": &"jump",
|
||||
"speed": 12.0
|
||||
}, {
|
||||
"frames": [{
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_jej6c")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_f1ej7")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_oprun")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_a8ls1")
|
||||
}, {
|
||||
"duration": 1.0,
|
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"texture": SubResource("AtlasTexture_qfm1y")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_fulsm")
|
||||
}, {
|
||||
"duration": 1.0,
|
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"texture": SubResource("AtlasTexture_4r5pv")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_60mlk")
|
||||
}],
|
||||
"loop": 1,
|
||||
"name": &"run",
|
||||
"speed": 12.0
|
||||
}]
|
||||
|
||||
[node name="Player" type="CharacterBody2D" unique_id=735255374]
|
||||
script = ExtResource("1_3vyb7")
|
||||
metadata/_edit_group_ = true
|
||||
@@ -23,3 +196,12 @@ position = Vector2(14, -6)
|
||||
|
||||
[node name="LeftSpawn" type="Marker2D" parent="." unique_id=522145742]
|
||||
position = Vector2(-15, -6)
|
||||
|
||||
[node name="PlayerGraphic" type="AnimatedSprite2D" parent="." unique_id=1106134562]
|
||||
texture_filter = 1
|
||||
position = Vector2(0, -6)
|
||||
sprite_frames = SubResource("SpriteFrames_mvphy")
|
||||
animation = &"fall"
|
||||
autoplay = "idle"
|
||||
|
||||
[connection signal="animation_finished" from="PlayerGraphic" to="." method="_animation_finished"]
|
||||
@@ -16,3 +16,6 @@ func _process(delta: float) -> void:
|
||||
func _on_body_entered(body: Node2D) -> void:
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||||
print("Bullet hit somethin")
|
||||
bulletDamageSignal.emit(body, self)
|
||||
|
||||
func setSpeed(value)->void:
|
||||
speed = value
|
||||
@@ -1,6 +1,8 @@
|
||||
class_name GameController extends Node2D
|
||||
|
||||
signal teleportSignal(body:RigidBody2D)
|
||||
signal destroySignal(body)
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
pass # Replace with function body.
|
||||
@@ -16,7 +18,7 @@ func _on_trigger(effect: Variant, Object: Variant) -> void:
|
||||
match effect:
|
||||
"destroy":
|
||||
if not Object is Player:
|
||||
Object.queue_free()
|
||||
destroySignal.emit(Object)
|
||||
"teleport":
|
||||
print("Trigger wants to teleport")
|
||||
if Object is Crate:
|
||||
@@ -25,6 +27,6 @@ func _on_trigger(effect: Variant, Object: Variant) -> void:
|
||||
func _on_bullet_hit(body, bullet) -> void:
|
||||
print("GC knows bullet hit")
|
||||
if body is Crate:
|
||||
body.queue_free()
|
||||
bullet.queue_free()
|
||||
destroySignal.emit(body)
|
||||
destroySignal.emit(bullet)
|
||||
|
||||
+65
-4
@@ -4,12 +4,19 @@ class_name Player extends CharacterBody2D
|
||||
@onready var left_cast: RayCast2D = $LeftCast
|
||||
@onready var right_spawn: Marker2D = $RightSpawn
|
||||
@onready var left_spawn: Marker2D = $LeftSpawn
|
||||
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
|
||||
|
||||
@export var shove_power:= 800
|
||||
@export var bump_power:=100
|
||||
|
||||
var direction
|
||||
signal bulletSignal(pos, speed)
|
||||
|
||||
enum FaceDirection {LEFT,RIGHT}
|
||||
var facing:FaceDirection = FaceDirection.RIGHT
|
||||
enum PlayerStates {IDLE,RUNNING,JUMPING,FALLING}
|
||||
var current_player_state:PlayerStates = PlayerStates.IDLE
|
||||
var upJump:bool = false
|
||||
|
||||
var pushRightEnabled = false
|
||||
var pushLeftEnabled = false
|
||||
@@ -24,7 +31,27 @@ func _physics_process(delta: float) -> void:
|
||||
# Add the gravity.
|
||||
if not is_on_floor():
|
||||
velocity += get_gravity() * delta
|
||||
|
||||
handle_input()
|
||||
handle_movement()
|
||||
handle_states()
|
||||
handle_animations()
|
||||
move_and_slide()
|
||||
handle_collisions()
|
||||
|
||||
|
||||
|
||||
func handle_input()->void:
|
||||
# Handle shoot
|
||||
if Input.is_action_just_pressed("shoot"):
|
||||
print("Player wants to shoot")
|
||||
#send a bullet signal
|
||||
if facing==FaceDirection.RIGHT:
|
||||
bulletSignal.emit(right_spawn.global_transform, 800)
|
||||
|
||||
if facing==FaceDirection.LEFT:
|
||||
bulletSignal.emit(left_spawn.global_transform, -800)
|
||||
|
||||
# Handle shove
|
||||
if Input.is_action_just_pressed("shove"):
|
||||
print("Player wants to shove")
|
||||
@@ -35,25 +62,28 @@ func _physics_process(delta: float) -> void:
|
||||
if pushLeftEnabled and facing == FaceDirection.LEFT:
|
||||
#shove left
|
||||
pushTarget.apply_central_impulse(Vector2(-1,0) * shove_power )
|
||||
|
||||
# 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
|
||||
|
||||
# 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")
|
||||
direction = Input.get_axis("ui_left", "ui_right")
|
||||
func handle_movement()->void:
|
||||
if direction:
|
||||
velocity.x = direction * SPEED
|
||||
# set player direction
|
||||
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)
|
||||
|
||||
move_and_slide()
|
||||
func handle_collisions()->void:
|
||||
# find all things my player collided with
|
||||
for i in get_slide_collision_count():
|
||||
var c = get_slide_collision(i)
|
||||
@@ -78,3 +108,34 @@ func _physics_process(delta: float) -> void:
|
||||
pushTarget = collider
|
||||
else:
|
||||
pushLeftEnabled = false
|
||||
func handle_states()->void:
|
||||
match current_player_state:
|
||||
PlayerStates.IDLE when velocity.x !=0:
|
||||
current_player_state = PlayerStates.RUNNING
|
||||
PlayerStates.RUNNING when velocity.x ==0:
|
||||
current_player_state = PlayerStates.IDLE
|
||||
PlayerStates.JUMPING when velocity.y>0:
|
||||
#you falling
|
||||
current_player_state = PlayerStates.FALLING
|
||||
PlayerStates.FALLING when is_on_floor():
|
||||
if velocity.x ==0:
|
||||
current_player_state = PlayerStates.IDLE
|
||||
else:
|
||||
current_player_state = PlayerStates.RUNNING
|
||||
func handle_animations()->void:
|
||||
match current_player_state:
|
||||
PlayerStates.RUNNING:
|
||||
player_graphic.play("run")
|
||||
PlayerStates.IDLE:
|
||||
player_graphic.play("idle")
|
||||
PlayerStates.JUMPING:
|
||||
if upJump:
|
||||
player_graphic.play("jump")
|
||||
PlayerStates.FALLING:
|
||||
player_graphic.play("fall")
|
||||
|
||||
|
||||
func _animation_finished() -> void:
|
||||
match current_player_state:
|
||||
PlayerStates.JUMPING:
|
||||
upJump = false
|
||||
@@ -2,13 +2,21 @@ class_name SceneManager extends Node2D
|
||||
|
||||
@onready var triggers: Node2D = $"../Triggers"
|
||||
@onready var game: GameController = $".."
|
||||
@onready var bullet: Bullet = $"../Bullet"
|
||||
@onready var player: Player = $"../Player"
|
||||
|
||||
#recipe for bullets
|
||||
var bullet = preload("res://scenes/bullet.tscn")
|
||||
var totalAllowedBullets:int =7
|
||||
#collection
|
||||
var bulletArray:Array[Bullet] = []
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
buildLevel()
|
||||
game.teleportSignal.connect(teleport)
|
||||
bullet.bulletDamageSignal.connect(game._on_bullet_hit)
|
||||
game.destroySignal.connect(destroy)
|
||||
player.bulletSignal.connect(makeBullet)
|
||||
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
@@ -29,3 +37,42 @@ func teleport(body, _bodyposition=null)->void:
|
||||
var random_y = randf_range(0, viewport_size.y)
|
||||
var newPosition = Vector2(random_x, random_y)
|
||||
body.teleport_to(newPosition)
|
||||
#order desk (for bullets)
|
||||
func makeBullet(pos, speed)->void:
|
||||
#ask for a bullet from....the factory
|
||||
print("make a bullet")
|
||||
var myBullet:Bullet = bulletFactory()
|
||||
myBullet.transform = pos
|
||||
myBullet.setSpeed(speed)
|
||||
myBullet.set_process(true)
|
||||
|
||||
func bulletFactory()->Bullet:
|
||||
var myBullet:Bullet
|
||||
#how many bullets have been created?
|
||||
if bulletArray.size() <= totalAllowedBullets:
|
||||
myBullet = bullet.instantiate()
|
||||
add_sibling(myBullet)
|
||||
#wire up a signal to the game controller
|
||||
if not myBullet.bulletDamageSignal.is_connected(game._on_bullet_hit):
|
||||
myBullet.bulletDamageSignal.connect(game._on_bullet_hit)
|
||||
else:
|
||||
#recycle bullet
|
||||
myBullet = bulletArray.pop_back()
|
||||
|
||||
#put the bullet in my collection
|
||||
bulletArray.push_front(myBullet)
|
||||
return myBullet
|
||||
|
||||
func destroy(target)->void:
|
||||
if target is Bullet:
|
||||
stash(target)
|
||||
if target is Crate:
|
||||
target.queue_free()
|
||||
|
||||
func stash(target:Bullet)->void:
|
||||
print("stash a bullet")
|
||||
#hide the bullet off-screen
|
||||
var stashPosition:Vector2 = Vector2(-100,-100)
|
||||
target.position = stashPosition
|
||||
target.setSpeed(0)
|
||||
target.set_process(false)
|
||||
Reference in new issue
Block a user