graphics
This commit is contained in:
parent
abd5200f21
commit
08d24bc467
BIN
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Assets/Graphics/Player/IDLE/Player Idle 48x48.png.import
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Assets/Graphics/Player/JUMP_FALL/player jump 48x48.png
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Assets/Graphics/Player/RUN/player run 48x48.png.import
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"texture": SubResource("AtlasTexture_olqyp")
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}],
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|
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|
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"duration": 1.0,
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|
||||
[node name="Player" type="CharacterBody2D"]
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@ -23,3 +197,18 @@ position = Vector2(16, -5)
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[node name="BulletSpawnPointLeft" type="Node2D" parent="."]
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[node name="jumpbuffertimer" type="Timer" parent="."]
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frame = 1
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|
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@ -1,13 +1,67 @@
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|
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|
||||
tile_size = Vector2i(32, 32)
|
||||
sources/0 = SubResource("TileSetAtlasSource_xqt3w")
|
||||
|
||||
[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_ag0er"]
|
||||
|
||||
@ -18,21 +72,33 @@ script = ExtResource("1_3d84a")
|
||||
unique_name_in_owner = true
|
||||
script = ExtResource("2_t43dh")
|
||||
|
||||
[node name="StaticBody2D" type="StaticBody2D" parent="."]
|
||||
position = Vector2(113, 130)
|
||||
metadata/_edit_group_ = true
|
||||
[node name="TileMapLayer" type="TileMapLayer" parent="."]
|
||||
texture_filter = 1
|
||||
scale = Vector2(1.00124, 0.995921)
|
||||
tile_map_data = PackedByteArray("AAACAAQAAAAAAAAAAAADAAQAAAABAAAAAAAEAAQAAAACAAAAAAAGAAQAAAAAAAAAAAAIAAQAAAACAAAAAAAHAAQAAAABAAAAAAA=")
|
||||
tile_set = SubResource("TileSet_g7vkj")
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
|
||||
shape = SubResource("RectangleShape2D_ag0er")
|
||||
[node name="StaticBody2D" parent="." instance=ExtResource("4_xqt3w")]
|
||||
position = Vector2(113, 143)
|
||||
scale = Vector2(1.11201, 1.40772)
|
||||
|
||||
[node name="StaticBody2D2" parent="." instance=ExtResource("4_xqt3w")]
|
||||
position = Vector2(240, 143)
|
||||
|
||||
[node name="Crate1" parent="." instance=ExtResource("3_u2cf2")]
|
||||
position = Vector2(128, 41)
|
||||
position = Vector2(90, 106)
|
||||
|
||||
[node name="Crate2" parent="." instance=ExtResource("3_u2cf2")]
|
||||
position = Vector2(171, 73)
|
||||
position = Vector2(233, 107)
|
||||
|
||||
[node name="Crate" parent="." instance=ExtResource("3_u2cf2")]
|
||||
position = Vector2(265, 107)
|
||||
|
||||
[node name="Crate3" parent="." instance=ExtResource("3_u2cf2")]
|
||||
position = Vector2(250, 84)
|
||||
|
||||
[node name="ground" type="StaticBody2D" parent="."]
|
||||
position = Vector2(186, 270)
|
||||
position = Vector2(175, 236)
|
||||
metadata/_edit_group_ = true
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="ground"]
|
||||
@ -41,7 +107,9 @@ shape = SubResource("WorldBoundaryShape2D_ag0er")
|
||||
[node name="Player" parent="." instance=ExtResource("4_f0he5")]
|
||||
position = Vector2(127, 108)
|
||||
|
||||
[node name="Area2D" parent="." instance=ExtResource("2_lptsb")]
|
||||
position = Vector2(82, 87)
|
||||
[node name="Triggers" type="Node2D" parent="."]
|
||||
position = Vector2(176, 113)
|
||||
|
||||
[connection signal="areaTriggerSignal" from="Area2D" to="." method="_on_trigger"]
|
||||
[node name="player hurt" parent="Triggers" instance=ExtResource("2_lptsb")]
|
||||
|
||||
[connection signal="areaTriggerSignal" from="Triggers/player hurt" to="." method="_on_trigger"]
|
||||
|
11
Scenes/static_body_2d.tscn
Normal file
11
Scenes/static_body_2d.tscn
Normal file
@ -0,0 +1,11 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://bex5lhiuhhnq6"]
|
||||
|
||||
[sub_resource type="RectangleShape2D" id="RectangleShape2D_ag0er"]
|
||||
size = Vector2(82, 20)
|
||||
|
||||
[node name="StaticBody2D" type="StaticBody2D"]
|
||||
scale = Vector2(1.12, 1.36)
|
||||
metadata/_edit_group_ = true
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
||||
shape = SubResource("RectangleShape2D_ag0er")
|
@ -6,23 +6,60 @@ const bullet_scene = preload("res://Scenes/bullet.tscn")
|
||||
@onready var left_cast: RayCast2D = $LeftCast
|
||||
@onready var bullet_spawn_point_right: Node2D = $BulletSpawnPointRight
|
||||
@onready var bullet_spawn_point_left: Node2D = $BulletSpawnPointLeft
|
||||
@onready var jump_buffer_timer: Timer = $jumpbuffertimer
|
||||
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
|
||||
|
||||
const SPEED = 300.0
|
||||
const JUMP_VELOCITY = -400.0
|
||||
const PUSH_POWER = 2000
|
||||
var upJump:bool = false
|
||||
@export var acceleration:int=5
|
||||
|
||||
var direction: float
|
||||
enum FaceDirection{LEFT, RIGHT}
|
||||
var facing: FaceDirection = FaceDirection.RIGHT
|
||||
var pushTarget: Object
|
||||
var pushEnabled: bool = false
|
||||
|
||||
enum State{IDLE,RUN,JUMP,FALLING}
|
||||
var current_state:State = State.IDLE
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
handle_input(delta)
|
||||
handle_movement(delta)
|
||||
handle_states()
|
||||
handle_animation()
|
||||
handle_collisions(delta)
|
||||
|
||||
func handle_states() -> void:
|
||||
match current_state:
|
||||
State.IDLE when velocity.x !=0:
|
||||
current_state = State.RUN
|
||||
State.RUN:
|
||||
if velocity.x == 0:
|
||||
current_state = State.IDLE
|
||||
#player steps off ledge
|
||||
if not is_on_floor() && velocity.y >0:
|
||||
current_state = State.FALLING
|
||||
State.FALLING when is_on_floor():
|
||||
if velocity.x == 0:
|
||||
current_state = State.IDLE
|
||||
else:
|
||||
current_state = State.RUN
|
||||
State.JUMP when velocity.y >0:
|
||||
current_state = State.FALLING
|
||||
|
||||
func handle_animation() -> void:
|
||||
match current_state:
|
||||
State.IDLE:
|
||||
player_graphic.play("IDLE")
|
||||
State.RUN:
|
||||
player_graphic.play("RUN")
|
||||
State.FALLING:
|
||||
player_graphic.play("FALL")
|
||||
State.JUMP:
|
||||
if upJump:
|
||||
player_graphic.play("JUMP")
|
||||
|
||||
func handle_input(delta: float) -> void:
|
||||
var dir: int = 0
|
||||
match facing:
|
||||
@ -33,7 +70,7 @@ func handle_input(delta: float) -> void:
|
||||
|
||||
# Handle jump.
|
||||
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
|
||||
velocity.y = JUMP_VELOCITY
|
||||
jump_buffer_timer.start()
|
||||
|
||||
# Get the input direction and handle the movement/deceleration.
|
||||
# As good practice, you should replace UI actions with custom gameplay actions.
|
||||
@ -41,8 +78,10 @@ func handle_input(delta: float) -> void:
|
||||
|
||||
if direction < 0:
|
||||
facing = FaceDirection.LEFT
|
||||
player_graphic.flip_h = true
|
||||
elif direction > 0:
|
||||
facing = FaceDirection.RIGHT
|
||||
player_graphic.flip_h = false
|
||||
|
||||
if Input.is_action_just_pressed("ForcePush") && pushEnabled:
|
||||
pushTarget.apply_central_impulse(Vector2(dir, 0) * PUSH_POWER)
|
||||
@ -57,10 +96,18 @@ func handle_input(delta: float) -> void:
|
||||
|
||||
func handle_movement(delta: float) -> void:
|
||||
handle_gravity(delta)
|
||||
if direction:
|
||||
velocity.x = direction * SPEED
|
||||
if direction ==0:
|
||||
velocity.x = move_toward(velocity.x,0, acceleration)
|
||||
else:
|
||||
velocity.x = move_toward(velocity.x, 0, SPEED)
|
||||
velocity.x = move_toward(velocity.x, SPEED * direction, acceleration)
|
||||
if not is_on_floor():
|
||||
velocity += get_gravity() * delta
|
||||
if is_on_floor() && jump_buffer_timer.time_left >0:
|
||||
velocity.y = JUMP_VELOCITY
|
||||
jump_buffer_timer.stop()
|
||||
current_state = State.JUMP
|
||||
upJump = true
|
||||
|
||||
move_and_slide()
|
||||
|
||||
func handle_collisions(delta: float) -> void:
|
||||
@ -90,3 +137,9 @@ func handle_gravity(delta: float) -> void:
|
||||
# Add the gravity.
|
||||
if not is_on_floor():
|
||||
velocity += get_gravity() * delta
|
||||
|
||||
|
||||
func _on_animation_finished() -> void:
|
||||
match current_state:
|
||||
State.JUMP:
|
||||
upJump = false
|
||||
|
@ -1,6 +1,6 @@
|
||||
extends Node2D
|
||||
|
||||
|
||||
signal playerDamage
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
pass # Replace with function body.
|
||||
@ -13,6 +13,11 @@ func _process(delta: float) -> void:
|
||||
|
||||
func _on_trigger(effect: Variant, body: Variant) -> void:
|
||||
print("GC see trigger " + effect)
|
||||
match effect:
|
||||
"player_hurt":
|
||||
if body is Player:
|
||||
print("hurt the player")
|
||||
playerDamage.emit()
|
||||
if body.name == "world-boundary":
|
||||
return
|
||||
if not body is Player:
|
||||
|
@ -2,6 +2,13 @@ class_name SCENEMANAGER extends Node2D
|
||||
|
||||
const bulletscn = preload("res://Scenes/bullet.tscn")
|
||||
@onready var game: Node2D = $".."
|
||||
@onready var triggers: Node2D = $"../Triggers"
|
||||
|
||||
func _ready() -> void:
|
||||
if triggers:
|
||||
for obj in triggers.get_children():
|
||||
if obj is Trigger:
|
||||
obj.areaTriggerSignal.connect(game._on_trigger)
|
||||
|
||||
var bullets: Array[Bullet] = []
|
||||
const MAX_BULLETS = 10
|
||||
|
@ -1,4 +1,4 @@
|
||||
extends Area2D
|
||||
class_name Trigger extends Area2D
|
||||
|
||||
@export var effect := "destroy"
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user