From a57003ec241296ec52fd72edb4a2e63e9ac7d0ce Mon Sep 17 00:00:00 2001 From: Adam Date: Wed, 5 Nov 2025 21:10:37 -0500 Subject: [PATCH] cleaned up player code and animations a bit; mapped new colours onto veg assets --- graphics/objects/mushroom_32x64.png | Bin 1203 -> 1133 bytes graphics/objects/veg_32x32.png | Bin 675 -> 291 bytes project.godot | 8 +++---- scenes/{game.tscn => level_1.tscn} | 0 scenes/player.tscn | 35 ++++++++-------------------- scripts/game_controller.gd | 2 +- scripts/player.gd | 17 +++++--------- 7 files changed, 21 insertions(+), 41 deletions(-) rename scenes/{game.tscn => level_1.tscn} (100%) diff --git a/graphics/objects/mushroom_32x64.png b/graphics/objects/mushroom_32x64.png index 957e81672bbf46a1814ab97e870aef8bec5d53b1..81212df3ef633a5c982c58796e2d88177ab80d46 100644 GIT binary patch delta 1030 zcmV+h1o`{33GE1wBnkm@Qb$4o*~u(_ks%Y2K`fDf9DfT20tPvy|8>Uz00YBGL_t(& z-tCrMXdG1(fWLd^?##~qWV`KRHnBEow6xL{Ew5VXh}BLEqIGI?>0$xnyc1< zj4t^!*SpO7pt9z;ED#(%V-zzQ_O)QWL+mdL=K*=)u zK3l_{lW_p{oQ&g}zlfGLQV1eJNsV7FJmumC{O*&YSjy>rxgMG~T5PWM5wawpaeYx7 zYb~lU#oG@{hIht!?fFrD9h>EBs>C-l2Y&(hVdw)<^&RMH?bUX!hj_@KDW(Wmk_|D1 zsRW=wyMUk=*+O0`#(z1(@cBF!GG!*^n@rPYGV>0poW?%fh#FAfI2A8JMS*o8K}fk2Yi?pbYVq5-c~oZRYE%OPfxy*}E`Per zs3Xk0XyP+{#9Wt@TU?pIbXFq+f?zs@bRx(?8m<36NXOMoWi_s=@f95u;A*|HMfCC4 zgJQINlryO^*~u}~#j_ZtG*TKk(MHm@ZO4gjWG3TqZrbJYtGA%b8q0B*bMmBgY2_mT zD7$ber-=%Q&(I)T@~$EyA*ct061JLq75ye^T-%wn0rEBhincP+ot$18SVc#$QQ7lXK=FtJz^M+%DLf0^zSnXH!+xscTxmv@B{O zAOu{t?W*5|RSQTVF^nq$LdvQIs?S^{Jb@cqK!|@?VEaSQh97zQpa!Vhbuaa`r?@$O ziu#uO0QfU@T{q#5_5uCObNl}>cIdzx%ie~60526(!*s?1NdN!<07*qoM6N<$g7LTU ADF6Tf delta 1112 zcmV-e1gHD$2(t;0BpL)~K}|sb0I`n?{9y$E0004VQb$4o*~u(_kv=aE24YJ`L;(K) z{{a7>y{D6rY9D_J8y5mKP1`$x000B`Nkl1v78QXJ-ox~%@Zqhm_ z7dN6HRYfYOV#S8CEB^o?ShZ?}_zkSs(H(yQfe=DPVhsYME+|ziT2OFllaRP}QeQK- z!y+Y6TI@Kjh>GS}&dm9~ci!`zZ_XJ=Nl8gbNl8gb`M-bh*1?i{u38rRD&qZxS(#2n zN=iyf%9F#XN-?(|dHt$wRjQ674NUBZfJVI^0$Ku@{c>MGNAG3eM<-`ZAtNYHZVzAE zjA(X~jd#9Vo*F04a=n*~E#U0Yd2`}`py7RE{Mt&yk*XI1JX6Ui zXJVS3{~WFIvrMkuU}E(f+-yRvl2KnQ$9&yr#w;La6NlUNo*C+ZfX)b!nXlT71mKl& zM9$K5XO3~#U!Ywm(e~#F-FXn2oEAGyv4jyY)QNve)sfP`U}(YJT-!Qdn={7>A&2uC zTPwDl0zu9JAjrAI+6EJm(}FjTz+$lvKm6(en=5ENWVKDS+3Inc9J=U+vv)_Z2;0pfgZ&XiQd%L`d*GZtP}0*1tz zBFcYGqqmwgo_duiV^jR$V{R;OatDY{ z92q*jh(_PAktnnl5JkIMhC?ZO0#7Fd`4WGV>TLCBH`r5e5OfNA|=1|G&6FD#mZ?{Vlr838Q)a+7~{H{g@Y*T#;w=RX-a$Hgy|@n_076Zt*wipJiM zoIYN&2qBZrk}nhxLXfrXJqy^g15!woQYfVmQvO-A_J1beaghpm@&tT(>8Eg~iHLtJ z`v)#OW&x*<*W|mWUo!xn=VH4aj^{Cv-#*j9Pk diff --git a/graphics/objects/veg_32x32.png b/graphics/objects/veg_32x32.png index 4e09fa94c72733804bbf24e8b93c93c7daf096c0..5bbf314f67e88a8af722a9b91617f2665e3f5fec 100644 GIT binary patch delta 265 zcmZ3?x|nH#ay!lvI6-E$sR$z3=CCj3=9n| z3=F@3LJcn%7)lKo7+xhXFj&oCU=S~uvn$XBD8X6a5n0T@pr;JNj1^1m%YcIHC7!;n z>@T_5nAojU--?3NReHKOhD02GJ6TcafI>YF3-f#D@XuSaO8&cx8VjD}@$|^f6K&d5 zzC?f#sF;D_gYnZVj%)jOUOQhq)t|ZI=`)5&8cOO)tEQceIdD{P)mP@VOPBA}baEX>4Tx04R}tkv&MmKpe$iTcsiu5i5!~ zWT;Lph>AFB6^c+H)C#RSm|Xe=O&XFE7e~Rh;NZt%)xpJCR|i)?5c~jf7n~Gbq{ROv zg%&X$9QWhhy~o``&;5hSpPC5R9p zqlyyBun?nFBY(w2iuU6k{$a;2l1nC635*;Is6d6}_`(0+ceiGKa>7jt#evQj+x{2@ zg1bPYX4~J#w%s@Z0?)ve*78^Cz|1GeSad^gZEa<4bO1wgWnpw> zWFU8GbZ8()Nlj2!fese{004VQL_t(o!|ju?4Zt7_1PueQT$ad4EWvVFfK*5>Yzf;q zY5pn-!u{hw1ONa4006+xlv4-w(dJs;*Hb void: jump_buffer_timer = Timer.new() + jump_buffer_timer.one_shot = true add_child(jump_buffer_timer) shoot_cooldown_timer = Timer.new() shoot_cooldown_timer.one_shot = true @@ -95,28 +96,22 @@ func handle_input() -> void: current_state = State.SHOOT_RUN else: current_state = State.SHOOT_STILL - print("pew-pew") match facing: FaceDirection.RIGHT: %SceneManager.make_bullet(right_spawn.global_transform, 700) - print("shoot right") FaceDirection.LEFT: %SceneManager.make_bullet(left_spawn.global_transform, -700) - print("shoot left") shoot_cooldown_timer.start(0.2) else: print("can't shoot right now because there are %s seconds left in the cooldown timer" % shoot_cooldown_timer.time_left) # Handle throwing grenades if Input.is_action_just_pressed("throw"): - print("grenade!") match facing: FaceDirection.RIGHT: %SceneManager.make_grenade(right_spawn.global_transform, 1.0) - print("throwing right") FaceDirection.LEFT: %SceneManager.make_grenade(left_spawn.global_transform, -1.0) - print("throwing left") func handle_movement(delta) -> void: # Left-right movement. Use acceleration for smoothing