added shooting animation; timer is a little broken

This commit is contained in:
Adam Burns 2025-10-16 23:27:09 -04:00
parent 14146a476d
commit ffd98d163e
9 changed files with 302 additions and 15 deletions

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@ -11,6 +11,7 @@ config_version=5
[application] [application]
config/name="September Game AB" config/name="September Game AB"
config/tags=PackedStringArray("2d", "lesson", "platformer")
run/main_scene="uid://cueixogtk70go" run/main_scene="uid://cueixogtk70go"
config/features=PackedStringArray("4.5", "Forward Plus") config/features=PackedStringArray("4.5", "Forward Plus")
config/icon="res://icon.svg" config/icon="res://icon.svg"

View File

@ -1,9 +1,11 @@
[gd_scene load_steps=27 format=3 uid="uid://d3y1iqmpknpyo"] [gd_scene load_steps=47 format=3 uid="uid://d3y1iqmpknpyo"]
[ext_resource type="Script" uid="uid://d3hp5rjoph7hg" path="res://scripts/player.gd" id="1_3vyb7"] [ext_resource type="Script" uid="uid://d3hp5rjoph7hg" path="res://scripts/player.gd" id="1_3vyb7"]
[ext_resource type="Texture2D" uid="uid://dr3rp5hv7rexv" path="res://graphics/player_idle/Player Idle 48x48.png" id="2_g2els"] [ext_resource type="Texture2D" uid="uid://dr3rp5hv7rexv" path="res://graphics/player_idle/Player Idle 48x48.png" id="2_g2els"]
[ext_resource type="Texture2D" uid="uid://uxdt2cgxicmt" path="res://graphics/player_jump/player jump 48x48.png" id="3_dqkch"] [ext_resource type="Texture2D" uid="uid://uxdt2cgxicmt" path="res://graphics/player_jump/player jump 48x48.png" id="3_dqkch"]
[ext_resource type="Texture2D" uid="uid://bgp8oow6hgh5o" path="res://graphics/player_run/player run 48x48.png" id="4_qlg0r"] [ext_resource type="Texture2D" uid="uid://bgp8oow6hgh5o" path="res://graphics/player_run/player run 48x48.png" id="4_qlg0r"]
[ext_resource type="Texture2D" uid="uid://dadvc8tsvmkb6" path="res://graphics/player_shoot/Player Running Shooting 48x48.png" id="5_tuyoq"]
[ext_resource type="Texture2D" uid="uid://crll0t2wjtsly" path="res://graphics/player_shoot/player shoot 2H 48x48.png" id="6_fjrip"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_3vyb7"] [sub_resource type="CapsuleShape2D" id="CapsuleShape2D_3vyb7"]
radius = 6.0 radius = 6.0
@ -89,6 +91,78 @@ region = Rect2(288, 0, 48, 48)
atlas = ExtResource("4_qlg0r") atlas = ExtResource("4_qlg0r")
region = Rect2(336, 0, 48, 48) region = Rect2(336, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_f1ej7"]
atlas = ExtResource("5_tuyoq")
region = Rect2(0, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_l71n6"]
atlas = ExtResource("5_tuyoq")
region = Rect2(48, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_ke2ow"]
atlas = ExtResource("5_tuyoq")
region = Rect2(96, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_ujl30"]
atlas = ExtResource("5_tuyoq")
region = Rect2(144, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_31cv2"]
atlas = ExtResource("5_tuyoq")
region = Rect2(192, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_pf23h"]
atlas = ExtResource("5_tuyoq")
region = Rect2(240, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_dt7fs"]
atlas = ExtResource("5_tuyoq")
region = Rect2(288, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_wqfne"]
atlas = ExtResource("5_tuyoq")
region = Rect2(336, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_wnwbv"]
atlas = ExtResource("6_fjrip")
region = Rect2(0, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_gl8cc"]
atlas = ExtResource("6_fjrip")
region = Rect2(48, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_487ah"]
atlas = ExtResource("6_fjrip")
region = Rect2(96, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_md1ol"]
atlas = ExtResource("6_fjrip")
region = Rect2(144, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_bj30b"]
atlas = ExtResource("6_fjrip")
region = Rect2(192, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_jc3p3"]
atlas = ExtResource("6_fjrip")
region = Rect2(240, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_hax0n"]
atlas = ExtResource("6_fjrip")
region = Rect2(288, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_t4otl"]
atlas = ExtResource("6_fjrip")
region = Rect2(336, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_j2b1d"]
atlas = ExtResource("6_fjrip")
region = Rect2(384, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_cs1tg"]
atlas = ExtResource("6_fjrip")
region = Rect2(432, 0, 48, 48)
[sub_resource type="SpriteFrames" id="SpriteFrames_3vyb7"] [sub_resource type="SpriteFrames" id="SpriteFrames_3vyb7"]
animations = [{ animations = [{
"frames": [{ "frames": [{
@ -170,6 +244,70 @@ animations = [{
"loop": true, "loop": true,
"name": &"run", "name": &"run",
"speed": 15.0 "speed": 15.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_f1ej7")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_l71n6")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_ke2ow")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_ujl30")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_31cv2")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_pf23h")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_dt7fs")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_wqfne")
}],
"loop": false,
"name": &"shoot_run",
"speed": 15.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_wnwbv")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_gl8cc")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_487ah")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_md1ol")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_bj30b")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_jc3p3")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_hax0n")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_t4otl")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_j2b1d")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_cs1tg")
}],
"loop": false,
"name": &"shoot_still",
"speed": 15.0
}] }]
[node name="Player" type="CharacterBody2D"] [node name="Player" type="CharacterBody2D"]
@ -188,14 +326,14 @@ target_position = Vector2(50, 0)
target_position = Vector2(-50, 0) target_position = Vector2(-50, 0)
[node name="RightSpawn" type="Marker2D" parent="."] [node name="RightSpawn" type="Marker2D" parent="."]
position = Vector2(10, -4) position = Vector2(16, -7)
[node name="LeftSpawn" type="Marker2D" parent="."] [node name="LeftSpawn" type="Marker2D" parent="."]
position = Vector2(-10, -4) position = Vector2(-16, -7)
[node name="PlayerSprite" type="AnimatedSprite2D" parent="."] [node name="PlayerSprite" type="AnimatedSprite2D" parent="."]
sprite_frames = SubResource("SpriteFrames_3vyb7") sprite_frames = SubResource("SpriteFrames_3vyb7")
animation = &"jump" animation = &"shoot_run"
autoplay = "idle" autoplay = "idle"
[node name="Camera2D" type="Camera2D" parent="."] [node name="Camera2D" type="Camera2D" parent="."]

View File

@ -1,10 +1,12 @@
extends CharacterBody2D class_name Player extends CharacterBody2D
## Character controller.
## TODO: fix bullet cooldown timer
const SPEED = 300.0 const SPEED = 300.0
const JUMP_VELOCITY = -600.0 const JUMP_VELOCITY = -600.0
enum FaceDirection{LEFT, RIGHT} enum FaceDirection{LEFT, RIGHT}
enum State{IDLE, WALK, JUMP, FALLING} enum State{IDLE, WALK, JUMP, FALLING, SHOOT_STILL, SHOOT_RUN}
@export var BUMP_POWER := 50 @export var BUMP_POWER := 50
@export var SHOVE_POWER := 200 @export var SHOVE_POWER := 200
@ -14,9 +16,10 @@ enum State{IDLE, WALK, JUMP, FALLING}
var current_state: State = State.IDLE var current_state: State = State.IDLE
var facing : FaceDirection = FaceDirection.RIGHT var facing : FaceDirection = FaceDirection.RIGHT
var direction : float = 0.0 var direction : float = 0.0
var jump_buffer_timer : Timer
var push_target : RigidBody2D var push_target : RigidBody2D
var push_enabled : bool = false var push_enabled : bool = false
var jump_buffer_timer : Timer
var shoot_cooldown_timer : Timer
@onready var right_cast: RayCast2D = $RightCast @onready var right_cast: RayCast2D = $RightCast
@onready var left_cast: RayCast2D = $LeftCast @onready var left_cast: RayCast2D = $LeftCast
@ -27,6 +30,9 @@ var push_enabled : bool = false
func _ready() -> void: func _ready() -> void:
jump_buffer_timer = Timer.new() jump_buffer_timer = Timer.new()
add_child(jump_buffer_timer) add_child(jump_buffer_timer)
shoot_cooldown_timer = Timer.new()
shoot_cooldown_timer.one_shot = true
add_child(shoot_cooldown_timer)
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
handle_input() handle_input()
@ -65,14 +71,22 @@ func handle_input() -> void:
# Handle shooting # Handle shooting
if Input.is_action_just_pressed("shoot"): if Input.is_action_just_pressed("shoot"):
print("pew-pew") if shoot_cooldown_timer.time_left == 0:
match facing: if velocity.x:
FaceDirection.RIGHT: current_state = State.SHOOT_RUN
%SceneManager.make_bullet(right_spawn.global_transform, 700) else:
print("shoot right") current_state = State.SHOOT_STILL
FaceDirection.LEFT: print("pew-pew")
%SceneManager.make_bullet(left_spawn.global_transform, -700) match facing:
print("shoot left") 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 # Handle throwing grenades
if Input.is_action_just_pressed("throw"): if Input.is_action_just_pressed("throw"):
@ -153,6 +167,16 @@ func update_state() -> void:
else: else:
current_state = State.WALK current_state = State.WALK
# Player shooting
State.SHOOT_STILL:
await player_sprite.animation_finished
current_state = State.IDLE
# Player shooting while moving
State.SHOOT_RUN:
await player_sprite.animation_finished
current_state = State.WALK
func update_animation() -> void: func update_animation() -> void:
match facing: match facing:
FaceDirection.LEFT: FaceDirection.LEFT:
@ -168,3 +192,7 @@ func update_animation() -> void:
player_sprite.play("jump") player_sprite.play("jump")
State.FALLING: State.FALLING:
player_sprite.play("fall") player_sprite.play("fall")
State.SHOOT_STILL:
player_sprite.play("shoot_still")
State.SHOOT_RUN:
player_sprite.play("shoot_run")