added shooting animation; timer is a little broken
This commit is contained in:
parent
14146a476d
commit
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@ -11,6 +11,7 @@ config_version=5
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[application]
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config/name="September Game AB"
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config/tags=PackedStringArray("2d", "lesson", "platformer")
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run/main_scene="uid://cueixogtk70go"
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config/features=PackedStringArray("4.5", "Forward Plus")
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config/icon="res://icon.svg"
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@ -1,9 +1,11 @@
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[gd_scene load_steps=27 format=3 uid="uid://d3y1iqmpknpyo"]
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[ext_resource type="Texture2D" uid="uid://uxdt2cgxicmt" path="res://graphics/player_jump/player jump 48x48.png" id="3_dqkch"]
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[ext_resource type="Texture2D" uid="uid://bgp8oow6hgh5o" path="res://graphics/player_run/player run 48x48.png" id="4_qlg0r"]
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[ext_resource type="Texture2D" uid="uid://dadvc8tsvmkb6" path="res://graphics/player_shoot/Player Running Shooting 48x48.png" id="5_tuyoq"]
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[ext_resource type="Texture2D" uid="uid://crll0t2wjtsly" path="res://graphics/player_shoot/player shoot 2H 48x48.png" id="6_fjrip"]
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_3vyb7"]
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radius = 6.0
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@ -89,6 +91,78 @@ region = Rect2(288, 0, 48, 48)
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region = Rect2(336, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_wnwbv"]
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atlas = ExtResource("6_fjrip")
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region = Rect2(0, 0, 48, 48)
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atlas = ExtResource("6_fjrip")
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region = Rect2(288, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_t4otl"]
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atlas = ExtResource("6_fjrip")
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region = Rect2(336, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_j2b1d"]
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atlas = ExtResource("6_fjrip")
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region = Rect2(384, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_cs1tg"]
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region = Rect2(432, 0, 48, 48)
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[sub_resource type="SpriteFrames" id="SpriteFrames_3vyb7"]
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animations = [{
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"frames": [{
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@ -170,6 +244,70 @@ animations = [{
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"loop": true,
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"name": &"run",
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"speed": 15.0
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"texture": SubResource("AtlasTexture_wqfne")
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}],
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"loop": false,
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"name": &"shoot_run",
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"speed": 15.0
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_cs1tg")
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}],
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"loop": false,
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"name": &"shoot_still",
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"speed": 15.0
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}]
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[node name="Player" type="CharacterBody2D"]
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@ -188,14 +326,14 @@ target_position = Vector2(50, 0)
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target_position = Vector2(-50, 0)
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[node name="RightSpawn" type="Marker2D" parent="."]
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position = Vector2(10, -4)
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position = Vector2(16, -7)
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[node name="LeftSpawn" type="Marker2D" parent="."]
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position = Vector2(-10, -4)
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position = Vector2(-16, -7)
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[node name="PlayerSprite" type="AnimatedSprite2D" parent="."]
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sprite_frames = SubResource("SpriteFrames_3vyb7")
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animation = &"jump"
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animation = &"shoot_run"
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autoplay = "idle"
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[node name="Camera2D" type="Camera2D" parent="."]
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@ -1,10 +1,12 @@
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extends CharacterBody2D
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class_name Player extends CharacterBody2D
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## Character controller.
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## TODO: fix bullet cooldown timer
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const SPEED = 300.0
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const JUMP_VELOCITY = -600.0
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enum FaceDirection{LEFT, RIGHT}
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enum State{IDLE, WALK, JUMP, FALLING}
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enum State{IDLE, WALK, JUMP, FALLING, SHOOT_STILL, SHOOT_RUN}
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@export var BUMP_POWER := 50
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@export var SHOVE_POWER := 200
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@ -14,9 +16,10 @@ enum State{IDLE, WALK, JUMP, FALLING}
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var current_state: State = State.IDLE
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var facing : FaceDirection = FaceDirection.RIGHT
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var direction : float = 0.0
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var jump_buffer_timer : Timer
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var push_target : RigidBody2D
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var push_enabled : bool = false
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var jump_buffer_timer : Timer
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var shoot_cooldown_timer : Timer
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@onready var right_cast: RayCast2D = $RightCast
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@onready var left_cast: RayCast2D = $LeftCast
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@ -27,6 +30,9 @@ var push_enabled : bool = false
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func _ready() -> void:
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jump_buffer_timer = Timer.new()
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add_child(jump_buffer_timer)
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shoot_cooldown_timer = Timer.new()
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shoot_cooldown_timer.one_shot = true
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add_child(shoot_cooldown_timer)
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func _physics_process(delta: float) -> void:
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handle_input()
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@ -65,14 +71,22 @@ func handle_input() -> void:
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# Handle shooting
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if Input.is_action_just_pressed("shoot"):
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print("pew-pew")
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match facing:
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FaceDirection.RIGHT:
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%SceneManager.make_bullet(right_spawn.global_transform, 700)
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print("shoot right")
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FaceDirection.LEFT:
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%SceneManager.make_bullet(left_spawn.global_transform, -700)
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print("shoot left")
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if shoot_cooldown_timer.time_left == 0:
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if velocity.x:
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current_state = State.SHOOT_RUN
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else:
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current_state = State.SHOOT_STILL
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print("pew-pew")
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match facing:
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FaceDirection.RIGHT:
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%SceneManager.make_bullet(right_spawn.global_transform, 700)
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print("shoot right")
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FaceDirection.LEFT:
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%SceneManager.make_bullet(left_spawn.global_transform, -700)
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print("shoot left")
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shoot_cooldown_timer.start(0.2)
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else:
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print("can't shoot right now because there are %s seconds left in the cooldown timer" % shoot_cooldown_timer.time_left)
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# Handle throwing grenades
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if Input.is_action_just_pressed("throw"):
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@ -152,6 +166,16 @@ func update_state() -> void:
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current_state = State.IDLE
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else:
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current_state = State.WALK
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# Player shooting
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State.SHOOT_STILL:
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await player_sprite.animation_finished
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current_state = State.IDLE
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# Player shooting while moving
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State.SHOOT_RUN:
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await player_sprite.animation_finished
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current_state = State.WALK
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func update_animation() -> void:
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match facing:
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@ -168,3 +192,7 @@ func update_animation() -> void:
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player_sprite.play("jump")
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State.FALLING:
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player_sprite.play("fall")
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State.SHOOT_STILL:
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player_sprite.play("shoot_still")
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State.SHOOT_RUN:
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player_sprite.play("shoot_run")
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Block a user