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2 Commits

Author SHA1 Message Date
0e6ba2b209 exported & submitted. 2026-03-30 00:38:17 -04:00
ef76dc3205 decent progress; not enough to submit 2026-03-30 00:16:49 -04:00
34 changed files with 2115 additions and 25 deletions

32
boat.gd Normal file
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#@tool
#@icon(icon_path: String)
class_name Boat
extends RigidBody2D
## Documentation comments
#signal
#enum
#const
@export var movement_speed: float = 10.0
#var
#@onready var
@onready var right_cast: RayCast2D = %RightCast
@onready var left_cast: RayCast2D = %LeftCast
## OVERRIDES
func _ready() -> void:
pass
func _process(_delta: float) -> void:
pass
func _physics_process(delta: float) -> void:
apply_central_force(Vector2(movement_speed, 0.0))
## CORE
## PRIVATE/HELPER
## RECEIVERS
## SETTERS/GETTERS

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boat.gd.uid Normal file
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uid://b464eeimyvolw

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boat.tscn Normal file
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[gd_scene format=3 uid="uid://drmwx05dw5d3c"]
[ext_resource type="Texture2D" uid="uid://iiyslw33af84" path="res://sprites/red.png" id="1_annr2"]
[ext_resource type="Script" uid="uid://b464eeimyvolw" path="res://boat.gd" id="1_viw7v"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_annr2"]
radius = 16.0
height = 100.0
[node name="Boat" type="RigidBody2D" unique_id=918212763]
collision_layer = 8
collision_mask = 14
script = ExtResource("1_viw7v")
[node name="Sprite2D" type="Sprite2D" parent="." unique_id=522204430]
scale = Vector2(0.1, 0.1)
texture = ExtResource("1_annr2")
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=1042250248]
position = Vector2(0, 16)
rotation = 1.5707964
shape = SubResource("CapsuleShape2D_annr2")
[node name="RightCast" type="RayCast2D" parent="." unique_id=1726274503]
unique_name_in_owner = true
target_position = Vector2(100, 0)
collision_mask = 8
[node name="LeftCast" type="RayCast2D" parent="." unique_id=1387764071]
unique_name_in_owner = true
target_position = Vector2(-100, 0)
collision_mask = 8

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export_presets.cfg Normal file
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[preset.0]
name="Web"
platform="Web"
runnable=true
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="exports/web/v0/index.html"
patches=PackedStringArray()
patch_delta_encoding=false
patch_delta_compression_level_zstd=19
patch_delta_min_reduction=0.1
patch_delta_include_filters="*"
patch_delta_exclude_filters=""
encryption_include_filters=""
encryption_exclude_filters=""
seed=0
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
[preset.0.options]
custom_template/debug=""
custom_template/release=""
variant/extensions_support=false
variant/thread_support=false
vram_texture_compression/for_desktop=true
vram_texture_compression/for_mobile=false
html/export_icon=true
html/custom_html_shell=""
html/head_include=""
html/canvas_resize_policy=2
html/focus_canvas_on_start=true
html/experimental_virtual_keyboard=false
progressive_web_app/enabled=false
progressive_web_app/ensure_cross_origin_isolation_headers=true
progressive_web_app/offline_page=""
progressive_web_app/display=1
progressive_web_app/orientation=0
progressive_web_app/icon_144x144=""
progressive_web_app/icon_180x180=""
progressive_web_app/icon_512x512=""
progressive_web_app/background_color=Color(0, 0, 0, 1)
threads/emscripten_pool_size=8
threads/godot_pool_size=4

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/**************************************************************************/
/* godot.audio.position.worklet.js */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
class GodotPositionReportingProcessor extends AudioWorkletProcessor {
static get parameterDescriptors() {
return [
{
name: 'reset',
defaultValue: 0,
minValue: 0,
maxValue: 1,
automationRate: 'k-rate',
},
];
}
constructor(...args) {
super(...args);
this.position = 0;
}
process(inputs, _outputs, parameters) {
if (parameters['reset'][0] > 0) {
this.position = 0;
}
if (inputs.length > 0) {
const input = inputs[0];
if (input.length > 0) {
this.position += input[0].length;
this.port.postMessage({ type: 'position', data: this.position });
}
}
return true;
}
}
registerProcessor('godot-position-reporting-processor', GodotPositionReportingProcessor);

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/**************************************************************************/
/* audio.worklet.js */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
class RingBuffer {
constructor(p_buffer, p_state, p_threads) {
this.buffer = p_buffer;
this.avail = p_state;
this.threads = p_threads;
this.rpos = 0;
this.wpos = 0;
}
data_left() {
return this.threads ? Atomics.load(this.avail, 0) : this.avail;
}
space_left() {
return this.buffer.length - this.data_left();
}
read(output) {
const size = this.buffer.length;
let from = 0;
let to_write = output.length;
if (this.rpos + to_write > size) {
const high = size - this.rpos;
output.set(this.buffer.subarray(this.rpos, size));
from = high;
to_write -= high;
this.rpos = 0;
}
if (to_write) {
output.set(this.buffer.subarray(this.rpos, this.rpos + to_write), from);
}
this.rpos += to_write;
if (this.threads) {
Atomics.add(this.avail, 0, -output.length);
Atomics.notify(this.avail, 0);
} else {
this.avail -= output.length;
}
}
write(p_buffer) {
const to_write = p_buffer.length;
const mw = this.buffer.length - this.wpos;
if (mw >= to_write) {
this.buffer.set(p_buffer, this.wpos);
this.wpos += to_write;
if (mw === to_write) {
this.wpos = 0;
}
} else {
const high = p_buffer.subarray(0, mw);
const low = p_buffer.subarray(mw);
this.buffer.set(high, this.wpos);
this.buffer.set(low);
this.wpos = low.length;
}
if (this.threads) {
Atomics.add(this.avail, 0, to_write);
Atomics.notify(this.avail, 0);
} else {
this.avail += to_write;
}
}
}
class GodotProcessor extends AudioWorkletProcessor {
constructor() {
super();
this.threads = false;
this.running = true;
this.lock = null;
this.notifier = null;
this.output = null;
this.output_buffer = new Float32Array();
this.input = null;
this.input_buffer = new Float32Array();
this.port.onmessage = (event) => {
const cmd = event.data['cmd'];
const data = event.data['data'];
this.parse_message(cmd, data);
};
}
process_notify() {
if (this.notifier) {
Atomics.add(this.notifier, 0, 1);
Atomics.notify(this.notifier, 0);
}
}
parse_message(p_cmd, p_data) {
if (p_cmd === 'start' && p_data) {
const state = p_data[0];
let idx = 0;
this.threads = true;
this.lock = state.subarray(idx, ++idx);
this.notifier = state.subarray(idx, ++idx);
const avail_in = state.subarray(idx, ++idx);
const avail_out = state.subarray(idx, ++idx);
this.input = new RingBuffer(p_data[1], avail_in, true);
this.output = new RingBuffer(p_data[2], avail_out, true);
} else if (p_cmd === 'stop') {
this.running = false;
this.output = null;
this.input = null;
this.lock = null;
this.notifier = null;
} else if (p_cmd === 'start_nothreads') {
this.output = new RingBuffer(p_data[0], p_data[0].length, false);
} else if (p_cmd === 'chunk') {
this.output.write(p_data);
}
}
static array_has_data(arr) {
return arr.length && arr[0].length && arr[0][0].length;
}
process(inputs, outputs, parameters) {
if (!this.running) {
return false; // Stop processing.
}
if (this.output === null) {
return true; // Not ready yet, keep processing.
}
const process_input = GodotProcessor.array_has_data(inputs);
if (process_input) {
const input = inputs[0];
const chunk = input[0].length * input.length;
if (this.input_buffer.length !== chunk) {
this.input_buffer = new Float32Array(chunk);
}
if (!this.threads) {
GodotProcessor.write_input(this.input_buffer, input);
this.port.postMessage({ 'cmd': 'input', 'data': this.input_buffer });
} else if (this.input.space_left() >= chunk) {
GodotProcessor.write_input(this.input_buffer, input);
this.input.write(this.input_buffer);
} else {
// this.port.postMessage('Input buffer is full! Skipping input frame.'); // Uncomment this line to debug input buffer.
}
}
const process_output = GodotProcessor.array_has_data(outputs);
if (process_output) {
const output = outputs[0];
const chunk = output[0].length * output.length;
if (this.output_buffer.length !== chunk) {
this.output_buffer = new Float32Array(chunk);
}
if (this.output.data_left() >= chunk) {
this.output.read(this.output_buffer);
GodotProcessor.write_output(output, this.output_buffer);
if (!this.threads) {
this.port.postMessage({ 'cmd': 'read', 'data': chunk });
}
} else {
// this.port.postMessage('Output buffer has not enough frames! Skipping output frame.'); // Uncomment this line to debug output buffer.
}
}
this.process_notify();
return true;
}
static write_output(dest, source) {
const channels = dest.length;
for (let ch = 0; ch < channels; ch++) {
for (let sample = 0; sample < dest[ch].length; sample++) {
dest[ch][sample] = source[sample * channels + ch];
}
}
}
static write_input(dest, source) {
const channels = source.length;
for (let ch = 0; ch < channels; ch++) {
for (let sample = 0; sample < source[ch].length; sample++) {
dest[sample * channels + ch] = source[ch][sample];
}
}
}
}
registerProcessor('godot-processor', GodotProcessor);

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exports/web/v0/index.html Normal file
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, initial-scale=1.0">
<title>trijam-365-movie-quote</title>
<style>
html, body, #canvas {
margin: 0;
padding: 0;
border: 0;
}
body {
color: white;
background-color: black;
overflow: hidden;
touch-action: none;
}
#canvas {
display: block;
}
#canvas:focus {
outline: none;
}
#status, #status-splash, #status-progress {
position: absolute;
left: 0;
right: 0;
}
#status, #status-splash {
top: 0;
bottom: 0;
}
#status {
background-color: #242424;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
visibility: hidden;
}
#status-splash {
max-height: 100%;
max-width: 100%;
margin: auto;
}
#status-splash.show-image--false {
display: none;
}
#status-splash.fullsize--true {
height: 100%;
width: 100%;
object-fit: contain;
}
#status-splash.use-filter--false {
image-rendering: pixelated;
}
#status-progress, #status-notice {
display: none;
}
#status-progress {
bottom: 10%;
width: 50%;
margin: 0 auto;
}
#status-notice {
background-color: #5b3943;
border-radius: 0.5rem;
border: 1px solid #9b3943;
color: #e0e0e0;
font-family: 'Noto Sans', 'Droid Sans', Arial, sans-serif;
line-height: 1.3;
margin: 0 2rem;
overflow: hidden;
padding: 1rem;
text-align: center;
z-index: 1;
}
</style>
<link id="-gd-engine-icon" rel="icon" type="image/png" href="index.icon.png" />
<link rel="apple-touch-icon" href="index.apple-touch-icon.png"/>
</head>
<body>
<canvas id="canvas">
Your browser does not support the canvas tag.
</canvas>
<noscript>
Your browser does not support JavaScript.
</noscript>
<div id="status">
<img id="status-splash" class="show-image--true fullsize--true use-filter--true" src="index.png" alt="">
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<div id="status-notice"></div>
</div>
<script src="index.js"></script>
<script>
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const GODOT_THREADS_ENABLED = false;
const engine = new Engine(GODOT_CONFIG);
(function () {
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const statusProgress = document.getElementById('status-progress');
const statusNotice = document.getElementById('status-notice');
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if (statusMode === mode || !initializing) {
return;
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if (mode === 'hidden') {
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return;
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statusOverlay.style.visibility = 'visible';
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while (statusNotice.lastChild) {
statusNotice.removeChild(statusNotice.lastChild);
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statusNotice.appendChild(document.createElement('br'));
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function displayFailureNotice(err) {
console.error(err);
if (err instanceof Error) {
setStatusNotice(err.message);
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setStatusNotice(err);
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setStatusNotice('An unknown error occurred.');
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setStatusMode('notice');
initializing = false;
}
const missing = Engine.getMissingFeatures({
threads: GODOT_THREADS_ENABLED,
});
if (missing.length !== 0) {
if (GODOT_CONFIG['serviceWorker'] && GODOT_CONFIG['ensureCrossOriginIsolationHeaders'] && 'serviceWorker' in navigator) {
let serviceWorkerRegistrationPromise;
try {
serviceWorkerRegistrationPromise = navigator.serviceWorker.getRegistration();
} catch (err) {
serviceWorkerRegistrationPromise = Promise.reject(new Error('Service worker registration failed.'));
}
// There's a chance that installing the service worker would fix the issue
Promise.race([
serviceWorkerRegistrationPromise.then((registration) => {
if (registration != null) {
return Promise.reject(new Error('Service worker already exists.'));
}
return registration;
}).then(() => engine.installServiceWorker()),
// For some reason, `getRegistration()` can stall
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setTimeout(() => resolve(), 2000);
}),
]).then(() => {
// Reload if there was no error.
window.location.reload();
}).catch((err) => {
console.error('Error while registering service worker:', err);
});
} else {
// Display the message as usual
const missingMsg = 'Error\nThe following features required to run Godot projects on the Web are missing:\n';
displayFailureNotice(missingMsg + missing.join('\n'));
}
} else {
setStatusMode('progress');
engine.startGame({
'onProgress': function (current, total) {
if (current > 0 && total > 0) {
statusProgress.value = current;
statusProgress.max = total;
} else {
statusProgress.removeAttribute('value');
statusProgress.removeAttribute('max');
}
},
}).then(() => {
setStatusMode('hidden');
}, displayFailureNotice);
}
}());
</script>
</body>
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height = 2160
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[node name="Main2D" type="Node2D" unique_id=1396228864]
[node name="BackgroundLayer" type="Parallax2D" parent="." unique_id=1376556356]
repeat_size = Vector2(512, 512)
scroll_offset = Vector2(0, 1080)
repeat_size = Vector2(3840, 0)
repeat_times = 10
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texture = SubResource("NoiseTexture2D_jmyjl")
[node name="OceanBackground" type="Sprite2D" parent="BackgroundLayer" unique_id=2137941191]
texture = SubResource("GradientTexture2D_4l5f2")
[node name="SkyBackground" type="Sprite2D" parent="BackgroundLayer" unique_id=1592430551]
position = Vector2(0, -1620)
texture = SubResource("GradientTexture2D_1hbw6")
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scroll_offset = Vector2(0, 1080)
repeat_size = Vector2(3840, 0)
autoscroll = Vector2(-100, 0)
repeat_times = 10
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[node name="ForegroundLayer" type="Parallax2D" parent="." unique_id=603516260]
z_index = 100
scroll_scale = Vector2(2, 1)
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repeat_times = 10
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[node name="Shark" parent="." unique_id=868425079 instance=ExtResource("1_a68s1")]
position = Vector2(0, 1080)
[node name="WaterLevel" type="StaticBody2D" parent="." unique_id=1297570319]
collision_layer = 4
collision_mask = 8
[node name="CollisionShape2D" type="CollisionShape2D" parent="WaterLevel" unique_id=1033306709]
shape = SubResource("WorldBoundaryShape2D_4l5f2")
[node name="Boat" parent="." unique_id=441622829 instance=ExtResource("2_4l5f2")]
position = Vector2(0, -109)
movement_speed = 1000.0
[node name="Boundaries" type="Node" parent="." unique_id=406655667]
[node name="Bottom" type="StaticBody2D" parent="Boundaries" unique_id=1567577642]
position = Vector2(0, 2160)
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shape = SubResource("WorldBoundaryShape2D_a68s1")
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position = Vector2(-21000, 0)
collision_layer = 2
collision_mask = 9
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rotation = 1.5707964
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position = Vector2(21000, 0)
collision_layer = 2
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@ -11,9 +11,16 @@ config_version=5
[application]
config/name="trijam-365-movie-quote"
run/main_scene="uid://m87tvwartvc6"
config/features=PackedStringArray("4.6", "GL Compatibility")
boot_splash/image="uid://dlr08vnbmuua"
config/icon="res://icon.svg"
[display]
window/size/viewport_width=1920
window/size/viewport_height=1080
[input]
up={
@ -47,6 +54,13 @@ swim={
]
}
[layer_names]
2d_physics/layer_1="player"
2d_physics/layer_2="boundaries"
2d_physics/layer_3="water_level"
2d_physics/layer_4="boats"
[physics]
3d/physics_engine="Jolt Physics"

View File

@ -1,27 +1,31 @@
#@tool
#@icon(icon_path: String)
#class_name MyNode
extends CharacterBody2D
extends RigidBody2D
## Documentation comments
#signal
enum FaceDirection {LEFT, RIGHT}
#const
@export_range(0, 360, 1.0, "radians_as_degrees") var rotation_speed: float = 0.0 ## degrees per second
enum State {IDLE, SWIM, BITE}
const WATER_LEVEL: float = 0.0
@export_range(0, 360, 1.0, "radians_as_degrees") var rotation_speed: float = 0.0 ## degrees per second
@export var swim_power: float = 100.0
var altitude: float = 0.0
var current_state: State = State.IDLE: set = set_state
var input_vector: Vector2
var facing_right: bool = true: set = set_facing_right
var tilt: float = 0.0
var tilt_power: float = 0.0
@onready var shark_sprite: AnimatedSprite2D = $SharkSprite
@onready var shark_collider: CollisionShape2D = $SharkCollider
@onready var shark_cam: Camera2D = $SharkCam
#@onready var shark_cam: Camera2D = $SharkCam
## OVERRIDES
func _ready() -> void:
pass
_connect_signals()
func _process(_delta: float) -> void:
if facing_right:
@ -30,6 +34,41 @@ func _process(_delta: float) -> void:
tilt = -clamp(rotation, -1.0, 1.0)
func _physics_process(delta: float) -> void:
_handle_movement(delta)
if Input.is_action_just_pressed("swim"):
_swim()
if Input.is_action_just_pressed("bite"):
_bite()
if global_position.y < WATER_LEVEL:
_apply_gravity()
else:
altitude = 0.0
gravity_scale = 0.01
## CORE
func _bite() -> void:
current_state = State.BITE
_apply_swimpulse()
func _swim() -> void:
current_state = State.SWIM
_apply_swimpulse()
## PRIVATE/HELPER
func _apply_gravity() -> void:
altitude = -global_position.y
gravity_scale = 0.01 * altitude
func _apply_swimpulse() -> void:
if facing_right:
apply_central_impulse(Vector2(1.0, tilt).normalized() * swim_power)
else:
apply_central_impulse(Vector2(-1.0, tilt).normalized() * swim_power)
func _connect_signals() -> void:
shark_sprite.connect("animation_finished", on_animation_finished)
func _handle_movement(delta: float) -> void:
# handle left-right movement
input_vector.x = Input.get_axis("left", "right")
# flip sprite if needed
@ -57,11 +96,9 @@ func _physics_process(delta: float) -> void:
rotate(-rotation_speed * delta)
## CORE
## PRIVATE/HELPER
## RECEIVERS
func on_animation_finished() -> void:
current_state = State.IDLE
## SETTERS/GETTERS
func set_facing_right(is_facing_right: bool) -> void:
@ -72,4 +109,12 @@ func set_facing_right(is_facing_right: bool) -> void:
else:
shark_sprite.flip_h = false
facing_right = is_facing_right
func set_state(new_state: State) -> void:
match new_state:
State.IDLE:
shark_sprite.play("idle")
State.SWIM:
shark_sprite.play("swim")
State.BITE:
shark_sprite.play("bite")

View File

@ -327,7 +327,7 @@ animations = [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_ax117")
}],
"loop": true,
"loop": false,
"name": &"swim",
"speed": 24.0
}]
@ -336,27 +336,34 @@ animations = [{
radius = 100.0
height = 500.0
[node name="Shark" type="CharacterBody2D" unique_id=868425079]
[node name="Shark" type="RigidBody2D" unique_id=1655095595]
z_index = 10
gravity_scale = 0.01
script = ExtResource("1_uce6o")
rotation_speed = 1.5707963267948966
[node name="SharkSprite" type="AnimatedSprite2D" parent="." unique_id=1862357568]
sprite_frames = SubResource("SpriteFrames_odtda")
animation = &"bite"
animation = &"swim"
autoplay = "idle"
flip_h = true
[node name="SharkCam" type="Camera2D" parent="." unique_id=692363117]
zoom = Vector2(0.333, 0.333)
limit_left = -21000
limit_top = -1080
limit_right = 21000
limit_bottom = 2160
drag_horizontal_enabled = true
editor_draw_limits = true
[node name="SharkCollider" type="CollisionShape2D" parent="." unique_id=1437907772]
rotation = 1.5707964
shape = SubResource("CapsuleShape2D_uce6o")
[node name="RayCast2D" type="RayCast2D" parent="." unique_id=1636588841]
target_position = Vector2(500, 0)
[node name="SharkDebugLayer" type="CanvasLayer" parent="." unique_id=359221405]
visible = false
[node name="DebugSection" parent="SharkDebugLayer" unique_id=305062788 node_paths=PackedStringArray("target_node") instance=ExtResource("5_l26on")]
target_node = NodePath("../..")
variables_to_track = Array[StringName]([&"input_vector", &"facing_right", &"tilt", &"rotation_speed", &"rotation"])
variables_to_track = Array[StringName]([&"input_vector", &"facing_right", &"tilt", &"gravity_scale", &"rotation", &"linear_velocity", &"global_position", &"altitude"])

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