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No commits in common. "18424079b4ef54354bd8ea7ab79c76a42d9d0f69" and "12da9e3334fff09c7974916db23fc050865b61f6" have entirely different histories.
18424079b4
...
12da9e3334
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@ -37,7 +37,6 @@ margin_bottom = 182.0
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rect_scale = Vector2( 2, 2 )
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[node name="Viewport" type="Viewport" parent="ViewportContainer"]
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unique_name_in_owner = true
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size = Vector2( 320, 180 )
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handle_input_locally = false
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render_target_update_mode = 3
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@ -55,7 +54,6 @@ position = Vector2( 112, 56 )
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[node name="UI_Layer" parent="ViewportContainer/Viewport" instance=ExtResource( 3 )]
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[node name="CameraGuide" type="KinematicBody2D" parent="ViewportContainer/Viewport"]
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unique_name_in_owner = true
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position = Vector2( 160, 90 )
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collision_layer = 0
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collision_mask = 256
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@ -67,7 +65,6 @@ shape = SubResource( 1 )
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one_way_collision = true
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[node name="Camera2D" type="Camera2D" parent="ViewportContainer/Viewport"]
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unique_name_in_owner = true
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position = Vector2( 160, 90 )
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current = true
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script = ExtResource( 6 )
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@ -1,39 +0,0 @@
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class_name StaminaComponent
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extends Node
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export var max_stamina: int = 0
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## Recovery Rate in units per second
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export var recovery_rate: int = 0
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onready var stamina :int = max_stamina
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signal stamina_depleted()
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var recovery_counter: float = 0
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func _process(delta):
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recovery_counter += delta
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if recovery_rate != 0:
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var _rate :float = 1.0/float(recovery_rate)
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if recovery_counter > _rate: ## Divide by zero warning
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recover(1)
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recovery_counter = 0
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func reduce_stamina(_amount :int):
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if _amount < 0:
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push_error("ERROR: Only positive numbers in stamina component functions.")
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stamina -= _amount
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if stamina <= 0:
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emit_signal("stamina_depleted")
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stamina = 0
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func recover(recover_amount :int):
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if recover_amount < 0:
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push_error("ERROR: Only positive numbers in stamina component functions.")
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return
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stamina += recover_amount
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if stamina > max_stamina:
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stamina = max_stamina
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@ -1,6 +0,0 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://lib/components/Stamina_Component.gd" type="Script" id=1]
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[node name="Stamina_Component" type="Node"]
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script = ExtResource( 1 )
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@ -1,20 +1,20 @@
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[gd_scene load_steps=6 format=2]
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[ext_resource path="res://lib/classes/state_machine.gd" type="Script" id=1]
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[ext_resource path="res://lib/classes/actor.gd" type="Script" id=2]
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[ext_resource path="res://lib/classes/movement_state_receiver.gd" type="Script" id=3]
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[ext_resource path="res://lib/classes/animated_sprite_state_receiver.gd" type="Script" id=4]
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[ext_resource path="res://lib/classes/audiostreamplayer_state_receiver.gd" type="Script" id=5]
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[ext_resource path="res://lib/classes/animated_sprite_state_receiver.gd" type="Script" id=1]
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[ext_resource path="res://lib/classes/state_machine.gd" type="Script" id=2]
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[ext_resource path="res://lib/classes/audiostreamplayer_state_receiver.gd" type="Script" id=3]
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[ext_resource path="res://lib/classes/movement_state_receiver.gd" type="Script" id=5]
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[ext_resource path="res://lib/classes/actor.gd" type="Script" id=8]
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[node name="Actor" type="KinematicBody2D"]
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[node name="ActorTemplate" type="KinematicBody2D"]
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collision_layer = 2
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script = ExtResource( 2 )
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script = ExtResource( 8 )
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[node name="Movement_StateMachine" type="Node" parent="."]
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script = ExtResource( 1 )
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script = ExtResource( 2 )
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[node name="AnimatedSprite_StateReceiver" type="AnimatedSprite" parent="."]
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script = ExtResource( 4 )
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script = ExtResource( 1 )
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__meta__ = {
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"_aseprite_wizard_config_": {
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"layer": "",
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@ -31,9 +31,9 @@ __meta__ = {
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callable_state_machine = NodePath("../Movement_StateMachine")
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[node name="Movement_StateReceiver" type="Node" parent="."]
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script = ExtResource( 3 )
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script = ExtResource( 5 )
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callable_state_machine = NodePath("../Movement_StateMachine")
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[node name="AudioStreamPlayer_StateReceiver" type="AudioStreamPlayer" parent="."]
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script = ExtResource( 5 )
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script = ExtResource( 3 )
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callable_state_machine = NodePath("../Movement_StateMachine")
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@ -104,11 +104,6 @@ _global_script_classes=[ {
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"language": "GDScript",
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"path": "res://lib/classes/sound_effect_state_frame.gd"
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}, {
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"base": "Node",
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"class": "StaminaComponent",
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"language": "GDScript",
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"path": "res://lib/components/Stamina_Component.gd"
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}, {
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"base": "Resource",
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"class": "State",
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"language": "GDScript",
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@ -164,7 +159,6 @@ _global_script_class_icons={
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"Movement_StateReceiver": "",
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"Projectile": "",
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"SE_StateFrame": "",
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"StaminaComponent": "",
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"State": "",
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"StateAnimatedActor": "",
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"StateMachine": "",
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@ -1,6 +1,6 @@
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[gd_scene load_steps=116 format=2]
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[ext_resource path="res://lib/parent_scenes/actor.tscn" type="PackedScene" id=1]
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[ext_resource path="res://lib/templates/Actor/ActorTemplate.tscn" type="PackedScene" id=1]
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[ext_resource path="res://src/actors/players/playerD/movement_component.gd" type="Script" id=2]
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[ext_resource path="res://src/actors/players/playerD/Player.gd" type="Script" id=3]
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[ext_resource path="res://lib/components/Health_Component.tscn" type="PackedScene" id=7]
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@ -1,14 +1,10 @@
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extends Movement_StateReceiver
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var parent_request_state_change :FuncRef
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var parent_use_primary_item :FuncRef
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var player_number: int = 1
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onready var pew_machine = $"%PewMachine"
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onready var stamina_component = $"%Stamina_Component"
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var state_stamina_cost :Dictionary
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func _ready():
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var state_ref :State
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@ -18,10 +14,6 @@ func _ready():
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#TODO Should probably assert here or something.
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state_ref.connect("state_entered", self, "_on_state_entered_" + state_name)
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parent_request_state_change = funcref(get_node(callable_state_machine), 'check_parent_before_state_change')
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if parent.has_method("use_primary_item"):
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parent_use_primary_item = funcref(parent, "use_primary_item")
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# Lets see if this nutty thing works
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# var state_ref :State = get_node(callable_state_machine).get_state_reference('idle')
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# state_ref.connect("state_entered", self, "_on_state_entered_idle")
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@ -38,7 +30,7 @@ func get_movement_direction() -> float:
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var _wants_jump :bool
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func wants_jump() -> bool:
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if Input.is_action_just_pressed("jump_" + str(player_number)) and stamina_component.stamina >= state_stamina_cost["jump"]:
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if Input.is_action_just_pressed("jump_" + str(player_number)):
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desired_movement_vector.y = UP
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_wants_jump = true
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return true
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@ -85,9 +77,9 @@ func wants_dash() -> bool:
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var _wants_roll :bool
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func wants_roll() -> bool:
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if Input.is_action_just_pressed("dash_" + str(player_number)) and Input.is_action_pressed("move_up_" + str(player_number)):
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if parent.enough_stamina_for("roll"):
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_wants_roll = true
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return true
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else:
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_wants_roll = false
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return false
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@ -159,20 +151,15 @@ func _state_process_physics_idle():
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func attack_primary():
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##Another thing I wish I could avoid the funcref or string call
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# if get_parent().has_method("use_primary_item"):
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# var _item_state_name :String = get_parent().use_primary_item()
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# if _item_state_name != '':
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# request_state_change.call_func(_item_state_name)
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if parent_use_primary_item.is_valid():
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var _item_state_name :String = parent_use_primary_item.call_func()
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if get_parent().has_method("primary_item"):
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var _item_state_name :String = get_parent().primary_item()
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if _item_state_name != '':
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request_state_change.call_func(_item_state_name)
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func attack_secondary():
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if get_parent().has_method("use_secondary_item"):
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var _item_state_name :String = get_parent().use_secondary_item()
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if get_parent().has_method("secondary_item"):
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var _item_state_name :String = get_parent().secondary_item()
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if _item_state_name != '':
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request_state_change.call_func(_item_state_name)
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@ -7,47 +7,25 @@ export var player_number: int = 1
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# var b = "text"
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onready var player_inventory :InventoryManager = InventoryManager.new()
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onready var stamina_component = $"%Stamina_Component"
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onready var health_component = $"%Health_Component"
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var punch_item :Item = preload("res://assets/items/punch.tres")
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const state_stamina_cost :Dictionary = {
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"jump": 10,
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"attack_sword":20,
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"attack_punch":10,
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"roll":40,
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"ledge_climb":10
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}
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# Called when the node enters the scene tree for the first time.
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func _ready():
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PlayerInfo.player_health = health_component.health
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PlayerInfo.player_health = $Health_Component.health
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PlayerInfo.player_inventory = player_inventory
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PlayerInfo.player_stamina = stamina_component.stamina
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# Set initial player position in world.
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global_position = LevelInfo.player_start_position
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player_inventory.add_to_inventory(punch_item)
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player_inventory.select_primary(punch_item)
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movement_component.state_stamina_cost = state_stamina_cost
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#var stamina_recovery :float = 0.0
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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PlayerInfo.player_position = global_position.round()
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# stamina_recovery += delta
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# if stamina_recovery > 1.0:
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# stamina_component.recover(1)
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# stamina_recovery = 0.0
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# #print("recover ", stamina_component.stamina)
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PlayerInfo.player_stamina = stamina_component.stamina
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match movement_state_machine.current_state.name:
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"idle":
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if Input.is_action_just_released("switch_primary_item_" + str(player_number)):
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@ -61,10 +39,10 @@ func _process(delta):
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func hit_Receiver(damage):
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$Hurtbox_Component.set_hurtbox(false)
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health_component.take_damage(damage)
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$Health_Component.take_damage(damage)
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if $Health_Component.health > 0:
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movement_state_machine.change_to_known_state('hurt')
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PlayerInfo.player_health = health_component.health
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PlayerInfo.player_health = $Health_Component.health
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if PlayerInfo.player_health <= 0:
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return
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yield( get_tree().create_timer(2 + movement_state_machine.get_state_reference('hurt').timeout_seconds), "timeout")
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@ -92,15 +70,6 @@ func touch_the_thing(the_thing: Interactable) -> bool:
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the_thing.trigger_interaction()
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return true
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func enough_stamina_for(_state_name :String) -> bool:
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if state_stamina_cost.has(_state_name):
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if stamina_component.stamina >= state_stamina_cost[_state_name]:
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return true
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else:
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return false
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## Return true by default because we don't have a cost for this move
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return true
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var state_to_item_map :Dictionary = {
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"sword": "attack_sword" ,
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"gun": "attack_shoot",
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@ -109,7 +78,7 @@ var state_to_item_map :Dictionary = {
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}
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##TODO: We need to find a way to 'use' the item.
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func use_primary_item() -> String:
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func primary_item() -> String:
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# if player_inventory.primary_selection.consumable == false:
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# if state_to_item_map.has(player_inventory.primary_selection.name):
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# player_inventory.remove_from_inventory(player_inventory.primary_selection)
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@ -118,32 +87,18 @@ func use_primary_item() -> String:
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if player_inventory.primary_selection != null: # Have to make sure we even have a second
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var _item_name :String = player_inventory.primary_selection.name
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if state_to_item_map.has(_item_name):
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var state_name = state_to_item_map[_item_name]
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## This item state has a cost associated with it.
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if enough_stamina_for(state_name):
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#print("Yup: ", state_stamina_cost[state_name], "<=", stamina_component.stamina)
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player_inventory.remove_from_inventory(player_inventory.primary_selection)
|
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return state_to_item_map[_item_name]
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else:
|
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## TODO: maybe some sort of 'fail' animation state
|
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#print("Nope: ", state_stamina_cost[state_name], "<=", stamina_component.stamina)
|
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return '' ## you can't use this
|
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player_inventory.remove_from_inventory(player_inventory.primary_selection)
|
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return state_to_item_map[_item_name]
|
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|
||||
return ''
|
||||
|
||||
func use_secondary_item() -> String:
|
||||
func secondary_item() -> String:
|
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if player_inventory.secondary_selection != null: # Have to make sure we even have a second
|
||||
var _item_name :String = player_inventory.secondary_selection.name
|
||||
if state_to_item_map.has(_item_name):
|
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var state_name = state_to_item_map[_item_name]
|
||||
if enough_stamina_for(state_name):
|
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player_inventory.remove_from_inventory(player_inventory.secondary_selection)
|
||||
return state_to_item_map[_item_name]
|
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else:
|
||||
## TODO: maybe some sort of 'fail' animation state
|
||||
return ''
|
||||
|
||||
return ''
|
||||
|
||||
#func check_state_change(_new_state_name: String) -> bool:
|
||||
|
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@ -156,10 +111,3 @@ func use_secondary_item() -> String:
|
|||
# _: # None
|
||||
# return true
|
||||
# return true
|
||||
|
||||
|
||||
func _on_Movement_StateMachine_state_changed(old_state_name, new_state):
|
||||
# if new_state.name == "jump":
|
||||
# stamina_component.reduce_stamina(state_stamina_cost["jump"])
|
||||
if state_stamina_cost.has(new_state.name):
|
||||
stamina_component.reduce_stamina(state_stamina_cost[new_state.name])
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
[gd_scene load_steps=36 format=2]
|
||||
|
||||
[ext_resource path="res://lib/parent_scenes/actor.tscn" type="PackedScene" id=1]
|
||||
[ext_resource path="res://lib/templates/Actor/ActorTemplate.tscn" type="PackedScene" id=1]
|
||||
[ext_resource path="res://assets/actors/players/playerE/PlayerE_SpriteFrames.tres" type="SpriteFrames" id=2]
|
||||
[ext_resource path="res://src/actors/players/playerE/PlayerE.gd" type="Script" id=3]
|
||||
[ext_resource path="res://src/actors/players/playerE/states/idle.tres" type="Resource" id=4]
|
||||
|
|
@ -27,8 +27,8 @@
|
|||
[ext_resource path="res://assets_tmp/SE/tap.wav" type="AudioStream" id=25]
|
||||
[ext_resource path="res://assets_tmp/SE/land.wav" type="AudioStream" id=26]
|
||||
[ext_resource path="res://src/actors/players/playerE/states/attack_punch.tres" type="Resource" id=27]
|
||||
[ext_resource path="res://src/components/PewMachine.tscn" type="PackedScene" id=28]
|
||||
[ext_resource path="res://lib/components/Stamina_Component.tscn" type="PackedScene" id=29]
|
||||
[ext_resource path="res://src/PewMachine.gd" type="Script" id=28]
|
||||
[ext_resource path="res://src/projectiles/MushroomPew.tscn" type="PackedScene" id=29]
|
||||
|
||||
[sub_resource type="Resource" id=3]
|
||||
resource_local_to_scene = true
|
||||
|
|
@ -132,15 +132,9 @@ position = Vector2( 0, 2 )
|
|||
shape = SubResource( 1 )
|
||||
|
||||
[node name="Health_Component" parent="." index="8" instance=ExtResource( 17 )]
|
||||
unique_name_in_owner = true
|
||||
max_health = 100
|
||||
|
||||
[node name="Stamina_Component" parent="." index="9" instance=ExtResource( 29 )]
|
||||
unique_name_in_owner = true
|
||||
max_stamina = 50
|
||||
recovery_rate = 12
|
||||
|
||||
[node name="Hurtbox_Component" parent="." index="10" instance=ExtResource( 16 )]
|
||||
[node name="Hurtbox_Component" parent="." index="9" instance=ExtResource( 16 )]
|
||||
collision_layer = 16
|
||||
collision_mask = 128
|
||||
hurtbox_entered_function = "hit_Receiver"
|
||||
|
|
@ -150,10 +144,12 @@ modulate = Color( 0, 0, 1, 1 )
|
|||
position = Vector2( -1, 2 )
|
||||
shape = SubResource( 2 )
|
||||
|
||||
[node name="Interactable_Receiver" type="Node" parent="." index="11"]
|
||||
[node name="Interactable_Receiver" type="Node" parent="." index="10"]
|
||||
script = ExtResource( 21 )
|
||||
interactable_parent_callback = "touch_the_thing"
|
||||
|
||||
[node name="PewMachine" parent="." index="12" instance=ExtResource( 28 )]
|
||||
|
||||
[connection signal="state_changed" from="Movement_StateMachine" to="." method="_on_Movement_StateMachine_state_changed"]
|
||||
[node name="PewMachine" type="Position2D" parent="." index="11"]
|
||||
unique_name_in_owner = true
|
||||
position = Vector2( 21, -7 )
|
||||
script = ExtResource( 28 )
|
||||
scene_path = ExtResource( 29 )
|
||||
|
|
|
|||
|
|
@ -1,17 +1,14 @@
|
|||
class_name Projectile
|
||||
extends Area2D
|
||||
##TODO: Probably implement some sort of object pooling option
|
||||
## so wen're not just deleting itself every timemout or screen exit.
|
||||
|
||||
|
||||
# Declare member variables here. Examples:
|
||||
# var a = 2
|
||||
# var b = "text"
|
||||
|
||||
export var velocity_pps :float = 1
|
||||
export var lifespan :float = -1
|
||||
var direction_normal := Vector2(0,0)
|
||||
|
||||
var time_alive :float = 0.0
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
|
||||
pass # Replace with function body.
|
||||
|
|
@ -19,10 +16,6 @@ func _ready():
|
|||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta):
|
||||
if lifespan != -1:
|
||||
time_alive += delta
|
||||
if time_alive > lifespan:
|
||||
queue_free()
|
||||
rotate(delta * 10)
|
||||
position += direction_normal * velocity_pps * delta
|
||||
|
||||
|
|
@ -35,7 +28,3 @@ func _on_body_entered(body):
|
|||
|
||||
func _on_area_entered(area):
|
||||
pass # Replace with function body.
|
||||
|
||||
|
||||
func _on_VisibilityNotifier2D_screen_exited():
|
||||
queue_free()
|
||||
|
|
|
|||
|
|
@ -1,10 +0,0 @@
|
|||
[gd_scene load_steps=3 format=2]
|
||||
|
||||
[ext_resource path="res://src/components/PewMachine.gd" type="Script" id=1]
|
||||
[ext_resource path="res://src/projectiles/MushroomPew.tscn" type="PackedScene" id=2]
|
||||
|
||||
[node name="PewMachine" type="Position2D"]
|
||||
unique_name_in_owner = true
|
||||
position = Vector2( 21, -7 )
|
||||
script = ExtResource( 1 )
|
||||
scene_path = ExtResource( 2 )
|
||||
|
|
@ -1,6 +1,6 @@
|
|||
[gd_scene load_steps=4 format=2]
|
||||
|
||||
[ext_resource path="res://src/parent_scenes/projectile.tscn" type="PackedScene" id=1]
|
||||
[ext_resource path="res://src/templates/projectile_template.tscn" type="PackedScene" id=1]
|
||||
[ext_resource path="res://assets/items/mushroom_icon.png" type="Texture" id=2]
|
||||
|
||||
[sub_resource type="CapsuleShape2D" id=1]
|
||||
|
|
@ -9,7 +9,6 @@ height = 2.0
|
|||
|
||||
[node name="MushroomPew" instance=ExtResource( 1 )]
|
||||
velocity_pps = 300.0
|
||||
lifespan = 0.5
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="0"]
|
||||
shape = SubResource( 1 )
|
||||
|
|
|
|||
|
|
@ -2,12 +2,9 @@
|
|||
|
||||
[ext_resource path="res://src/classes/projectile.gd" type="Script" id=1]
|
||||
|
||||
[node name="Projectile" type="Area2D"]
|
||||
[node name="Projectile_Template" type="Area2D"]
|
||||
monitorable = false
|
||||
script = ExtResource( 1 )
|
||||
|
||||
[node name="VisibilityNotifier2D" type="VisibilityNotifier2D" parent="."]
|
||||
|
||||
[connection signal="area_entered" from="." to="." method="_on_area_entered"]
|
||||
[connection signal="body_entered" from="." to="." method="_on_body_entered"]
|
||||
[connection signal="screen_exited" from="VisibilityNotifier2D" to="." method="_on_VisibilityNotifier2D_screen_exited"]
|
||||
|
|
@ -16,8 +16,6 @@ onready var DialogIndicator = $PanelContainer/Polygon2D
|
|||
|
||||
onready var health_bar = $HealthBar
|
||||
|
||||
onready var stamina_bar = $StaminaBar
|
||||
|
||||
## Cool I can bring this in with a ctrl drag
|
||||
onready var selected_inventory_items = $"%SelectedInventoryItems"
|
||||
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
[gd_scene load_steps=10 format=2]
|
||||
[gd_scene load_steps=9 format=2]
|
||||
|
||||
[ext_resource path="res://icon.png" type="Texture" id=1]
|
||||
[ext_resource path="res://assets/Fonts/QuinqueFive.tres" type="DynamicFont" id=2]
|
||||
|
|
@ -8,7 +8,6 @@
|
|||
[ext_resource path="res://assets/UI/Healthbar-Indicator.png" type="Texture" id=6]
|
||||
[ext_resource path="res://assets/UI/Staminabar-Indicator.png" type="Texture" id=7]
|
||||
[ext_resource path="res://src/ui/SelectedInventoryItems.gd" type="Script" id=8]
|
||||
[ext_resource path="res://src/ui/StaminaBar.gd" type="Script" id=9]
|
||||
|
||||
[node name="HUD" type="CanvasLayer"]
|
||||
pause_mode = 2
|
||||
|
|
@ -72,7 +71,7 @@ value = 50.0
|
|||
texture_under = ExtResource( 4 )
|
||||
texture_progress = ExtResource( 7 )
|
||||
texture_progress_offset = Vector2( 1, 1 )
|
||||
script = ExtResource( 9 )
|
||||
script = ExtResource( 5 )
|
||||
|
||||
[node name="Debug" type="Label" parent="."]
|
||||
anchor_left = 1.0
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user