Compare commits

..

4 Commits

40 changed files with 915 additions and 122 deletions

View File

@ -1,22 +1,14 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://src/actors/players/playerE/PlayerE.tscn" type="PackedScene" id=1]
[sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 208, 20 )
[ext_resource path="res://src/levels/TestBox.tscn" type="PackedScene" id=2]
[node name="Main" type="Node2D"]
[node name="ColorRect" type="ColorRect" parent="."]
margin_top = 160.0
margin_right = 416.0
margin_bottom = 200.0
[node name="StaticBody2D" type="StaticBody2D" parent="ColorRect"]
[node name="CollisionShape2D" type="CollisionShape2D" parent="ColorRect/StaticBody2D"]
position = Vector2( 208, 20 )
shape = SubResource( 1 )
[node name="TestBox" parent="." instance=ExtResource( 2 )]
__meta__ = {
"_edit_lock_": true
}
[node name="PlayerE" parent="." instance=ExtResource( 1 )]
position = Vector2( 112, 56 )

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.7 KiB

View File

@ -0,0 +1,35 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/Background.png-3e1697a0a93fbfdc69bec553670bb3ff.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/levels/LegacyFantasy-High_Forest/Backgrounds/Background.png"
dest_files=[ "res://.import/Background.png-3e1697a0a93fbfdc69bec553670bb3ff.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
process/normal_map_invert_y=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

Binary file not shown.

After

Width:  |  Height:  |  Size: 27 KiB

View File

@ -0,0 +1,35 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/Buildings.png-2e3a928972d2d477da0b4f8c3b4a65f8.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/levels/LegacyFantasy-High_Forest/Tiles/Buildings.png"
dest_files=[ "res://.import/Buildings.png-2e3a928972d2d477da0b4f8c3b4a65f8.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
process/normal_map_invert_y=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

Binary file not shown.

After

Width:  |  Height:  |  Size: 16 KiB

View File

@ -0,0 +1,35 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/Hive.png-766b2e8cf6a015df2684c5e7cbdc7c44.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/levels/LegacyFantasy-High_Forest/Tiles/Hive.png"
dest_files=[ "res://.import/Hive.png-766b2e8cf6a015df2684c5e7cbdc7c44.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
process/normal_map_invert_y=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

Binary file not shown.

After

Width:  |  Height:  |  Size: 16 KiB

View File

@ -0,0 +1,35 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/Interior-01.png-e36eb8686d5d7ea510732d6468414134.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/levels/LegacyFantasy-High_Forest/Tiles/Interior-01.png"
dest_files=[ "res://.import/Interior-01.png-e36eb8686d5d7ea510732d6468414134.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
process/normal_map_invert_y=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

Binary file not shown.

After

Width:  |  Height:  |  Size: 18 KiB

View File

@ -0,0 +1,35 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/Props-Rocks.png-c3a4a1ea40edef088b0bf5743ead1548.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/levels/LegacyFantasy-High_Forest/Tiles/Props-Rocks.png"
dest_files=[ "res://.import/Props-Rocks.png-c3a4a1ea40edef088b0bf5743ead1548.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
process/normal_map_invert_y=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

Binary file not shown.

After

Width:  |  Height:  |  Size: 59 KiB

View File

@ -0,0 +1,35 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/Tiles.png-883bcad459b4332b215bf85b9dac5965.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/levels/LegacyFantasy-High_Forest/Tiles/Tiles.png"
dest_files=[ "res://.import/Tiles.png-883bcad459b4332b215bf85b9dac5965.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
process/normal_map_invert_y=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

Binary file not shown.

After

Width:  |  Height:  |  Size: 30 KiB

View File

@ -0,0 +1,35 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/Tree-Assets.png-34d68c470231d8d3930f4dd9e37f8205.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/levels/LegacyFantasy-High_Forest/Tiles/Tree-Assets.png"
dest_files=[ "res://.import/Tree-Assets.png-34d68c470231d8d3930f4dd9e37f8205.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
process/normal_map_invert_y=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

Binary file not shown.

After

Width:  |  Height:  |  Size: 25 KiB

View File

@ -0,0 +1,35 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/Background.png-65626a47c91995b957a6801b0bead7a2.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/levels/LegacyFantasy-High_Forest/Trees/Background.png"
dest_files=[ "res://.import/Background.png-65626a47c91995b957a6801b0bead7a2.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
process/normal_map_invert_y=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

Binary file not shown.

After

Width:  |  Height:  |  Size: 110 KiB

View File

@ -0,0 +1,35 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/Dark-Tree.png-98d3f8a472b2b48d92f523415427d482.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/levels/LegacyFantasy-High_Forest/Trees/Dark-Tree.png"
dest_files=[ "res://.import/Dark-Tree.png-98d3f8a472b2b48d92f523415427d482.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
process/normal_map_invert_y=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

Binary file not shown.

After

Width:  |  Height:  |  Size: 132 KiB

View File

@ -0,0 +1,35 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/Golden-Tree.png-bb50a69018519417c5dc25734838025d.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/levels/LegacyFantasy-High_Forest/Trees/Golden-Tree.png"
dest_files=[ "res://.import/Golden-Tree.png-bb50a69018519417c5dc25734838025d.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
process/normal_map_invert_y=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

Binary file not shown.

After

Width:  |  Height:  |  Size: 130 KiB

View File

@ -0,0 +1,35 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/Green-Tree.png-056618f8fca9ed0d73813f52736071a8.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/levels/LegacyFantasy-High_Forest/Trees/Green-Tree.png"
dest_files=[ "res://.import/Green-Tree.png-056618f8fca9ed0d73813f52736071a8.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
process/normal_map_invert_y=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

Binary file not shown.

After

Width:  |  Height:  |  Size: 133 KiB

View File

@ -0,0 +1,35 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/Red-Tree.png-54cbace70c7f79856aae1dda2f799e73.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/levels/LegacyFantasy-High_Forest/Trees/Red-Tree.png"
dest_files=[ "res://.import/Red-Tree.png-54cbace70c7f79856aae1dda2f799e73.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
process/normal_map_invert_y=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

Binary file not shown.

After

Width:  |  Height:  |  Size: 132 KiB

View File

@ -0,0 +1,35 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/Yellow-Tree.png-54abde4f3fb6776e2912ec74a30cdccc.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/levels/LegacyFantasy-High_Forest/Trees/Yellow-Tree.png"
dest_files=[ "res://.import/Yellow-Tree.png-54abde4f3fb6776e2912ec74a30cdccc.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
process/normal_map_invert_y=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

View File

@ -0,0 +1,249 @@
[gd_resource type="TileSet" load_steps=17 format=2]
[ext_resource path="res://assets/levels/LegacyFantasy-High_Forest/Tiles/Tiles.png" type="Texture" id=1]
[sub_resource type="ConvexPolygonShape2D" id=1]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=2]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=3]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=4]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=5]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=6]
points = PoolVector2Array( 0, 15.8622, 0, 12.2812, 0, 8.62056, 16, 0, 16, 16 )
[sub_resource type="ConvexPolygonShape2D" id=7]
points = PoolVector2Array( 16, 8.69844, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=8]
points = PoolVector2Array( 0, 0, 16, 8.46479, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=9]
points = PoolVector2Array( 0, 8.62056, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=10]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=11]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=12]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=13]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=14]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=15]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[resource]
0/name = "RockPlatform"
0/texture = ExtResource( 1 )
0/tex_offset = Vector2( 0, 0 )
0/modulate = Color( 1, 1, 1, 1 )
0/region = Rect2( 0, 0, 80, 80 )
0/tile_mode = 2
0/autotile/icon_coordinate = Vector2( 2, 0 )
0/autotile/tile_size = Vector2( 16, 16 )
0/autotile/spacing = 0
0/autotile/occluder_map = [ ]
0/autotile/navpoly_map = [ ]
0/autotile/priority_map = [ ]
0/autotile/z_index_map = [ ]
0/occluder_offset = Vector2( 0, 0 )
0/navigation_offset = Vector2( 0, 0 )
0/shape_offset = Vector2( 0, 0 )
0/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
0/shape = SubResource( 1 )
0/shape_one_way = false
0/shape_one_way_margin = 1.0
0/shapes = [ {
"autotile_coord": Vector2( 1, 1 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 1 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
}, {
"autotile_coord": Vector2( 3, 1 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 2 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
}, {
"autotile_coord": Vector2( 2, 1 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 3 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
}, {
"autotile_coord": Vector2( 0, 1 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 4 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
}, {
"autotile_coord": Vector2( 4, 1 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 5 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
} ]
0/z_index = 0
1/name = "Slope"
1/texture = ExtResource( 1 )
1/tex_offset = Vector2( 0, 0 )
1/modulate = Color( 1, 1, 1, 1 )
1/region = Rect2( 80, 0, 64, 48 )
1/tile_mode = 2
1/autotile/icon_coordinate = Vector2( 0, 1 )
1/autotile/tile_size = Vector2( 16, 16 )
1/autotile/spacing = 0
1/autotile/occluder_map = [ ]
1/autotile/navpoly_map = [ ]
1/autotile/priority_map = [ ]
1/autotile/z_index_map = [ ]
1/occluder_offset = Vector2( 0, 0 )
1/navigation_offset = Vector2( 0, 0 )
1/shape_offset = Vector2( 0, 0 )
1/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
1/shape = SubResource( 6 )
1/shape_one_way = false
1/shape_one_way_margin = 1.0
1/shapes = [ {
"autotile_coord": Vector2( 1, 1 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 6 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
}, {
"autotile_coord": Vector2( 0, 1 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 7 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
}, {
"autotile_coord": Vector2( 2, 1 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 8 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
}, {
"autotile_coord": Vector2( 3, 1 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 9 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
} ]
1/z_index = 0
2/name = "Platform"
2/texture = ExtResource( 1 )
2/tex_offset = Vector2( 0, 0 )
2/modulate = Color( 1, 1, 1, 1 )
2/region = Rect2( 80, 80, 48, 32 )
2/tile_mode = 2
2/autotile/icon_coordinate = Vector2( 1, 1 )
2/autotile/tile_size = Vector2( 16, 16 )
2/autotile/spacing = 0
2/autotile/occluder_map = [ ]
2/autotile/navpoly_map = [ ]
2/autotile/priority_map = [ ]
2/autotile/z_index_map = [ ]
2/occluder_offset = Vector2( 0, 0 )
2/navigation_offset = Vector2( 0, 0 )
2/shape_offset = Vector2( 0, 0 )
2/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
2/shape = SubResource( 10 )
2/shape_one_way = false
2/shape_one_way_margin = 1.0
2/shapes = [ {
"autotile_coord": Vector2( 0, 1 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 10 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
}, {
"autotile_coord": Vector2( 1, 1 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 11 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
}, {
"autotile_coord": Vector2( 2, 1 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 12 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
} ]
2/z_index = 0
3/name = "RockPath"
3/texture = ExtResource( 1 )
3/tex_offset = Vector2( 0, 0 )
3/modulate = Color( 1, 1, 1, 1 )
3/region = Rect2( 0, 80, 80, 80 )
3/tile_mode = 2
3/autotile/icon_coordinate = Vector2( 0, 0 )
3/autotile/tile_size = Vector2( 16, 16 )
3/autotile/spacing = 0
3/autotile/occluder_map = [ ]
3/autotile/navpoly_map = [ ]
3/autotile/priority_map = [ ]
3/autotile/z_index_map = [ ]
3/occluder_offset = Vector2( 0, 0 )
3/navigation_offset = Vector2( 0, 0 )
3/shape_offset = Vector2( 0, 0 )
3/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
3/shape_one_way = false
3/shape_one_way_margin = 0.0
3/shapes = [ ]
3/z_index = 0
4/name = "Pillar"
4/texture = ExtResource( 1 )
4/tex_offset = Vector2( 0, 0 )
4/modulate = Color( 1, 1, 1, 1 )
4/region = Rect2( 160, 224, 16, 48 )
4/tile_mode = 2
4/autotile/icon_coordinate = Vector2( 0, 0 )
4/autotile/tile_size = Vector2( 16, 16 )
4/autotile/spacing = 0
4/autotile/occluder_map = [ ]
4/autotile/navpoly_map = [ ]
4/autotile/priority_map = [ ]
4/autotile/z_index_map = [ ]
4/occluder_offset = Vector2( 0, 0 )
4/navigation_offset = Vector2( 0, 0 )
4/shape_offset = Vector2( 0, 0 )
4/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
4/shape = SubResource( 13 )
4/shape_one_way = false
4/shape_one_way_margin = 1.0
4/shapes = [ {
"autotile_coord": Vector2( 0, 0 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 13 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
}, {
"autotile_coord": Vector2( 0, 1 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 14 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
}, {
"autotile_coord": Vector2( 0, 2 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 15 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
} ]
4/z_index = 0

View File

@ -97,30 +97,30 @@ func change_animation(enter_frame := 0, index := 0, suffix := ''):
current_animation_sequence = animation_index
#var enter_animation = ''
#var enter_frame = 0
var modifier :StateModifier = current_state.modifier
if modifier != null:
# if modifier.modifier_type == modifier.TYPE.EXIT_ANIMATION:
# #print("OHHH Modifier Applies! ", modifier.animation_name)
# mod_animation_sequence.push_front(modifier.animation_name)
# enter_frame = modifier.starting_frame
match modifier.modifier_type:
modifier.TYPE.EXIT_ANIMATION:
mod_animation_sequence.push_front(modifier.animation_name)
enter_frame = modifier.starting_frame
modifier.TYPE.ANIMATION_SUFFIX:
if frames.has_animation(mod_animation_sequence[animation_index] + modifier.animation_name):
animation_suffix = modifier.animation_name
else:
print("Warning!: Modifier attempting to apply suffix that doesn't exist ",
mod_animation_sequence[animation_index] + modifier.animation_name)
modifier.TYPE.REPLACE_ANIMATION:
#animations.play(modifier_stack_ref[i].animation_name)
#animations.frame = modifier_stack_ref[i].starting_frame
mod_animation_sequence.clear()
mod_animation_sequence.push_back(modifier.animation_name)
enter_frame = modifier.starting_frame
# var modifier :StateModifier = current_state.modifier
# if modifier != null:
## if modifier.modifier_type == modifier.TYPE.EXIT_ANIMATION:
## #print("OHHH Modifier Applies! ", modifier.animation_name)
## mod_animation_sequence.push_front(modifier.animation_name)
## enter_frame = modifier.starting_frame
# match modifier.modifier_type:
# modifier.TYPE.EXIT_ANIMATION:
# mod_animation_sequence.push_front(modifier.animation_name)
# enter_frame = modifier.starting_frame
#
# modifier.TYPE.ANIMATION_SUFFIX:
# if frames.has_animation(mod_animation_sequence[animation_index] + modifier.animation_name):
# animation_suffix = modifier.animation_name
# else:
# print("Warning!: Modifier attempting to apply suffix that doesn't exist ",
# mod_animation_sequence[animation_index] + modifier.animation_name)
#
# modifier.TYPE.REPLACE_ANIMATION:
# #animations.play(modifier_stack_ref[i].animation_name)
# #animations.frame = modifier_stack_ref[i].starting_frame
# mod_animation_sequence.clear()
# mod_animation_sequence.push_back(modifier.animation_name)
# enter_frame = modifier.starting_frame
# Some safety checks with supplied update parameters
if animation_index != 0:
@ -150,27 +150,27 @@ func change_animation(enter_frame := 0, index := 0, suffix := ''):
print("Error! Resolved to empty animation sequence!?")
return
func process_state_modifier():
var modifier :StateModifier = current_state.modifier
if modifier != null:
if modifier.state_timeout and modifier.state_timeout.time_left == 0:
print("Expired Modifier, updating animation.")
#modifier = null
match modifier.modifier_type:
modifier.TYPE.ANIMATION_SUFFIX:
# Attempt to seemlessly transition animations.
modifier = null
change_animation(frame,animation_index)
modifier.TYPE.REPLACE_ANIMATION:
if current_state.debug_state:
print("I don't have anything for replacements yet.")
modifier = null
change_animation()
_:
modifier = null
return
#func process_state_modifier():
# var modifier :StateModifier = current_state.modifier
# if modifier != null:
# if modifier.state_timeout and modifier.state_timeout.time_left == 0:
# print("Expired Modifier, updating animation.")
# #modifier = null
# match modifier.modifier_type:
#
# modifier.TYPE.ANIMATION_SUFFIX:
# # Attempt to seemlessly transition animations.
# modifier = null
# change_animation(frame,animation_index)
#
# modifier.TYPE.REPLACE_ANIMATION:
# if current_state.debug_state:
# print("I don't have anything for replacements yet.")
# modifier = null
# change_animation()
# _:
# modifier = null
# return
# We have no more sequence animations and the current one doesn't loop
@ -217,16 +217,18 @@ func set_previous_animation( old_state: StateAnimatedActor, new_state: StateAnim
# Handle state change from subscribed state machine.
#From signal state_changed(old_state_name, new_state)
func _on_state_change(old_state_name:String, new_state :State):
print ("1? got the state change signal ", new_state.name)
#print ("1? got the state change signal ", new_state.name)
# set current state to new_state
previous_state_name = old_state_name
#TODO: Confirm that this is a reference to the state in the
###### State machine
if new_state is StateAnimatedActor: #Testing this. Update: It works
current_state = new_state
change_animation()
if has_method('_on_state_change_' + current_state.name):
call('_on_state_change_' + current_state.name)
print("It's an animated Actor state!")
else:
change_animation()
#print("It's an animated Actor state!")
else:
push_warning("Received non animated Actor state.")
#current_state = new_state

View File

@ -28,6 +28,8 @@ var acceleration = Vector2(0,0)
#Removing Probably not used
#var sim_velocity = Vector2(0,0)
var physics_delta:float
var process_delta:float
#Can't use floats here, switched to constants.
@ -50,17 +52,21 @@ func _ready():
# These get called by the parent
############
func process_physics(delta):
move_actor_as_desired(delta)
physics_delta = delta
if has_method('_state_process_physics_' + current_state.name):
call('_state_process_physics_' + current_state.name)
else:
move_actor_as_desired()
# more likely needed for Players
func process_physics_input(delta):
physics_delta = delta
if has_method('_state_process_physics_input_' + current_state.name):
call('_state_process_physics_input_' + current_state.name)
# More likely needed for NPCs
func process(delta):
process_delta = delta
if has_method('_state_process_' + current_state.name):
call('_state_process_' + current_state.name)
@ -126,8 +132,8 @@ func _on_state_change(old_state_name:String, new_state :State):
#current_state = new_state
func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
func move_actor_as_desired( x_move_direction_override: float = 0):
var delta:float = physics_delta
var _move_speed = current_state.move_speed
var _move_speed_modifier = current_state.move_speed_modifier
var _move_modifier_move_acceleration = current_state.move_modifier_move_acceleration
@ -135,17 +141,17 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
var _jerk_factor = current_state.jerk_factor
var _gravity = current_state.gravity
if current_state.physics_modifier:
#physics_modifier.modifier_properties.jerk_factor
#print(physics_modifier.name)
#UiManager.debug_text = physics_modifier.name + str(round(adjusted_move_speed))
var mod_props :ModifierProperties = current_state.physics_modifier.get_modifier_properties()
if mod_props.move_speed != 0 and mod_props.directional_modifier == false:
_move_speed = mod_props.move_speed
_move_speed_modifier += mod_props.move_speed_modifier
_move_acceleration += mod_props.move_acceleration
_move_modifier_move_acceleration += mod_props.move_modifier_move_acceleration
_jerk_factor += mod_props.jerk_factor
# if current_state.physics_modifier:
# #physics_modifier.modifier_properties.jerk_factor
# #print(physics_modifier.name)
# #UiManager.debug_text = physics_modifier.name + str(round(adjusted_move_speed))
# var mod_props :ModifierProperties = current_state.physics_modifier.get_modifier_properties()
# if mod_props.move_speed != 0 and mod_props.directional_modifier == false:
# _move_speed = mod_props.move_speed
# _move_speed_modifier += mod_props.move_speed_modifier
# _move_acceleration += mod_props.move_acceleration
# _move_modifier_move_acceleration += mod_props.move_modifier_move_acceleration
# _jerk_factor += mod_props.jerk_factor
var help_me_not_be_dumb = ''
@ -175,17 +181,17 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
move_direction = x_move_direction_override
## TODO: I hate that I have to do this check again.
if current_state.physics_modifier:
var mod_props :ModifierProperties = current_state.physics_modifier.get_modifier_properties()
if mod_props.move_speed != 0 and mod_props.directional_modifier == true:
# Since move_direction is always positive
if sign(move_direction) == sign(mod_props.move_speed):
_move_speed += mod_props.move_speed
else:
_move_speed -= mod_props.move_speed
if sign(move_direction) == 0:
move_direction = sign(mod_props.move_speed) * -1
#print("doing this? ")
# if current_state.physics_modifier:
# var mod_props :ModifierProperties = current_state.physics_modifier.get_modifier_properties()
# if mod_props.move_speed != 0 and mod_props.directional_modifier == true:
# # Since move_direction is always positive
# if sign(move_direction) == sign(mod_props.move_speed):
# _move_speed += mod_props.move_speed
# else:
# _move_speed -= mod_props.move_speed
# if sign(move_direction) == 0:
# move_direction = sign(mod_props.move_speed) * -1
# #print("doing this? ")

View File

@ -45,7 +45,8 @@ func copy(state: State) -> void:
return
func enter() -> void:
print("Got call to enter state ", name)
if debug_state:
print("Got call to enter state ", name)
if state_timeout != null:
print(name, "-Starting Timer")
state_timeout.start()

View File

@ -27,9 +27,9 @@ var animation_finished: bool = false
# Not sure if this should be here. probably not
export(Array, String) var animation_sequence
# Modifiers may not be needed anymore.
var modifier: StateModifier
var physics_modifier :StateModifier
## Modifiers may not be needed anymore.
#var modifier: StateModifier
#var physics_modifier :StateModifier
func enter() -> void:
@ -41,16 +41,16 @@ func enter() -> void:
return
func transfer_modifiers(exiting_state_modifier : StateModifier):
if modifier == null: # We have no existing modifier applied.
match exiting_state_modifier.modifier_type:
exiting_state_modifier.TYPE.ANIMATION_SUFFIX:
if debug_state:
print("Transferring Animation Suffix")
modifier = exiting_state_modifier
exiting_state_modifier.TYPE.EXIT_ANIMATION:
if debug_state:
print("Exit Animation: well this was useless.")
else:
print("Insert modifier merge function here...")
#func transfer_modifiers(exiting_state_modifier : StateModifier):
# if modifier == null: # We have no existing modifier applied.
# match exiting_state_modifier.modifier_type:
# exiting_state_modifier.TYPE.ANIMATION_SUFFIX:
# if debug_state:
# print("Transferring Animation Suffix")
# modifier = exiting_state_modifier
# exiting_state_modifier.TYPE.EXIT_ANIMATION:
# if debug_state:
# print("Exit Animation: well this was useless.")
# else:
# print("Insert modifier merge function here...")

View File

@ -18,8 +18,8 @@ var states_index :Dictionary
# Initialize the state machine by giving each child state a reference to the
# parent object it belongs to and enter the default starting_state.
func _init() -> void:
print ("init state machine.")
#func _init() -> void:
# print ("init state machine.")
func _ready():
print ("ready state machine.")

View File

@ -1,4 +1,4 @@
class_name StateModifier
class_name DumbOldStateModifier
extends Reference
## State modification
##

View File

@ -19,6 +19,11 @@ _global_script_classes=[ {
"language": "GDScript",
"path": "res://lib/classes/animated_sprite_state_receiver.gd"
}, {
"base": "Reference",
"class": "DumbOldStateModifier",
"language": "GDScript",
"path": "res://lib/classes/state_modifier.gd"
}, {
"base": "",
"class": "GitAPI",
"language": "NativeScript",
@ -44,6 +49,11 @@ _global_script_classes=[ {
"language": "GDScript",
"path": "res://lib/templates/Interactable/Interactable_Receiver.gd"
}, {
"base": "Node2D",
"class": "Level",
"language": "GDScript",
"path": "res://src/classes/Level.gd"
}, {
"base": "Reference",
"class": "ModifierProperties",
"language": "GDScript",
@ -83,20 +93,17 @@ _global_script_classes=[ {
"class": "StateMachineAnimatedActor",
"language": "GDScript",
"path": "res://lib/classes/state_machine_animated_actor.gd"
}, {
"base": "Reference",
"class": "StateModifier",
"language": "GDScript",
"path": "res://lib/classes/state_modifier.gd"
} ]
_global_script_class_icons={
"Actor": "",
"AnimatedSprite_StateReceiver": "",
"DumbOldStateModifier": "",
"GitAPI": "",
"HealthComponent": "",
"HealthPickup": "",
"Interactable": "",
"Interactable_Receiver": "",
"Level": "",
"ModifierProperties": "",
"Modifier_Receiver": "",
"MovementComponent": "",
@ -104,8 +111,7 @@ _global_script_class_icons={
"State": "",
"StateAnimatedActor": "",
"StateMachine": "",
"StateMachineAnimatedActor": "",
"StateModifier": ""
"StateMachineAnimatedActor": ""
}
[application]

View File

@ -2,9 +2,12 @@ extends AnimatedSprite_StateReceiver
func _ready():
# Lets see if this nutty thing works
#var state_ref :State
var state_ref :State
#state_ref = get_node(callable_state_machine).get_state_reference('fall')
#state_ref.connect("state_entered", self, "_on_state_entered_fall")
state_ref = get_node(callable_state_machine).get_state_reference('attack_sword')
state_ref.connect("state_exited", self, "_on_state_exited_attack_sword")
pass
# I don't need this right now but I proved it can be done!
@ -31,6 +34,15 @@ func _ready():
# frame = 2
# stop()
func _on_state_change_idle():
change_animation()
if previous_state_name == 'attack_sword':
animation = 'idle-attack-sword'
func _on_state_change_fall():
change_animation()
frame = 2
stop()
func _on_state_exited_attack_sword():
print("you just swung your sword, you should get a modifier.")

View File

@ -25,7 +25,7 @@ func get_movement_direction() -> float:
var _wants_jump :bool
func wants_jump() -> bool:
if Input.is_action_just_pressed("jump_" + str(player_number)):
desired_movement_vector.y = 1
desired_movement_vector.y = UP
_wants_jump = true
return true
else:
@ -79,7 +79,6 @@ func wants_roll() -> bool:
#func _state_process_physics_input_move():
# get_movement_direction()
var physics_delta
# Probably better to do it this way then allocating individual
# state functions that all do the same thing.
func process_physics_input(delta):
@ -94,9 +93,12 @@ func process_physics_input(delta):
wants_dash()
wants_roll()
func flip_sprite_to_movement_direction():
if desired_movement_vector.x != 0.0:
parent.transform.x.x = desired_movement_vector.x
func _state_process_physics_idle():
if desired_movement_vector.y == 1:
if desired_movement_vector.y == UP:
request_state_change.call_func('jump')
#TODO: May need that 'bump' logic to make velocity work.
@ -137,7 +139,9 @@ func _state_process_physics_roll():
if current_state.animation_finished == true:
request_state_change.call_func('idle')
move_actor_as_desired(physics_delta, parent.transform.x.x)
# Force role in facing direction
# instead of movement direction
move_actor_as_desired(parent.transform.x.x)
if !parent.is_on_floor():
#return fall_state
@ -151,15 +155,17 @@ func _state_process_physics_land():
if !parent.is_on_floor():
#return fall_state
request_state_change.call_func('fall')
move_actor_as_desired()
func _state_process_physics_fall():
if desired_movement_vector.x != 0.0:
parent.transform.x.x = desired_movement_vector.x
flip_sprite_to_movement_direction()
if parent.is_on_floor():
#modifier.reference()
#idle_state.modifier = landing_modifier
request_state_change.call_func('land')
move_actor_as_desired()
func _state_process_physics_jump():
if desired_movement_vector.x != 0.0:
@ -171,17 +177,23 @@ func _state_process_physics_jump():
#modifier.reference()
#idle_state.modifier = landing_modifier
request_state_change.call_func('idle')
move_actor_as_desired()
func _state_process_physics_move():
# flip sprite in direction
if desired_movement_vector.x != 0.0:
parent.transform.x.x = desired_movement_vector.x
flip_sprite_to_movement_direction()
if desired_movement_vector.y == UP:
request_state_change.call_func('jump')
if desired_movement_vector.x == 0:
request_state_change.call_func('idle')
if !parent.is_on_floor():
request_state_change.call_func('fall')
move_actor_as_desired()
#func _on_state_entered_idle():
# print("Movement State Idle State Entered!")

19
src/classes/Level.gd Normal file
View File

@ -0,0 +1,19 @@
class_name Level
extends Node2D
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
onready var player_start = $PlayerStart
# Called when the node enters the scene tree for the first time.
func _ready():
LevelInfo.player_start_position = player_start
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

16
src/levels/TestBox.tscn Normal file
View File

@ -0,0 +1,16 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://src/templates/level_templates/LevelTemplate.tscn" type="PackedScene" id=1]
[ext_resource path="res://assets/levels/LegacyFantasy-High_Forest/tileset.tres" type="TileSet" id=2]
[node name="TestBox" instance=ExtResource( 1 )]
[node name="TileMap Collision" parent="." index="1"]
tile_set = ExtResource( 2 )
tile_data = PoolIntArray( 0, 4, 65536, 19, 4, 65536, 65536, 4, 65536, 65555, 4, 65536, 131072, 4, 65536, 131091, 4, 65536, 196608, 4, 65536, 196620, 2, 0, 196621, 2, 1, 196622, 2, 2, 196627, 4, 65536, 262144, 4, 0, 262156, 2, 65536, 262157, 2, 65537, 262158, 2, 65538, 262163, 4, 0, 327680, 4, 65536, 327699, 4, 65536, 393216, 4, 65536, 393235, 4, 65536, 458752, 4, 65536, 458771, 4, 65536, 589823, 0, 1, 524288, 4, 131072, 524289, 0, 3, 524290, 0, 1, 524291, 0, 2, 524292, 0, 3, 524293, 0, 1, 524294, 0, 2, 524295, 0, 3, 524296, 0, 1, 524297, 0, 2, 524298, 0, 3, 524299, 0, 1, 524300, 0, 2, 524301, 0, 3, 524302, 0, 1, 524303, 0, 2, 524304, 0, 3, 524305, 0, 1, 524306, 0, 2, 524307, 4, 131072, 524308, 0, 1, 524309, 0, 2, 524310, 0, 3, 655359, 0, 65537, 589824, 0, 65538, 589825, 0, 65539, 589826, 0, 65537, 589827, 0, 65538, 589828, 0, 65539, 589829, 0, 65537, 589830, 0, 65538, 589831, 0, 65539, 589832, 0, 65537, 589833, 0, 65538, 589834, 0, 65539, 589835, 0, 65537, 589836, 0, 65538, 589837, 0, 65539, 589838, 0, 65537, 589839, 0, 65538, 589840, 0, 65539, 589841, 0, 65537, 589842, 0, 65538, 589843, 0, 65539, 589844, 0, 65537, 589845, 0, 65538, 589846, 0, 65539, 720895, 0, 131073, 655360, 0, 131074, 655361, 0, 131075, 655362, 0, 131073, 655363, 0, 131074, 655364, 0, 131075, 655365, 0, 131073, 655366, 0, 131074, 655367, 0, 131075, 655368, 0, 131073, 655369, 0, 131074, 655370, 0, 131075, 655371, 0, 131073, 655372, 0, 131074, 655373, 0, 131075, 655374, 0, 131073, 655375, 0, 131074, 655376, 0, 131075, 655377, 0, 131073, 655378, 0, 131074, 655379, 0, 131075, 655380, 0, 131073, 655381, 0, 131074, 655382, 0, 131075, 786431, 0, 196609, 720896, 0, 196610, 720897, 0, 196611, 720898, 0, 196609, 720899, 0, 196610, 720900, 0, 196611, 720901, 0, 196609, 720902, 0, 196610, 720903, 0, 196611, 720904, 0, 196609, 720905, 0, 196610, 720906, 0, 196611, 720907, 0, 196609, 720908, 0, 196610, 720909, 0, 196611, 720910, 0, 196609, 720911, 0, 196610, 720912, 0, 196611, 720913, 0, 196609, 720914, 0, 196610, 720915, 0, 196611, 720916, 0, 196609, 720917, 0, 196610, 720918, 0, 196611, 851967, 0, 262145, 786432, 0, 262146, 786433, 0, 262147, 786434, 0, 262145, 786435, 0, 262146, 786436, 0, 262147, 786437, 0, 262145, 786438, 0, 262146, 786439, 0, 262147, 786440, 0, 262145, 786441, 0, 262146, 786442, 0, 262147, 786443, 0, 262145, 786444, 0, 262146, 786445, 0, 262147, 786446, 0, 262145, 786447, 0, 262146, 786448, 0, 262147, 786449, 0, 262145, 786450, 0, 262146, 786451, 0, 262147, 786452, 0, 262145, 786453, 0, 262146, 786454, 0, 262147 )
[node name="TileMap Foreground" parent="." index="2"]
tile_set = ExtResource( 2 )
collision_layer = 0
collision_mask = 0
tile_data = PoolIntArray( 524288, 0, 2, 524307, 0, 3 )

View File

@ -0,0 +1,23 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://src/classes/Level.gd" type="Script" id=1]
[node name="LevelTemplate" type="Node2D"]
script = ExtResource( 1 )
[node name="TileMap Background" type="TileMap" parent="."]
z_index = -1
cell_size = Vector2( 16, 16 )
format = 1
[node name="TileMap Collision" type="TileMap" parent="."]
cell_size = Vector2( 16, 16 )
show_collision = true
format = 1
[node name="TileMap Foreground" type="TileMap" parent="."]
z_index = 1
cell_size = Vector2( 16, 16 )
format = 1
[node name="PlayerStart" type="Position2D" parent="."]