Compare commits
No commits in common. "65b0b39da3990e3756223946b30194258e7dfad7" and "4a8ab2317d114682fa5c074ec377e6762e294fa0" have entirely different histories.
65b0b39da3
...
4a8ab2317d
|
|
@ -34,7 +34,7 @@ animations = [ {
|
||||||
"speed": 8.0
|
"speed": 8.0
|
||||||
}, {
|
}, {
|
||||||
"frames": [ ExtResource( 8 ), ExtResource( 19 ), ExtResource( 5 ), ExtResource( 12 ), ExtResource( 17 ), ExtResource( 12 ), ExtResource( 17 ), ExtResource( 12 ), ExtResource( 5 ), ExtResource( 19 ), ExtResource( 19 ), ExtResource( 8 ) ],
|
"frames": [ ExtResource( 8 ), ExtResource( 19 ), ExtResource( 5 ), ExtResource( 12 ), ExtResource( 17 ), ExtResource( 12 ), ExtResource( 17 ), ExtResource( 12 ), ExtResource( 5 ), ExtResource( 19 ), ExtResource( 19 ), ExtResource( 8 ) ],
|
||||||
"loop": false,
|
"loop": true,
|
||||||
"name": "draw_sword",
|
"name": "draw_sword",
|
||||||
"speed": 8.0
|
"speed": 8.0
|
||||||
}, {
|
}, {
|
||||||
|
|
|
||||||
|
|
@ -66,13 +66,8 @@ func process_physics(delta):
|
||||||
physics_delta = delta
|
physics_delta = delta
|
||||||
if has_method('_state_process_physics_' + current_state.name):
|
if has_method('_state_process_physics_' + current_state.name):
|
||||||
call('_state_process_physics_' + current_state.name)
|
call('_state_process_physics_' + current_state.name)
|
||||||
else:
|
# else:
|
||||||
apply_movement_to_parent(
|
# move_actor_as_desired()
|
||||||
velocity_controller.calculate_velocity(
|
|
||||||
physics_delta ,
|
|
||||||
apply_state_modifier(current_state.get_movement_parameters()),
|
|
||||||
Vector2(0,1) )
|
|
||||||
)
|
|
||||||
|
|
||||||
# more likely needed for Players
|
# more likely needed for Players
|
||||||
func process_physics_input(delta):
|
func process_physics_input(delta):
|
||||||
|
|
|
||||||
|
|
@ -54,11 +54,6 @@ _global_script_classes=[ {
|
||||||
"language": "GDScript",
|
"language": "GDScript",
|
||||||
"path": "res://lib/templates/Interactable/Interactable.gd"
|
"path": "res://lib/templates/Interactable/Interactable.gd"
|
||||||
}, {
|
}, {
|
||||||
"base": "Interactable",
|
|
||||||
"class": "Interactable_NPC_Dialog",
|
|
||||||
"language": "GDScript",
|
|
||||||
"path": "res://src/Interactables/interactable_npc_dialog.gd"
|
|
||||||
}, {
|
|
||||||
"base": "Node",
|
"base": "Node",
|
||||||
"class": "Interactable_Receiver",
|
"class": "Interactable_Receiver",
|
||||||
"language": "GDScript",
|
"language": "GDScript",
|
||||||
|
|
@ -189,7 +184,6 @@ _global_script_class_icons={
|
||||||
"HealthComponent": "",
|
"HealthComponent": "",
|
||||||
"HealthPickup": "",
|
"HealthPickup": "",
|
||||||
"Interactable": "",
|
"Interactable": "",
|
||||||
"Interactable_NPC_Dialog": "",
|
|
||||||
"Interactable_Receiver": "",
|
"Interactable_Receiver": "",
|
||||||
"InventoryManager": "",
|
"InventoryManager": "",
|
||||||
"Item": "",
|
"Item": "",
|
||||||
|
|
|
||||||
|
|
@ -1,18 +0,0 @@
|
||||||
class_name Interactable_NPC_Dialog
|
|
||||||
extends Interactable
|
|
||||||
|
|
||||||
|
|
||||||
# Declare member variables here. Examples:
|
|
||||||
# var a = 2
|
|
||||||
# var b = "text"
|
|
||||||
export (String) var dialog_text
|
|
||||||
export (bool) var auto_start = false
|
|
||||||
|
|
||||||
# Called when the node enters the scene tree for the first time.
|
|
||||||
#func _ready():
|
|
||||||
# pass # Replace with function body.
|
|
||||||
|
|
||||||
|
|
||||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
|
||||||
#func _process(delta):
|
|
||||||
# pass
|
|
||||||
|
|
@ -1,10 +0,0 @@
|
||||||
[gd_scene load_steps=2 format=2]
|
|
||||||
|
|
||||||
[ext_resource path="res://src/Interactables/interactable_npc_dialog.gd" type="Script" id=1]
|
|
||||||
|
|
||||||
[node name="NPC_Dialog" type="Area2D"]
|
|
||||||
collision_layer = 0
|
|
||||||
script = ExtResource( 1 )
|
|
||||||
|
|
||||||
[connection signal="body_entered" from="." to="." method="_on_Interactable_Component_body_entered"]
|
|
||||||
[connection signal="body_exited" from="." to="." method="_on_Interactable_Component_body_exited"]
|
|
||||||
|
|
@ -1,24 +0,0 @@
|
||||||
extends Actor
|
|
||||||
|
|
||||||
|
|
||||||
# Declare member variables here. Examples:
|
|
||||||
# var a = 2
|
|
||||||
# var b = "text"
|
|
||||||
|
|
||||||
# Called when the node enters the scene tree for the first time.
|
|
||||||
func _ready():
|
|
||||||
pass # Replace with function body.
|
|
||||||
|
|
||||||
|
|
||||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
|
||||||
#func _process(delta):
|
|
||||||
# pass
|
|
||||||
|
|
||||||
|
|
||||||
func _on_NPC_Dialog_body_entered(body):
|
|
||||||
movement_state_machine.change_to_known_state("draw_sword")
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
func _on_NPC_Dialog_body_exited(body):
|
|
||||||
movement_state_machine.change_to_known_state("default")
|
|
||||||
|
|
@ -1,27 +1,19 @@
|
||||||
[gd_scene load_steps=9 format=2]
|
[gd_scene load_steps=5 format=2]
|
||||||
|
|
||||||
[ext_resource path="res://lib/parent_scenes/actor.tscn" type="PackedScene" id=1]
|
[ext_resource path="res://lib/parent_scenes/actor.tscn" type="PackedScene" id=1]
|
||||||
[ext_resource path="res://assets/actors/npcs/WarriorGirl/WarriorGirl.tres" type="SpriteFrames" id=2]
|
[ext_resource path="res://assets/actors/npcs/WarriorGirl/WarriorGirl.tres" type="SpriteFrames" id=2]
|
||||||
[ext_resource path="res://src/actors/npcs/default.tres" type="Resource" id=3]
|
[ext_resource path="res://src/actors/npcs/default.tres" type="Resource" id=3]
|
||||||
[ext_resource path="res://src/Interactables/interactable_npc_dialog.tscn" type="PackedScene" id=4]
|
|
||||||
[ext_resource path="res://src/actors/npcs/WarriorGirl/WarriorGirl.gd" type="Script" id=5]
|
|
||||||
[ext_resource path="res://src/actors/npcs/draw_sword.tres" type="Resource" id=6]
|
|
||||||
|
|
||||||
[sub_resource type="RectangleShape2D" id=1]
|
[sub_resource type="RectangleShape2D" id=1]
|
||||||
extents = Vector2( 9, 14 )
|
extents = Vector2( 9, 14 )
|
||||||
|
|
||||||
[sub_resource type="CapsuleShape2D" id=2]
|
|
||||||
radius = 6.0
|
|
||||||
height = 58.0
|
|
||||||
|
|
||||||
[node name="WarriorGirl" instance=ExtResource( 1 )]
|
[node name="WarriorGirl" instance=ExtResource( 1 )]
|
||||||
scale = Vector2( -1, 1 )
|
scale = Vector2( -1, 1 )
|
||||||
collision_layer = 0
|
collision_layer = 0
|
||||||
script = ExtResource( 5 )
|
|
||||||
actor_type = "NPC"
|
actor_type = "NPC"
|
||||||
|
|
||||||
[node name="Movement_StateMachine" parent="." index="0"]
|
[node name="Movement_StateMachine" parent="." index="0"]
|
||||||
states = [ ExtResource( 3 ), ExtResource( 6 ) ]
|
states = [ ExtResource( 3 ) ]
|
||||||
|
|
||||||
[node name="AnimatedSprite_StateReceiver" parent="." index="1"]
|
[node name="AnimatedSprite_StateReceiver" parent="." index="1"]
|
||||||
frames = ExtResource( 2 )
|
frames = ExtResource( 2 )
|
||||||
|
|
@ -30,16 +22,3 @@ playing = true
|
||||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="4"]
|
[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="4"]
|
||||||
position = Vector2( -5, 6 )
|
position = Vector2( -5, 6 )
|
||||||
shape = SubResource( 1 )
|
shape = SubResource( 1 )
|
||||||
|
|
||||||
[node name="NPC_Dialog" parent="." index="5" instance=ExtResource( 4 )]
|
|
||||||
collision_mask = 2
|
|
||||||
dialog_text = "Hello, I am a human."
|
|
||||||
|
|
||||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="NPC_Dialog" index="0"]
|
|
||||||
modulate = Color( 0, 1, 0, 1 )
|
|
||||||
position = Vector2( -5, 6 )
|
|
||||||
rotation = 1.5708
|
|
||||||
shape = SubResource( 2 )
|
|
||||||
|
|
||||||
[connection signal="body_entered" from="NPC_Dialog" to="." method="_on_NPC_Dialog_body_entered"]
|
|
||||||
[connection signal="body_exited" from="NPC_Dialog" to="." method="_on_NPC_Dialog_body_exited"]
|
|
||||||
|
|
|
||||||
|
|
@ -1,29 +0,0 @@
|
||||||
[gd_resource type="Resource" load_steps=2 format=2]
|
|
||||||
|
|
||||||
[ext_resource path="res://lib/classes/state_animated_actor.gd" type="Script" id=1]
|
|
||||||
|
|
||||||
[resource]
|
|
||||||
resource_local_to_scene = true
|
|
||||||
script = ExtResource( 1 )
|
|
||||||
debug_state = false
|
|
||||||
timeout_seconds = 0.0
|
|
||||||
name = "draw_sword"
|
|
||||||
speed_start = Vector2( 1.36422e-12, 1.36422e-12 )
|
|
||||||
speed_end = Vector2( 0, 1000 )
|
|
||||||
min_acceleration = Vector2( 0, 0 )
|
|
||||||
acceleration = Vector2( 0, 280 )
|
|
||||||
max_acceleration = Vector2( 0, 0 )
|
|
||||||
jerk_factor = Vector2( 1, 1 )
|
|
||||||
horizontal_speed = 1.36422e-12
|
|
||||||
horizontal_acceleration = 300.0
|
|
||||||
horizontal_speed_offset = 0.0
|
|
||||||
horizontal_speed_offset_acceleration = 0.0
|
|
||||||
vertical_speed = 0.0
|
|
||||||
vertical_acceleration = 0.0
|
|
||||||
vertical_speed_offset = 0.0
|
|
||||||
vertical_speed_offset_acceleration = 0.0
|
|
||||||
horizontal_jerk_factor = 1.0
|
|
||||||
vertical_jerk_factor = 1.0
|
|
||||||
preserve_inertia = true
|
|
||||||
is_grounded = true
|
|
||||||
animation_sequence = [ "draw_sword", "default" ]
|
|
||||||
|
|
@ -144,9 +144,6 @@ func touch_the_thing(the_thing: Interactable) -> bool:
|
||||||
player_inventory.add_to_inventory(the_thing.item, the_thing.count)
|
player_inventory.add_to_inventory(the_thing.item, the_thing.count)
|
||||||
#player_inventory.select_secondary(the_thing.item)
|
#player_inventory.select_secondary(the_thing.item)
|
||||||
the_thing.trigger_interaction()
|
the_thing.trigger_interaction()
|
||||||
if the_thing is Interactable_NPC_Dialog:
|
|
||||||
## Get this to the UI mananger
|
|
||||||
print("NPC wants to say: ",the_thing.dialog_text)
|
|
||||||
return true
|
return true
|
||||||
|
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue
Block a user