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No commits in common. "742db5ee8c5984cb349240c67a8411358264f666" and "a0d94d63547da93418361488c1130c1849a6f676" have entirely different histories.
742db5ee8c
...
a0d94d6354
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@ -1,8 +1,7 @@
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[gd_scene load_steps=10 format=2]
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[gd_scene load_steps=9 format=2]
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[ext_resource path="res://src/classes/camera_guide.gd" type="Script" id=1]
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[ext_resource path="res://src/Camera2D.gd" type="Script" id=2]
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[ext_resource path="res://src/levels/TestBox.tscn" type="PackedScene" id=3]
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[ext_resource path="res://src/ui/scene_transition.tscn" type="PackedScene" id=4]
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[ext_resource path="res://src/Main.gd" type="Script" id=7]
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[ext_resource path="res://src/ui/lobby.tscn" type="PackedScene" id=9]
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@ -25,7 +24,6 @@ extents = Vector2( 160, 90 )
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[node name="Main" type="Node2D"]
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script = ExtResource( 7 )
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starting_level = ExtResource( 3 )
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[node name="MusicPlayer" type="AudioStreamPlayer" parent="."]
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@ -58,6 +56,7 @@ position = Vector2( 160, 90 )
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collision_layer = 0
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collision_mask = 256
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script = ExtResource( 1 )
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debug_camera_guide = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="ViewportContainer/Viewport/CameraGuide"]
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visible = false
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@ -66,9 +66,7 @@ var current_se_index :String
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func _process(delta):
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var sound_index = current_state.name + str(current_state.animation_frame)
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if current_se_index != sound_index and sound_effects_dict.has(sound_index):
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if debug_component:
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print (get_path())
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print("\tPlay sound: ", current_state.name, current_state.animation_frame)
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print("Play sound: ", current_state.name, current_state.animation_frame)
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current_se_index = sound_index
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##TODO: Better to do an is check here or a cast
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## We already assure these are SE_StateFrames
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@ -54,7 +54,7 @@ func _on_state_change(old_state_name:String, new_state :State):
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else:
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if default_shape_when_no_state_function:
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if debug_component:
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print (get_path(), " Returning to default collision shape")
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print ("Returning to default collision shape")
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if shape is RectangleShape2D:
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shape.extents = default_shape.extents
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transform = default_transform
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@ -29,6 +29,7 @@ export var name: String
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func setup():
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# Only add timout node if timer value was specified.
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if(timeout_seconds > 0.0):
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print("init timer...")
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state_timeout = Timer.new()
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state_timeout.wait_time = timeout_seconds
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state_timeout.one_shot = true
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@ -47,7 +48,6 @@ func enter() -> void:
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if debug_state:
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print("Got call to enter state ", name)
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if state_timeout != null:
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if debug_state:
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print(name, "-Starting Timer")
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state_timeout.start()
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emit_signal("state_entered")
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@ -25,12 +25,11 @@ var states_index :Dictionary
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# print ("init state machine.")
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func _ready():
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if debug_state_machine:
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print (get_path(), " - ready state machine.")
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print ("ready state machine.")
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for s in states:
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print ("sname: ", s.name)
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var this_state = s
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if this_state is State:
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if debug_state_machine:
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print("Adding state ", this_state.name)
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#check for empty state name
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if this_state.name != '':
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@ -49,7 +48,7 @@ func _ready():
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else:
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push_error("Multiple states with same name in: ")
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else:
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push_error("State missing name in: " + str(get_path()) )
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print("State missing name in: " )
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if states_index.has(starting_state_name):
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change_state(states_index[starting_state_name])
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@ -81,6 +80,17 @@ func change_state(new_state: State) -> void:
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current_state = new_state
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current_state.enter()
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#puppet puppet_change_state(new_state: State) -> void:
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# pass
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# Seems like I don't have to do this every state change!
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# if(state_modifiers.size() > 0):
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# print("Active Modifiers:")
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# for mods in state_modifiers:
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# if mods is StateModifierAnimatedActor:
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# print(mods.name, " <- asm")
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emit_signal("state_changed",current_state_name,current_state)
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puppet func puppet_change_to_known_state(new_state_name: String) -> void:
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@ -111,6 +121,7 @@ func change_to_known_state(new_state_name: String) -> void:
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# return false
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func get_state_reference(state_name: String) -> State:
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print ("what you want? ", state_name)
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if states_index.has(state_name):
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return states_index[state_name]
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return null
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@ -119,12 +130,10 @@ func push_state_modifier(_state_modifier: StateModifier) -> void:
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if state_modifiers.has(_state_modifier) == false:
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state_modifiers.push_front(_state_modifier)
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_state_modifier.connect("modifier_event",self,"handle_modifier_events")
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if debug_state_machine:
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print("Add State Modifier: ", _state_modifier.name, " now size ", state_modifiers.size())
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func handle_modifier_events(eventID :int):
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if eventID == StateModifier.EVENT_ID.ACTIVATED:
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if debug_state_machine:
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print ("A mod activated! Which one though?")
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merge_modifiers()
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emit_signal("modifiers_updated",merged_animation_state_modifiers.modifier_type, eventID)
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@ -132,3 +141,19 @@ func handle_modifier_events(eventID :int):
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merge_modifiers()
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emit_signal("modifiers_updated",merged_animation_state_modifiers.modifier_type, eventID)
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# Disable to test whether actually needed.
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## Pass through functions for the Player to call,
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## handling state changes as needed.
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#func process_physics(delta: float) -> void:
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# change_to_known_state( current_state.process_physics(delta) )
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#
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#func process_input(event: InputEvent) -> void:
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# var new_state = current_state.process_input(event)
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# if new_state:
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# change_state(new_state)
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#
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#func process_frame(delta: float) -> void:
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# var new_state = current_state.process_frame(delta)
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# if new_state:
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# change_state(new_state)
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@ -9,7 +9,7 @@ signal health_depleted()
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func take_damage(damage_amount :int):
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if damage_amount < 0:
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push_error("Only positive numbers in health component functions.")
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print("ERROR: Only positive numbers in health component functions.")
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health -= damage_amount
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if health <= 0:
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@ -18,7 +18,7 @@ func take_damage(damage_amount :int):
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func heal(heal_amount :int):
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if heal_amount < 0:
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push_error("ERROR: Only positive numbers in health component functions.")
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print("ERROR: Only positive numbers in health component functions.")
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return
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health += heal_amount
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@ -1,29 +1,19 @@
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extends Node
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## LevelInfo
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# Intended to allow nodes to get info about game levels and aid
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# in transition of levels.
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# Resets the camera, translates start position for players from
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# the previously loaded level to the new one.
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# Also invokes scene transition while nodes load.
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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##TODO: Should be based on screen position for starter
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onready var player_start_position := Vector2(50,50)
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onready var current_music_track :AudioStream
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##TODO: Main can probably be derived from project properties
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onready var main = get_node("/root/Main")
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onready var viewport_container = get_node("/root/Main/ViewportContainer") #$ViewportContainer
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onready var viewport = get_node("/root/Main/ViewportContainer/Viewport") # $ViewportContainer/Viewport
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onready var camera_guide :CameraGuide = get_node("/root/Main/ViewportContainer/Viewport/CameraGuide")
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func _ready():
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assert(main != null, "LevelInfo: No Main Scene found.")
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assert(viewport_container != null, "LevelInfo: No Viewport Container")
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assert(viewport != null, "LevelInfo: No Viewport node found.")
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assert(camera_guide != null, "LevelInfo: No CameraGuide node found.")
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NetworkManager.connect("game_started", self, "_on_game_started")
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NetworkManager.connect("game_ended", self, "_on_game_ended")
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@ -68,17 +58,25 @@ func change_level(_level_name :String, _position_name :String):
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#SceneTransition.transition_dissolve("foo")
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#yield(SceneTransition,"done")
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yield(SceneTransition.transition_dissolve(), "completed")
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if (main.debug_singletons):
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print(l)
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viewport.remove_child(l)
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viewport.add_child(new_level)
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viewport.move_child(new_level,SceneTransition.get_index() + 1)
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##TODO: make this right below scene transition
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viewport.move_child(new_level,2)
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#get_node("/root/Main/ViewportContainer/Viewport/World").remove_child(l)
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#get_node("/root/Main/ViewportContainer/Viewport/World").add_child(new_level)
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#get_node("/root/Main/ViewportContainer/Viewport/World").move_child(new_level,1)
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##TODO: Probably set start position
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if new_level.entrances.has(_position_name):
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player_start_position = new_level.entrances[_position_name].transform.origin
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#print (get_node("/root/Main/ViewportContainer/Viewport").get_children())
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#get_node("/root/Main/ViewportContainer/Viewport/CameraGuide").global_position = Vector2(160,90)
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SceneTransition.reset()
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#camera_guide.transform.origin = Vector2(160,90)
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camera_guide.reset_position()
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camera_guide.transform.origin = Vector2(160,90)
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camera_guide.enable_tracking()
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#get_node("/root/Main").add_child_below_node(SceneTransition,new_level)
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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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# pass
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@ -1,8 +1,13 @@
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extends Node
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## PlayerInfo
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# Tracks player info for other nodes
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# and UI elements.
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# Manages PlayerData objects for inventory and maybe saving later.
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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var player_position: Vector2
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var player_health: int
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var player_stamina: int
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var player_inventory: InventoryManager
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## An array of player data objects
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var _player_data :Array = []
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@ -10,7 +10,7 @@ export var debug_singletons :bool = false
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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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assert(starting_level != null, "Main: starting level not specified.")
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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|
|
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@ -2,12 +2,15 @@ extends Actor
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export var player_number: int = 1
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# Declare member variables here. Examples:
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# var a = 2
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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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@ -22,26 +25,23 @@ const state_damage_amount :Dictionary = {
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"attack_punch":10,
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}
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const state_to_item_map :Dictionary = {
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"sword": "attack_sword" ,
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"gun": "attack_shoot",
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"punch" : "attack_punch",
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"mushroom" : "attack_shoot"
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}
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var player_info_index :int
|
||||
var player_data :PlayerData
|
||||
|
||||
|
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# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
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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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|
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# I think we only want to do this for network master players now
|
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if is_network_master():
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player_info_index = PlayerInfo.register_player()
|
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if debug_actor:
|
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print ("Registered as player: ", player_info_index)
|
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player_data = PlayerInfo.get_player_data(player_info_index)
|
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PlayerInfo.get_player_data(player_info_index).player_health = health_component.health
|
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print ("My health is: ", player_data.player_health)
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player_data.player_inventory = player_inventory
|
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player_data.player_stamina = stamina_component.stamina
|
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else:
|
||||
|
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@ -50,8 +50,6 @@ func _ready():
|
|||
# Set initial player position in world.
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global_position = LevelInfo.player_start_position
|
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|
||||
## Give player punch ability at start.
|
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var punch_item :Item = preload("res://assets/items/punch.tres")
|
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player_inventory.add_to_inventory(punch_item)
|
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player_inventory.select_primary(punch_item)
|
||||
|
||||
|
|
@ -62,8 +60,15 @@ func _ready():
|
|||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta):
|
||||
if is_network_master():
|
||||
## Update position and stamina in player data
|
||||
#PlayerInfo.player_position = global_position.round()
|
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player_data.player_position = global_position.round()
|
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# stamina_recovery += delta
|
||||
# if stamina_recovery > 1.0:
|
||||
# stamina_component.recover(1)
|
||||
# stamina_recovery = 0.0
|
||||
# #print("recover ", stamina_component.stamina)
|
||||
|
||||
#PlayerInfo.player_stamina = stamina_component.stamina
|
||||
player_data.player_stamina = stamina_component.stamina
|
||||
|
||||
##TODO: well I'm not sure I like this but making a whole state receiver is silly
|
||||
|
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@ -129,10 +134,20 @@ func enough_stamina_for(_state_name :String) -> bool:
|
|||
## Return true by default because we don't have a cost for this move
|
||||
return true
|
||||
|
||||
|
||||
var state_to_item_map :Dictionary = {
|
||||
"sword": "attack_sword" ,
|
||||
"gun": "attack_shoot",
|
||||
"punch" : "attack_punch",
|
||||
"mushroom" : "attack_shoot"
|
||||
}
|
||||
|
||||
##TODO: We need to find a way to 'use' the item.
|
||||
func use_primary_item() -> String:
|
||||
# if player_inventory.primary_selection.consumable == false:
|
||||
# if state_to_item_map.has(player_inventory.primary_selection.name):
|
||||
# player_inventory.remove_from_inventory(player_inventory.primary_selection)
|
||||
# return state_to_item_map[player_inventory.primary_selection.name]
|
||||
|
||||
if player_inventory.primary_selection != null: # Have to make sure we even have a second
|
||||
var _item_name :String = player_inventory.primary_selection.name
|
||||
if state_to_item_map.has(_item_name):
|
||||
|
|
@ -146,7 +161,6 @@ func use_primary_item() -> String:
|
|||
## TODO: maybe some sort of 'fail' animation state
|
||||
#print("Nope: ", state_stamina_cost[state_name], "<=", stamina_component.stamina)
|
||||
return '' ## you can't use this
|
||||
## use item even if no stamina usage needed for it.
|
||||
player_inventory.remove_from_inventory(player_inventory.primary_selection)
|
||||
return state_to_item_map[_item_name]
|
||||
|
||||
|
|
@ -163,15 +177,23 @@ func use_secondary_item() -> String:
|
|||
else:
|
||||
## TODO: maybe some sort of 'fail' animation state
|
||||
return ''
|
||||
## use item even if no stamina usage needed for it.
|
||||
player_inventory.remove_from_inventory(player_inventory.secondary_selection)
|
||||
return state_to_item_map[_item_name]
|
||||
|
||||
return ''
|
||||
|
||||
#func check_state_change(_new_state_name: String) -> bool:
|
||||
# match _new_state_name:
|
||||
# "attack_sword":
|
||||
# print("nope.")
|
||||
# return false
|
||||
# "attack_shoot":
|
||||
# return true
|
||||
# _: # None
|
||||
# return true
|
||||
# return true
|
||||
|
||||
|
||||
func _on_Movement_StateMachine_state_changed(old_state_name, new_state):
|
||||
## Reduce stamina if this state has a cost
|
||||
# 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])
|
||||
|
||||
|
|
|
|||
|
|
@ -136,6 +136,7 @@ sound_effects = [ SubResource( 4 ), SubResource( 5 ), SubResource( 6 ) ]
|
|||
position = Vector2( 0, 2 )
|
||||
shape = SubResource( 1 )
|
||||
script = ExtResource( 31 )
|
||||
debug_component = true
|
||||
callable_state_machine = NodePath("../Movement_StateMachine")
|
||||
|
||||
[node name="Health_Component" parent="." index="8" instance=ExtResource( 17 )]
|
||||
|
|
|
|||
|
|
@ -6,7 +6,6 @@ export var debug_camera_guide :bool = false
|
|||
var game_size :Vector2
|
||||
onready var window_scale :float
|
||||
onready var viewport = $"%Viewport"
|
||||
onready var camera_2d = $"%Camera2D"
|
||||
|
||||
var _is_tracking :bool = true
|
||||
|
||||
|
|
@ -15,8 +14,6 @@ func _ready():
|
|||
game_size = viewport.size
|
||||
window_scale = (OS.window_size / game_size).x
|
||||
assert(game_size != Vector2(0,0), str(get_path()) + " : No game_size set.")
|
||||
assert(camera_2d != null, str(get_path()) + " : No Camera Node Found.")
|
||||
|
||||
if debug_camera_guide:
|
||||
print(get_path(), "\n",
|
||||
"\tSize:", game_size,
|
||||
|
|
@ -60,17 +57,21 @@ func _physics_process(_delta):
|
|||
elif !(is_on_wall() or is_on_floor() or is_on_ceiling()) and abs(diff_to.y) > 10:
|
||||
dir_to = pos.direction_to(player_position)
|
||||
|
||||
if debug_camera_guide:
|
||||
UiManager.debug_text = ( "-Camera Guide-" +
|
||||
# str(PlayerInfo.player_position.snapped(Vector2(0.01,0.01))) +
|
||||
"\n" + str(is_on_ceiling()) + str(is_on_floor()) + str(is_on_wall()) +
|
||||
"\nPP: {0}, {1}".format({"0":"%7.2f" % PlayerInfo.player_position.x, "1":"%7.2f" % PlayerInfo.player_position.y}) +
|
||||
#"\nKB: " + str(global_position.snapped(Vector2(0.01,0.01))) +
|
||||
"\nKB: {0}, {1}".format({"0":"%7.2f" % global_position.x, "1":"%7.2f" % global_position.y}) +
|
||||
"\nDir to: {0}, {1}".format({"0":"%7.2f" % dir_to.x, "1":"%7.2f" % dir_to.y}) +
|
||||
"\nPoint to: {0}, {1}".format({"0":"%7.2f" % diff_to.x, "1":"%7.2f" % diff_to.y})
|
||||
#"\nDT: %7.2f" % dist_to
|
||||
)
|
||||
|
||||
# UiManager.debug_text = ( UiManager.debug_text +
|
||||
# # str(PlayerInfo.player_position.snapped(Vector2(0.01,0.01))) +
|
||||
# "\n" + str(is_on_ceiling()) + str(is_on_floor()) + str(is_on_wall()) +
|
||||
# "\nPP: {0}, {1}".format({"0":"%7.2f" % PlayerInfo.player_position.x, "1":"%7.2f" % PlayerInfo.player_position.y}) +
|
||||
# #"\nKB: " + str(global_position.snapped(Vector2(0.01,0.01))) +
|
||||
# "\nKB: {0}, {1}".format({"0":"%7.2f" % global_position.x, "1":"%7.2f" % global_position.y}) +
|
||||
# "\nDir to: {0}, {1}".format({"0":"%7.2f" % dir_to.x, "1":"%7.2f" % dir_to.y}) +
|
||||
# "\nPoint to: {0}, {1}".format({"0":"%7.2f" % diff_to.x, "1":"%7.2f" % diff_to.y})
|
||||
# #"\nDT: %7.2f" % dist_to
|
||||
# )
|
||||
|
||||
# "Hi, {0} v{version}".format({0:"Godette", "version":"%0.2f" % 3.114})
|
||||
#"Hi, {0} v{1}".format(["Godette", "3.0"], "{_}")
|
||||
|
||||
move_and_slide(dir_to * 180.0 )
|
||||
|
||||
# flip_tracker += delta
|
||||
|
|
|
|||
|
|
@ -13,12 +13,12 @@ onready var _secondary_item_count = $SecondaryItem/Label
|
|||
var _player_number :int
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
#func _ready():
|
||||
# if primary_item == null:
|
||||
# print("--------WTF is going oN")
|
||||
# else:
|
||||
# print("----------thats find. ")
|
||||
# pass
|
||||
func _ready():
|
||||
if primary_item == null:
|
||||
print("--------WTF is going oN")
|
||||
else:
|
||||
print("----------thats find. ")
|
||||
pass
|
||||
#secondary_item.texture = PlayerInfo.player_inventory.secondary_selection.inventory_icon
|
||||
|
||||
func set_player_number(_player_num: int) -> void:
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user