Compare commits
No commits in common. "8fa6a6f370bbe55cba6951a2484aab12f111c0fa" and "a591d9d94b17dac5a2ec546b481c1d42b3292537" have entirely different histories.
8fa6a6f370
...
a591d9d94b
21
Main.tscn
21
Main.tscn
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|
@ -1,22 +1,3 @@
|
|||
[gd_scene load_steps=3 format=2]
|
||||
|
||||
[ext_resource path="res://src/actors/players/playerD/Player.tscn" type="PackedScene" id=1]
|
||||
|
||||
[sub_resource type="RectangleShape2D" id=1]
|
||||
extents = Vector2( 208, 20 )
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||||
[gd_scene format=2]
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||||
|
||||
[node name="Main" type="Node2D"]
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||||
|
||||
[node name="Player" parent="." instance=ExtResource( 1 )]
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||||
position = Vector2( 147, 101 )
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||||
|
||||
[node name="ColorRect" type="ColorRect" parent="."]
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||||
margin_top = 160.0
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margin_right = 416.0
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margin_bottom = 200.0
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||||
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||||
[node name="StaticBody2D" type="StaticBody2D" parent="ColorRect"]
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||||
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||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="ColorRect/StaticBody2D"]
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||||
position = Vector2( 208, 20 )
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||||
shape = SubResource( 1 )
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||||
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Binary file not shown.
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Before Width: | Height: | Size: 732 B |
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@ -1,35 +0,0 @@
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[remap]
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||||
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||||
importer="texture"
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||||
type="StreamTexture"
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||||
path="res://.import/MManPortrait.png-4e2ec0d6412baee3672a65d68519d9e1.stex"
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||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/MManPortrait.png"
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||||
dest_files=[ "res://.import/MManPortrait.png-4e2ec0d6412baee3672a65d68519d9e1.stex" ]
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||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/lossy_quality=0.7
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||||
compress/hdr_mode=0
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||||
compress/bptc_ldr=0
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||||
compress/normal_map=0
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||||
flags/repeat=0
|
||||
flags/filter=false
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||||
flags/mipmaps=false
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||||
flags/anisotropic=false
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||||
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
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||||
stream=false
|
||||
size_limit=0
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||||
detect_3d=true
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||||
svg/scale=1.0
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Binary file not shown.
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Before Width: | Height: | Size: 117 KiB |
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@ -1,35 +0,0 @@
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[remap]
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||||
|
||||
importer="texture"
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||||
type="StreamTexture"
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||||
path="res://.import/Mega.png-398a010e8e27ac84fe3335706e03da1e.stex"
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||||
metadata={
|
||||
"vram_texture": false
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||||
}
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||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/actors/players/playerD/Mega.png"
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||||
dest_files=[ "res://.import/Mega.png-398a010e8e27ac84fe3335706e03da1e.stex" ]
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||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/lossy_quality=0.7
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||||
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
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||||
stream=false
|
||||
size_limit=0
|
||||
detect_3d=true
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||||
svg/scale=1.0
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||||
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@ -1,6 +1,6 @@
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|||
[gd_scene load_steps=2 format=2]
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||||
|
||||
[ext_resource path="res://lib/components/GenericReceiver.gd" type="Script" id=1]
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||||
[ext_resource path="res://src/components/GenericReceiver.gd" type="Script" id=1]
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||||
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||||
[node name="GenericReceiver" type="Node"]
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script = ExtResource( 1 )
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||||
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@ -1,6 +1,6 @@
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|||
[gd_scene load_steps=2 format=2]
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||||
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||||
[ext_resource path="res://lib/components/GenericSender.gd" type="Script" id=1]
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||||
[ext_resource path="res://src/components/GenericSender.gd" type="Script" id=1]
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||||
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||||
[node name="GenericSender" type="Area2D"]
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||||
collision_layer = 0
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||||
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|||
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@ -1,6 +1,6 @@
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|||
[gd_scene load_steps=2 format=2]
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||||
|
||||
[ext_resource path="res://lib/components/Health_Component.gd" type="Script" id=1]
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||||
[ext_resource path="res://src/components/Health_Component.gd" type="Script" id=1]
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||||
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||||
[node name="Health_Component" type="Node"]
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||||
script = ExtResource( 1 )
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||||
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@ -1,6 +1,6 @@
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|||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://lib/components/Hitbox_Component.gd" type="Script" id=1]
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||||
[ext_resource path="res://src/components/Hitbox_Component.gd" type="Script" id=1]
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||||
|
||||
[node name="Hitbox_Component" type="Area2D"]
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||||
collision_layer = 128
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||||
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@ -1,6 +1,6 @@
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[gd_scene load_steps=2 format=2]
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||||
|
||||
[ext_resource path="res://lib/components/Hurtbox_Component.gd" type="Script" id=1]
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||||
[ext_resource path="res://src/components/Hurtbox_Component.gd" type="Script" id=1]
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||||
|
||||
[node name="Hurtbox_Component" type="Area2D"]
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||||
script = ExtResource( 1 )
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||||
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@ -1,6 +1,6 @@
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|||
[gd_scene load_steps=2 format=2]
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||||
|
||||
[ext_resource path="res://lib/components/Modifier_Component.gd" type="Script" id=1]
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||||
[ext_resource path="res://src/components/Modifier_Component.gd" type="Script" id=1]
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||||
|
||||
[node name="Modifier_Component" type="Area2D"]
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||||
script = ExtResource( 1 )
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||||
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@ -1,6 +1,6 @@
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|||
[gd_scene load_steps=2 format=2]
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||||
|
||||
[ext_resource path="res://lib/components/Modifier_Receiver.gd" type="Script" id=1]
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||||
[ext_resource path="res://src/components/Modifier_Receiver.gd" type="Script" id=1]
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||||
|
||||
[node name="Modifier_Receiver" type="Node2D"]
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||||
script = ExtResource( 1 )
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||||
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@ -1,13 +1,13 @@
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|||
[gd_scene load_steps=17 format=2]
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||||
|
||||
[ext_resource path="res://lib/components/Hurtbox_Component.tscn" type="PackedScene" id=1]
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||||
[ext_resource path="res://lib/classes/state_machine_animated_actor.gd" type="Script" id=2]
|
||||
[ext_resource path="res://lib/templates/Actor/states/fall.gd" type="Script" id=3]
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||||
[ext_resource path="res://lib/templates/Actor/states/idle.gd" type="Script" id=4]
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||||
[ext_resource path="res://src/classes/movement_component.gd" type="Script" id=5]
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||||
[ext_resource path="res://lib/templates/Actor/resources/Smiley.png" type="Texture" id=6]
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||||
[ext_resource path="res://lib/templates/Actor/states/move.gd" type="Script" id=7]
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||||
[ext_resource path="res://lib/classes/actor.gd" type="Script" id=8]
|
||||
[ext_resource path="res://src/components/Hurtbox_Component.tscn" type="PackedScene" id=1]
|
||||
[ext_resource path="res://src/state_machine_animated_actor.gd" type="Script" id=2]
|
||||
[ext_resource path="res://src/templates/Actor/states/fall.gd" type="Script" id=3]
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||||
[ext_resource path="res://src/templates/Actor/states/idle.gd" type="Script" id=4]
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||||
[ext_resource path="res://src/movement_component.gd" type="Script" id=5]
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||||
[ext_resource path="res://src/templates/Actor/resources/Smiley.png" type="Texture" id=6]
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||||
[ext_resource path="res://src/templates/Actor/states/move.gd" type="Script" id=7]
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||||
[ext_resource path="res://src/actor.gd" type="Script" id=8]
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||||
|
||||
[sub_resource type="AtlasTexture" id=76]
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||||
atlas = ExtResource( 6 )
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||||
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|||
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@ -2,15 +2,15 @@
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|||
|
||||
importer="texture"
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||||
type="StreamTexture"
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||||
path="res://.import/Smiley.png-2f59c79aee2a45c4593491b462fdf12b.stex"
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||||
path="res://.import/Smiley.png-8c81e651641e7afc57c144693e5c2423.stex"
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||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://lib/templates/Actor/resources/Smiley.png"
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||||
dest_files=[ "res://.import/Smiley.png-2f59c79aee2a45c4593491b462fdf12b.stex" ]
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||||
source_file="res://src/templates/Actor/resources/Smiley.png"
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||||
dest_files=[ "res://.import/Smiley.png-8c81e651641e7afc57c144693e5c2423.stex" ]
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||||
|
||||
[params]
|
||||
|
||||
|
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|||
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@ -1,6 +1,6 @@
|
|||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://lib/templates/Interactable/Interactable_Component.gd" type="Script" id=2]
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||||
[ext_resource path="res://src/templates/Interactable/Interactable_Component.gd" type="Script" id=2]
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||||
|
||||
[node name="Interactable_Template" type="Area2D"]
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||||
script = ExtResource( 2 )
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||||
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|||
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@ -9,91 +9,13 @@
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|||
config_version=4
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||||
|
||||
_global_script_classes=[ {
|
||||
"base": "KinematicBody2D",
|
||||
"class": "Actor",
|
||||
"language": "GDScript",
|
||||
"path": "res://lib/classes/actor.gd"
|
||||
}, {
|
||||
"base": "",
|
||||
"class": "GitAPI",
|
||||
"language": "NativeScript",
|
||||
"path": "res://addons/godot-git-plugin/git_api.gdns"
|
||||
}, {
|
||||
"base": "Node",
|
||||
"class": "HealthComponent",
|
||||
"language": "GDScript",
|
||||
"path": "res://lib/components/Health_Component.gd"
|
||||
}, {
|
||||
"base": "Interactable",
|
||||
"class": "HealthPickup",
|
||||
"language": "GDScript",
|
||||
"path": "res://src/Interactables/HealthPickup.gd"
|
||||
}, {
|
||||
"base": "Area2D",
|
||||
"class": "Interactable",
|
||||
"language": "GDScript",
|
||||
"path": "res://lib/templates/Interactable/Interactable_Component.gd"
|
||||
}, {
|
||||
"base": "Node2D",
|
||||
"class": "Interactable_Receiver",
|
||||
"language": "GDScript",
|
||||
"path": "res://lib/templates/Interactable/Interactable_Receiver.gd"
|
||||
}, {
|
||||
"base": "Reference",
|
||||
"class": "ModifierProperties",
|
||||
"language": "GDScript",
|
||||
"path": "res://lib/classes/state_modifier_properties.gd"
|
||||
}, {
|
||||
"base": "Node2D",
|
||||
"class": "Modifier_Receiver",
|
||||
"language": "GDScript",
|
||||
"path": "res://lib/components/Modifier_Receiver.gd"
|
||||
}, {
|
||||
"base": "Node",
|
||||
"class": "MovementComponent",
|
||||
"language": "GDScript",
|
||||
"path": "res://src/classes/movement_component.gd"
|
||||
}, {
|
||||
"base": "Node",
|
||||
"class": "State",
|
||||
"language": "GDScript",
|
||||
"path": "res://lib/classes/state.gd"
|
||||
}, {
|
||||
"base": "State",
|
||||
"class": "StateAnimatedActor",
|
||||
"language": "GDScript",
|
||||
"path": "res://lib/classes/state_animated_actor.gd"
|
||||
}, {
|
||||
"base": "Node",
|
||||
"class": "StateMachine",
|
||||
"language": "GDScript",
|
||||
"path": "res://lib/classes/state_machine.gd"
|
||||
}, {
|
||||
"base": "StateMachine",
|
||||
"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": "",
|
||||
"GitAPI": "",
|
||||
"HealthComponent": "",
|
||||
"HealthPickup": "",
|
||||
"Interactable": "",
|
||||
"Interactable_Receiver": "",
|
||||
"ModifierProperties": "",
|
||||
"Modifier_Receiver": "",
|
||||
"MovementComponent": "",
|
||||
"State": "",
|
||||
"StateAnimatedActor": "",
|
||||
"StateMachine": "",
|
||||
"StateMachineAnimatedActor": "",
|
||||
"StateModifier": ""
|
||||
"GitAPI": ""
|
||||
}
|
||||
|
||||
[application]
|
||||
|
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@ -112,9 +34,9 @@ animation/layers/only_include_visible_layers_by_default=true
|
|||
|
||||
[autoload]
|
||||
|
||||
PlayerInfo="*res://lib/singleton_autoloads/PlayerInfo.gd"
|
||||
UiManager="*res://lib/singleton_autoloads/UIManager.gd"
|
||||
LevelInfo="*res://lib/singleton_autoloads/LevelInfo.gd"
|
||||
PlayerInfo="*res://src/singleton_autoloads/PlayerInfo.gd"
|
||||
UiManager="*res://src/singleton_autoloads/UIManager.gd"
|
||||
LevelInfo="*res://src/singleton_autoloads/LevelInfo.gd"
|
||||
|
||||
[debug]
|
||||
|
||||
|
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|
|||
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@ -1,22 +0,0 @@
|
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extends Interactable
|
||||
|
||||
|
||||
# Declare member variables here. Examples:
|
||||
# var a = 2
|
||||
# var b = "text"
|
||||
|
||||
onready var sprite: Sprite = $Sprite
|
||||
|
||||
const pickup = preload("res://src/Interactables/HealthPickup.tscn")
|
||||
var opened := false
|
||||
|
||||
func trigger_interaction():
|
||||
# This is something that should maybe be extended for every differant interactible.
|
||||
# They could inherit from this base class and implement this function.
|
||||
sprite.frame = 1
|
||||
|
||||
if !opened:
|
||||
var chest_item = pickup.instance()
|
||||
chest_item.global_position = global_position + Vector2(0,-50)
|
||||
owner.add_child(chest_item)
|
||||
opened = true
|
||||
|
|
@ -1,21 +0,0 @@
|
|||
[gd_scene load_steps=5 format=2]
|
||||
|
||||
[ext_resource path="res://lib/templates/Interactable/Interactable_Component.tscn" type="PackedScene" id=1]
|
||||
[ext_resource path="res://src/Interactables/Chest.gd" type="Script" id=2]
|
||||
[ext_resource path="res://assets/High Forest/Assets/Interior-01.png" type="Texture" id=3]
|
||||
|
||||
[sub_resource type="RectangleShape2D" id=1]
|
||||
|
||||
[node name="Chest" instance=ExtResource( 1 )]
|
||||
script = ExtResource( 2 )
|
||||
|
||||
[node name="Sprite" type="Sprite" parent="." index="0"]
|
||||
texture = ExtResource( 3 )
|
||||
vframes = 2
|
||||
region_enabled = true
|
||||
region_rect = Rect2( 49, 80, 30, 64 )
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="1"]
|
||||
modulate = Color( 0.0313726, 1, 0, 1 )
|
||||
position = Vector2( 0, 3 )
|
||||
shape = SubResource( 1 )
|
||||
|
|
@ -1,14 +0,0 @@
|
|||
extends Interactable
|
||||
|
||||
onready var door_animation: AnimatedSprite = $AnimatedSprite
|
||||
|
||||
func trigger_interaction():
|
||||
|
||||
door_animation.play("default")
|
||||
yield( door_animation, "animation_finished")
|
||||
$StaticBody2D/CollisionShape2D.disabled = true
|
||||
# This is something that should maybe be extended for every differant interactible.
|
||||
# They could inherit from this base class and implement this function.
|
||||
# sprite.frame = 1
|
||||
pass
|
||||
|
||||
|
|
@ -1,68 +0,0 @@
|
|||
[gd_scene load_steps=15 format=2]
|
||||
|
||||
[ext_resource path="res://lib/templates/Interactable/Interactable_Component.tscn" type="PackedScene" id=1]
|
||||
[ext_resource path="res://src/Interactables/Door.gd" type="Script" id=2]
|
||||
[ext_resource path="res://assets/mmz1_door.png" type="Texture" id=3]
|
||||
|
||||
[sub_resource type="AtlasTexture" id=1]
|
||||
atlas = ExtResource( 3 )
|
||||
region = Rect2( 0, 0, 34, 94 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=2]
|
||||
atlas = ExtResource( 3 )
|
||||
region = Rect2( 34, 0, 34, 94 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=3]
|
||||
atlas = ExtResource( 3 )
|
||||
region = Rect2( 68, 0, 34, 94 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=4]
|
||||
atlas = ExtResource( 3 )
|
||||
region = Rect2( 102, 0, 34, 94 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=5]
|
||||
atlas = ExtResource( 3 )
|
||||
region = Rect2( 136, 0, 34, 94 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=6]
|
||||
atlas = ExtResource( 3 )
|
||||
region = Rect2( 170, 0, 34, 94 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=7]
|
||||
atlas = ExtResource( 3 )
|
||||
region = Rect2( 204, 0, 34, 94 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=8]
|
||||
atlas = ExtResource( 3 )
|
||||
region = Rect2( 238, 0, 34, 94 )
|
||||
|
||||
[sub_resource type="SpriteFrames" id=9]
|
||||
animations = [ {
|
||||
"frames": [ SubResource( 1 ), SubResource( 2 ), SubResource( 3 ), SubResource( 4 ), SubResource( 5 ), SubResource( 6 ), SubResource( 7 ), SubResource( 8 ) ],
|
||||
"loop": false,
|
||||
"name": "default",
|
||||
"speed": 5.0
|
||||
} ]
|
||||
|
||||
[sub_resource type="RectangleShape2D" id=10]
|
||||
extents = Vector2( 40, 21 )
|
||||
|
||||
[sub_resource type="RectangleShape2D" id=11]
|
||||
extents = Vector2( 19, 39 )
|
||||
|
||||
[node name="Door" instance=ExtResource( 1 )]
|
||||
collision_layer = 0
|
||||
collision_mask = 2
|
||||
script = ExtResource( 2 )
|
||||
|
||||
[node name="AnimatedSprite" type="AnimatedSprite" parent="." index="0"]
|
||||
frames = SubResource( 9 )
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="1"]
|
||||
modulate = Color( 0, 1, 0.0392157, 1 )
|
||||
shape = SubResource( 10 )
|
||||
|
||||
[node name="StaticBody2D" type="StaticBody2D" parent="." index="2"]
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D" index="0"]
|
||||
shape = SubResource( 11 )
|
||||
|
|
@ -1,28 +0,0 @@
|
|||
class_name HealthPickup
|
||||
extends Interactable
|
||||
|
||||
|
||||
onready var health_icon: AnimatedSprite = $AnimatedSprite
|
||||
|
||||
onready var drop_raycast: RayCast2D = $RayCast2D
|
||||
|
||||
func _ready():
|
||||
#gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
|
||||
gravity = 90
|
||||
# Doesn't get enabled until it drops
|
||||
monitoring = false
|
||||
|
||||
func _physics_process(delta):
|
||||
|
||||
if drop_raycast.is_colliding() == false:
|
||||
var velocity = Vector2(0,0)
|
||||
position.y += delta * gravity
|
||||
else:
|
||||
monitoring = true
|
||||
|
||||
func trigger_interaction():
|
||||
# This is something that should maybe be extended for every differant interactible.
|
||||
# They could inherit from this base class and implement this function.
|
||||
# sprite.frame = 1
|
||||
queue_free()
|
||||
|
||||
|
|
@ -1,25 +0,0 @@
|
|||
[gd_scene load_steps=5 format=2]
|
||||
|
||||
[ext_resource path="res://src/Interactables/HealthPickup.gd" type="Script" id=1]
|
||||
[ext_resource path="res://lib/templates/Interactable/Interactable_Component.tscn" type="PackedScene" id=2]
|
||||
[ext_resource path="res://src/Interactables/QuickHealthPickup.tres" type="SpriteFrames" id=3]
|
||||
|
||||
[sub_resource type="CircleShape2D" id=1]
|
||||
radius = 6.0
|
||||
|
||||
[node name="HealthPickup" instance=ExtResource( 2 )]
|
||||
monitoring = false
|
||||
script = ExtResource( 1 )
|
||||
|
||||
[node name="AnimatedSprite" type="AnimatedSprite" parent="." index="0"]
|
||||
frames = ExtResource( 3 )
|
||||
frame = 2
|
||||
playing = true
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="1"]
|
||||
shape = SubResource( 1 )
|
||||
|
||||
[node name="RayCast2D" type="RayCast2D" parent="." index="2"]
|
||||
enabled = true
|
||||
cast_to = Vector2( 0, 8 )
|
||||
collision_mask = 3
|
||||
|
|
@ -1,27 +0,0 @@
|
|||
[gd_resource type="SpriteFrames" load_steps=6 format=2]
|
||||
|
||||
[ext_resource path="res://assets/quick_health.png" type="Texture" id=1]
|
||||
|
||||
[sub_resource type="AtlasTexture" id=1]
|
||||
atlas = ExtResource( 1 )
|
||||
region = Rect2( 0, 0, 15, 13 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=2]
|
||||
atlas = ExtResource( 1 )
|
||||
region = Rect2( 15, 0, 15, 13 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=3]
|
||||
atlas = ExtResource( 1 )
|
||||
region = Rect2( 30, 0, 15, 13 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=4]
|
||||
atlas = ExtResource( 1 )
|
||||
region = Rect2( 45, 0, 15, 13 )
|
||||
|
||||
[resource]
|
||||
animations = [ {
|
||||
"frames": [ SubResource( 1 ), SubResource( 2 ), SubResource( 3 ), SubResource( 4 ) ],
|
||||
"loop": true,
|
||||
"name": "default",
|
||||
"speed": 5.0
|
||||
} ]
|
||||
|
|
@ -1,75 +0,0 @@
|
|||
extends Actor
|
||||
|
||||
export var player_number: int = 1
|
||||
|
||||
onready var player_hurtbox = $Hurtbox_Component/CollisionShape2D
|
||||
|
||||
# Removing gun for now
|
||||
#onready var gun = $Gun
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
PlayerInfo.player_health = $Health_Component.health
|
||||
|
||||
# Disabled for testing
|
||||
#global_position = LevelInfo.player_start_position.transform.origin
|
||||
movement_component.player_number = player_number
|
||||
|
||||
|
||||
var portrait = preload("res://assets/MManPortrait.png")
|
||||
|
||||
|
||||
func hit_Receiver(damage):
|
||||
$Hurtbox_Component.set_hurtbox(false)
|
||||
$Health_Component.take_damage(damage)
|
||||
if $Health_Component.health > 0:
|
||||
movement_state_machine.change_state($movement_state_machine/hurt)
|
||||
PlayerInfo.player_health = $Health_Component.health
|
||||
if PlayerInfo.player_health <= 0:
|
||||
return
|
||||
yield( get_tree().create_timer(2 + $movement_state_machine/hurt.timeout_seconds), "timeout")
|
||||
$Hurtbox_Component.set_hurtbox(true)
|
||||
|
||||
func receive_modifier(incomming_modifier :StateModifier, is_adding_modifier_operation: bool):
|
||||
#var mod :StateModifier
|
||||
if is_adding_modifier_operation:
|
||||
print("Player Received modifier:", incomming_modifier.name)
|
||||
if movement_state_machine.current_state is StateAnimatedActor:
|
||||
movement_state_machine.current_state.physics_modifier = incomming_modifier
|
||||
else:
|
||||
print("Player Removed modifier:", incomming_modifier.name)
|
||||
if movement_state_machine.current_state is StateAnimatedActor:
|
||||
movement_state_machine.current_state.physics_modifier = null
|
||||
|
||||
func touch_the_thing(the_thing: Interactable) -> bool:
|
||||
print("You see! a THING...", the_thing.name)
|
||||
if the_thing is HealthPickup:
|
||||
# Do some healthy stuff.
|
||||
the_thing.trigger_interaction()
|
||||
return false
|
||||
return true
|
||||
|
||||
func _on_attack_do_attack():
|
||||
var is_shooting = false
|
||||
print("Direction: ", transform.x.x)
|
||||
# Gun removed for now
|
||||
#is_shooting = gun.shoot(int(transform.x.x))
|
||||
|
||||
|
||||
|
||||
func _on_Health_Component_health_depleted():
|
||||
$Hurtbox_Component.set_hurtbox(false)
|
||||
movement_state_machine.change_state($movement_state_machine/die)
|
||||
yield( get_tree().create_timer(10), "timeout")
|
||||
#queue_free()
|
||||
|
||||
func _on_roll_frame_reached(state_name, animation_name, frame_number):
|
||||
print("I'm invincible!!!")
|
||||
$Hurtbox_Component.set_hurtbox(false)
|
||||
|
||||
func _on_roll_state_exited():
|
||||
print("Nevermind. I'm vulnerable.")
|
||||
$Hurtbox_Component.set_hurtbox(true)
|
||||
|
||||
func _on_die_state_entered():
|
||||
pass # Replace with function body.
|
||||
|
|
@ -1,695 +0,0 @@
|
|||
[gd_scene load_steps=126 format=2]
|
||||
|
||||
[ext_resource path="res://lib/templates/Actor/ActorTemplate.tscn" type="PackedScene" id=1]
|
||||
[ext_resource path="res://src/actors/players/playerD/movement_component.gd" type="Script" id=2]
|
||||
[ext_resource path="res://src/actors/players/playerD/Player.gd" type="Script" id=3]
|
||||
[ext_resource path="res://src/actors/players/playerD/states/idle.gd" type="Script" id=4]
|
||||
[ext_resource path="res://src/actors/players/playerD/states/move.gd" type="Script" id=5]
|
||||
[ext_resource path="res://src/actors/players/playerD/states/fall.gd" type="Script" id=6]
|
||||
[ext_resource path="res://lib/components/Health_Component.tscn" type="PackedScene" id=7]
|
||||
[ext_resource path="res://src/actors/players/playerD/states/jump.gd" type="Script" id=8]
|
||||
[ext_resource path="res://lib/components/Modifier_Receiver.tscn" type="PackedScene" id=9]
|
||||
[ext_resource path="res://src/actors/players/playerD/states/attack.gd" type="Script" id=10]
|
||||
[ext_resource path="res://src/actors/players/playerD/states/dash.gd" type="Script" id=11]
|
||||
[ext_resource path="res://src/actors/players/playerD/states/hurt.gd" type="Script" id=12]
|
||||
[ext_resource path="res://src/actors/players/playerD/states/roll.gd" type="Script" id=14]
|
||||
[ext_resource path="res://src/actors/players/playerD/states/die.gd" type="Script" id=15]
|
||||
[ext_resource path="res://lib/templates/Interactable/Interactable_Receiver.gd" type="Script" id=16]
|
||||
[ext_resource path="res://src/actors/players/playerD/states/climb.gd" type="Script" id=17]
|
||||
|
||||
[sub_resource type="RectangleShape2D" id=197]
|
||||
extents = Vector2( 13, 18.5 )
|
||||
|
||||
[sub_resource type="StreamTexture" id=90]
|
||||
load_path = "res://.import/Mega.png-398a010e8e27ac84fe3335706e03da1e.stex"
|
||||
|
||||
[sub_resource type="AtlasTexture" id=91]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1680, 960, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=92]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1920, 960, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=93]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 2160, 960, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=94]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 2400, 960, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=95]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 0, 1120, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=96]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 240, 1120, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=97]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1440, 960, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=98]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 480, 1120, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=99]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 480, 160, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=100]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 720, 160, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=101]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 960, 160, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=102]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1200, 160, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=103]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1440, 160, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=104]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 240, 1440, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=105]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 480, 1440, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=106]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 720, 1440, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=107]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 960, 1440, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=108]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1200, 1440, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=109]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1440, 1440, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=110]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1680, 1440, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=111]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1920, 1440, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=112]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 2160, 1440, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=113]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 2400, 1440, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=114]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 0, 1600, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=115]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 960, 960, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=116]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1200, 960, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=117]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1200, 0, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=118]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 0, 0, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=119]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1440, 0, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=120]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1680, 0, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=121]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1920, 0, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=122]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 2160, 0, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=123]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 240, 1600, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=124]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 480, 1600, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=125]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 720, 1600, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=126]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 240, 160, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=127]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1680, 160, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=128]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1920, 160, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=129]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 2160, 160, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=130]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 2400, 160, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=131]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 0, 320, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=132]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 240, 320, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=133]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 480, 320, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=134]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 720, 320, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=135]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 960, 320, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=136]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1200, 320, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=137]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1680, 640, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=138]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1920, 640, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=139]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 2160, 640, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=140]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 2400, 640, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=141]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 0, 800, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=142]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 240, 800, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=143]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 480, 800, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=144]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 720, 800, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=145]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 960, 800, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=146]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1200, 800, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=147]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1440, 800, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=148]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1920, 320, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=149]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 2160, 320, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=150]
|
||||
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|
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|
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|
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actor_type = "Player"
|
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|
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|
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|
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|
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|
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[node name="AnimatedSprite" parent="." index="1"]
|
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|
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flip_h = false
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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animation_sequence = [ "step", "run" ]
|
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|
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|
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|
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[node name="jump" type="Node" parent="movement_state_machine" index="3"]
|
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script = ExtResource( 8 )
|
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|
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|
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|
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|
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|
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|
||||
|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
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script = ExtResource( 14 )
|
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|
||||
animation_sequence = [ "roll" ]
|
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emitter_frame_subscriptions = {
|
||||
2: "roll"
|
||||
}
|
||||
fall_node = NodePath("../fall")
|
||||
idle_node = NodePath("../idle")
|
||||
|
||||
[node name="die" type="Node" parent="movement_state_machine" index="8"]
|
||||
script = ExtResource( 15 )
|
||||
animation_sequence = [ "die" ]
|
||||
|
||||
[node name="climb" type="Node" parent="movement_state_machine" index="9"]
|
||||
script = ExtResource( 17 )
|
||||
debug_state = true
|
||||
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|
||||
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|
||||
|
||||
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|
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|
||||
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|
||||
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|
||||
|
||||
[node name="CollisionShape2D" parent="Hurtbox_Component" index="0"]
|
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position = Vector2( 0, -2 )
|
||||
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|
||||
|
||||
[node name="Health_Component" parent="." index="6" instance=ExtResource( 7 )]
|
||||
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|
||||
|
||||
[node name="Interactable_Receiver" type="Node2D" parent="." index="7"]
|
||||
script = ExtResource( 16 )
|
||||
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|
||||
|
||||
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|
||||
modifier_parent_callback = "receive_modifier"
|
||||
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|
||||
|
||||
[node name="Ladder_Detection" type="RayCast2D" parent="." index="9"]
|
||||
modulate = Color( 0.247059, 0.92549, 0.0313726, 1 )
|
||||
position = Vector2( 0, 5 )
|
||||
enabled = true
|
||||
cast_to = Vector2( 0, 15 )
|
||||
collision_mask = 1024
|
||||
collide_with_areas = true
|
||||
collide_with_bodies = false
|
||||
|
||||
[connection signal="do_attack" from="movement_state_machine/attack" to="." method="_on_attack_do_attack"]
|
||||
[connection signal="frame_reached" from="movement_state_machine/roll" to="." method="_on_roll_frame_reached"]
|
||||
[connection signal="state_exited" from="movement_state_machine/roll" to="." method="_on_roll_state_exited"]
|
||||
[connection signal="state_entered" from="movement_state_machine/die" to="." method="_on_die_state_entered"]
|
||||
[connection signal="health_depleted" from="Health_Component" to="." method="_on_Health_Component_health_depleted"]
|
||||
|
|
@ -1,140 +0,0 @@
|
|||
extends MovementComponent
|
||||
|
||||
## Constants available to you
|
||||
# UP = -1.0
|
||||
# DOWN = 1.0
|
||||
# LEFT = -1.0
|
||||
# RIGHT = 1.0
|
||||
|
||||
# Avalable functions to call
|
||||
# A Series of helper functions
|
||||
# go_up():
|
||||
# go_down():
|
||||
# go_left():
|
||||
# go_right():
|
||||
# stop():
|
||||
|
||||
|
||||
export var player_number: int = 1
|
||||
|
||||
export (NodePath) var interactable_node
|
||||
|
||||
onready var interactable_receiver_node: Interactable_Receiver = get_node(interactable_node)
|
||||
onready var ladder_detection:RayCast2D = $"../Ladder_Detection"
|
||||
|
||||
var ladder_collision: RayCast2D
|
||||
|
||||
func _ready():
|
||||
ladder_collision = ladder_detection
|
||||
# Guess there isn't a hit from inside in 3.5
|
||||
# Remember to make raycast as tall as needed for the player
|
||||
#ladder_collision.hit_from_inside = true
|
||||
|
||||
func process_physics(delta):
|
||||
PlayerInfo.player_position = owner.global_position
|
||||
|
||||
func process_input(event: InputEvent):
|
||||
var interactables = interactable_receiver_node.interactable_function_callables
|
||||
for interactable in interactables: # Iterate through the interactable collection
|
||||
if interactable is Interactable: # Make sure we didn't push something dumb in there.
|
||||
if (Input.is_action_pressed("ui_up")): # We pressed up?
|
||||
interactable.trigger_interaction()
|
||||
get_movement_direction()
|
||||
|
||||
|
||||
# Return the desired direction of movement for the character
|
||||
# in the range [-1, 1], where positive values indicate a desire
|
||||
# to move to the right and negative values to the left.
|
||||
func get_movement_direction() -> float:
|
||||
#return Input.get_axis('move_left', 'move_right')
|
||||
desired_movement_vector.x = Input.get_axis("move_left_" + str(player_number), "move_right_" + str(player_number))
|
||||
return Input.get_axis("move_left_" + str(player_number), "move_right_" + str(player_number))
|
||||
|
||||
# Return a boolean indicating if the character wants to jump
|
||||
func wants_jump() -> bool:
|
||||
|
||||
if Input.is_action_just_pressed("jump_" + str(player_number)):
|
||||
desired_movement_vector.y = 1
|
||||
return true
|
||||
else:
|
||||
return false
|
||||
|
||||
# Return a boolean indicating if the character wants to jump
|
||||
func wants_shoot() -> bool:
|
||||
if Input.is_action_just_pressed("shoot_" + str(player_number)):
|
||||
return true
|
||||
else:
|
||||
return false
|
||||
|
||||
func wants_dash() -> bool:
|
||||
if Input.is_action_just_pressed("dash_" + str(player_number)):
|
||||
return true
|
||||
else:
|
||||
return false
|
||||
|
||||
func wants_roll() -> bool:
|
||||
if Input.is_action_just_pressed("dash_" + str(player_number)) and Input.is_action_pressed("ui_up"):
|
||||
return true
|
||||
else:
|
||||
return false
|
||||
|
||||
func wants_climb() -> bool:
|
||||
if ladder_detection.is_colliding() and Input.is_action_pressed("ui_up"):
|
||||
#print("betcha wanna climb though!")
|
||||
return true
|
||||
else:
|
||||
return false
|
||||
|
||||
func get_climb_shape_location() -> Vector2:
|
||||
if ladder_detection.is_colliding():
|
||||
var point: Vector2 = ladder_collision.get_collision_point()
|
||||
var shape_id = ladder_collision.get_collider_shape()
|
||||
var object = ladder_collision.get_collider()
|
||||
|
||||
# This works but doesn't get the shapes location.
|
||||
# if object is Area2D:
|
||||
# print("You got an area bro!" , object.global_position)
|
||||
|
||||
|
||||
# This appears to get the shapes location!
|
||||
var area = Physics2DServer.area_get_transform(object)
|
||||
var areashape = Physics2DServer.area_get_shape_transform(object, shape_id)
|
||||
|
||||
|
||||
var y_dir = Input.get_axis("ui_up" , "ui_down")
|
||||
#var target = get_collider() # A CollisionObject2D.
|
||||
#var shape_id = get_collider_shape() # The shape index in the collider.
|
||||
#var owner_id = target.shape_find_owner(shape_id) # The owner ID in the collider.
|
||||
#var shape = target.shape_owner_get_owner(owner_id)
|
||||
|
||||
#UiManager.debug_text = str(round(point.x)) + ' ' + str(round(point.y)) #( "Mod(" + str(sign(_move_speed_modifier)) + ") Dir(" + str(move_direction) + ") Vel(" + str(sign(current_x_velocity)) + ") Mov(" + str(sign(move_component.desired_movement_vector.x)) +
|
||||
|
||||
return Vector2(areashape.origin.x, y_dir)
|
||||
else:
|
||||
return Vector2(-1,-1)
|
||||
|
||||
## Other needed variables
|
||||
# desired_movement_vector: Vector2 - Used to store desired movement depending on the state
|
||||
# current_movement_state:String - The name of the current State
|
||||
|
||||
# Since animactor state machine can actually view properties from this type
|
||||
# I'm thinking about moving the velocity tracker in here instead of player.
|
||||
# velocity: Vector2 - Current velocity, you can change this at will but state may modify it
|
||||
|
||||
# Declare any other member variables here. Examples:
|
||||
# var a = 2
|
||||
# var b = "text"
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
# you do not normally need to define this for Actor
|
||||
#func process(delta):
|
||||
# pass
|
||||
|
||||
# For Enemy and NPC Actors:
|
||||
# should be called on the frame process.
|
||||
|
||||
# For Player Actors:
|
||||
# Should be called on the input process
|
||||
|
||||
|
||||
|
|
@ -1,140 +0,0 @@
|
|||
extends StateAnimatedActor
|
||||
|
||||
export (NodePath) var jump_node
|
||||
export (NodePath) var idle_node
|
||||
export (NodePath) var fall_node
|
||||
export (NodePath) var move_node
|
||||
export (NodePath) var draw_weapon_node
|
||||
|
||||
onready var jump_state: StateAnimatedActor = get_node(jump_node)
|
||||
onready var idle_state: StateAnimatedActor = get_node(idle_node)
|
||||
onready var fall_state: StateAnimatedActor = get_node(fall_node)
|
||||
onready var move_state: StateAnimatedActor = get_node(move_node)
|
||||
#onready var weapon_state_modifier: StateModifier = get_node(draw_weapon_node)
|
||||
|
||||
|
||||
var can_fire = true
|
||||
signal do_attack()
|
||||
|
||||
var draw_weapon_modifier: StateModifier
|
||||
|
||||
func _ready():
|
||||
state_timeout.connect("timeout", self, "disable_cooldown")
|
||||
draw_weapon_modifier = StateModifier.new()
|
||||
var mod_timer :Timer = draw_weapon_modifier.ready( "draw_weapon", "_shoot" , draw_weapon_modifier.TYPE.ANIMATION_SUFFIX, 2.0)
|
||||
add_child(mod_timer)
|
||||
|
||||
|
||||
func disable_cooldown():
|
||||
if debug_state:
|
||||
print("Attack state cooldown timeout. Can attack again.")
|
||||
state_ready = true
|
||||
|
||||
func enter() -> void:
|
||||
if modifier:
|
||||
if modifier.get_instance_id() == draw_weapon_modifier.get_instance_id():
|
||||
#print ("They the same cannot apply modifier: ", draw_weapon_modifier.get_instance_id())
|
||||
modifier = null
|
||||
.enter()
|
||||
##TODO: Turn this to clear only the animation modifiers.
|
||||
# modifier_stack_ref.clear()
|
||||
# mod_animation_sequence.clear()
|
||||
# #mod_animation_sequence = animation_sequence.duplicate(true)
|
||||
# mod_animation_sequence.append_array(animation_sequence)
|
||||
# # Reset animation suffix in case there isn't one
|
||||
# animation_suffix = '_shoot'
|
||||
# animation_index = 0
|
||||
# current_animation_sequence = 0
|
||||
# #var enter_animation = ''
|
||||
# var enter_frame = 0
|
||||
#
|
||||
# if debug_state:
|
||||
# print(parent.name, " entering State: ", self.name)
|
||||
# move_component.current_movement_state = self.name
|
||||
# emit_signal("state_entered")
|
||||
|
||||
can_fire = true
|
||||
# if modifier_stack_ref.has($"../draw_weapon") == false:
|
||||
# $"../draw_weapon".enter()
|
||||
# modifier_stack_ref.push_front($"../draw_weapon")
|
||||
if debug_state:
|
||||
print("Previous State Info: ", previous_animation_name, " ",
|
||||
previous_state_frame_number, " ", previous_state_name)
|
||||
match previous_animation_name:
|
||||
"idle":
|
||||
#animations.play("idle_shoot")
|
||||
if debug_state:
|
||||
print("no need to change idle animation")
|
||||
"run":
|
||||
animations.play("run_shoot")
|
||||
animations.frame = previous_state_frame_number
|
||||
"jump":
|
||||
animations.play("jump_shoot")
|
||||
animations.frame = previous_state_frame_number
|
||||
if debug_state:
|
||||
print("Starting Animation: jump_shoot at frame ", animations.animation , animations.frame)
|
||||
_:
|
||||
print("Warning!: Attack state encountered unhandled prev animation: ", previous_animation_name)
|
||||
|
||||
# An example where the modifier is left to alert on a timeout
|
||||
#mod_timer.connect("timeout", draw_weapon_modifier, "_on_Timer_timeout")
|
||||
# An example where the current node subscribes
|
||||
#mod_timer.connect("timeout", self, "_on_Timer_timeout")
|
||||
|
||||
state_timeout.start()
|
||||
draw_weapon_modifier.state_timeout.start()
|
||||
state_ready = false
|
||||
animation_finished = false
|
||||
|
||||
func _on_Timer_timeout():
|
||||
print("Modifier Timeout from attack! Forcing animation recall")
|
||||
#animations.stop()
|
||||
|
||||
func process_frame(delta: float) -> State:
|
||||
if animation_finished:
|
||||
draw_weapon_modifier.state_timeout.start()
|
||||
modifier = draw_weapon_modifier
|
||||
return idle_state
|
||||
# if animations.frame == 2:
|
||||
# animations.stop()
|
||||
# if state_timeout.time_left == 0 and animations.animation == "shoot":
|
||||
# return idle_state
|
||||
return null
|
||||
|
||||
|
||||
func process_physics(delta: float) -> State:
|
||||
|
||||
if can_fire: # trying to do this in the physics because irrecular behavior
|
||||
emit_signal("do_attack")
|
||||
can_fire = false
|
||||
|
||||
if move_component.wants_jump() and parent.is_on_floor():
|
||||
draw_weapon_modifier.state_timeout.start()
|
||||
jump_state.modifier = draw_weapon_modifier
|
||||
return jump_state
|
||||
|
||||
move_actor_as_desired(delta)
|
||||
|
||||
# if previous_state_name == "move" and move_component.velocity.x == 0.0:
|
||||
# return idle_state
|
||||
|
||||
if move_component.velocity.x != 0.0:
|
||||
draw_weapon_modifier.state_timeout.start()
|
||||
move_state.modifier = draw_weapon_modifier
|
||||
#draw_weapon_modifier.transfer_owner(move_state)
|
||||
return move_state
|
||||
|
||||
if move_component.get_movement_direction() != 0.0:
|
||||
parent.transform.x.x = move_component.get_movement_direction()
|
||||
|
||||
# if move_component.velocity.x != 0.0:
|
||||
# return move_state
|
||||
|
||||
if !parent.is_on_floor():
|
||||
draw_weapon_modifier.state_timeout.start()
|
||||
fall_state.modifier = draw_weapon_modifier
|
||||
return fall_state
|
||||
|
||||
|
||||
return null
|
||||
|
||||
|
|
@ -1,51 +0,0 @@
|
|||
extends StateAnimatedActor
|
||||
|
||||
export (NodePath) var idle_node
|
||||
|
||||
onready var idle_state: StateAnimatedActor = get_node(idle_node)
|
||||
#onready var landing_mod: StateModifier = get_node(landing_node)
|
||||
|
||||
var climbing_modifier: StateModifier
|
||||
|
||||
func _ready():
|
||||
climbing_modifier= StateModifier.new()
|
||||
#add_child(modifier)
|
||||
#modifier.init_ref()
|
||||
# climbing_modifier.ready( "landing", "jump" , climbing_modifier.TYPE.EXIT_ANIMATION)
|
||||
# climbing_modifier.starting_frame = 6
|
||||
#print("ready! MOD")
|
||||
|
||||
|
||||
func enter() -> void:
|
||||
.enter()
|
||||
animations.frame = 5
|
||||
|
||||
func process_physics(delta: float) -> State:
|
||||
|
||||
# First allow horizontal movement.
|
||||
#move_actor_as_desired(delta)
|
||||
# Make wure we still want to climb
|
||||
var ladder_location = move_component.get_climb_shape_location()
|
||||
if ladder_location != Vector2(-1,-1):
|
||||
UiManager.debug_text = str(ladder_location) + '\n' + str(ladder_location - parent.global_position) #+ '\n' + str(parent.global_position.distance_to(ladder_location))
|
||||
# An attempt to snap to the ladder location
|
||||
if parent.global_position.x != round(ladder_location.x):
|
||||
parent.global_translate(Vector2(round((ladder_location.x - parent.global_position.x)),(ladder_location.y * move_speed) * delta))
|
||||
if ladder_location.y != 0:
|
||||
animations.play()
|
||||
else:
|
||||
# Make sure we hopped the step index
|
||||
if animation_index > 0:
|
||||
animations.stop()
|
||||
else:
|
||||
return idle_state
|
||||
#parent.move_local_x()
|
||||
#Flip the character before tha actual move maybe.
|
||||
if move_component.get_movement_direction() != 0.0:
|
||||
parent.transform.x.x = move_component.get_movement_direction()
|
||||
|
||||
# if parent.is_on_floor():
|
||||
# #modifier.reference()
|
||||
# idle_state.modifier = climbing_modifier
|
||||
# return idle_state
|
||||
return null
|
||||
|
|
@ -1,78 +0,0 @@
|
|||
extends StateAnimatedActor
|
||||
|
||||
export (NodePath) var fall_node
|
||||
export (NodePath) var idle_node
|
||||
export (NodePath) var attack_node
|
||||
export (NodePath) var jump_node
|
||||
|
||||
onready var jump_state: State = get_node(jump_node)
|
||||
onready var fall_state: State = get_node(fall_node)
|
||||
onready var idle_state: State = get_node(idle_node)
|
||||
onready var attack_state: State = get_node(attack_node)
|
||||
|
||||
#var speed_decay_rate := 1.0
|
||||
|
||||
func process_physics(delta: float) -> State:
|
||||
|
||||
# if move_component.wants_shoot():
|
||||
# return attack_state
|
||||
|
||||
if move_component.wants_jump():
|
||||
return jump_state
|
||||
|
||||
# Move the last direction we were facing.
|
||||
move_actor_as_desired(delta, parent.transform.x.x)
|
||||
# # Assuming adjusted_move_speed is set to the mood speed modifier on state entry
|
||||
# # Move speed is the base speed plus the modifier minus the decay adjusted for time
|
||||
# jerk += jerk_factor * delta
|
||||
# adjusted_move_speed += move_modifier_move_acceleration * delta
|
||||
# var new_move_speed = move_speed + (move_acceleration * delta) + adjusted_move_speed + jerk
|
||||
#
|
||||
# # A really crappy normalization to prevent modifying past the base move speed.
|
||||
# if move_speed_modifier > 0 and new_move_speed < move_speed: # positive modifier
|
||||
# #print("nope1")
|
||||
# new_move_speed = move_speed
|
||||
# elif move_speed_modifier < 0 and new_move_speed > move_speed: # negative modifier
|
||||
# #print("nope2")
|
||||
# new_move_speed = move_speed
|
||||
# else:
|
||||
# UiManager.debug_text = str(round(adjusted_move_speed)) + "," + str(round(new_move_speed)) + "," + str(round(jerk))
|
||||
# #print(adjusted_move_speed, ",", new_move_speed, ",", jerk)
|
||||
#
|
||||
# #print(new_move_speed, " ", adjusted_move_speed)
|
||||
#
|
||||
# move_component.velocity.y += gravity * delta
|
||||
# #parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
|
||||
# #print(speed_multiplier)
|
||||
# move_component.velocity.x = parent.transform.x.x * new_move_speed
|
||||
# move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1))
|
||||
|
||||
## Trying a whole new model
|
||||
# var new_move_speed = move_speed * speed_multiplier
|
||||
# if speed_multiplier > 1.0:
|
||||
# print("PPS: ", new_move_speed * delta)
|
||||
# speed_multiplier -= delta * (speed_decay_rate * speed_multiplier)
|
||||
# #speed_decay_rate += delta * speed_decay_rate
|
||||
#
|
||||
# elif speed_multiplier < 1.0:
|
||||
# speed_multiplier += delta * (speed_decay_rate * speed_multiplier)
|
||||
# #speed_decay_rate += delta * speed_decay_rate
|
||||
#
|
||||
# # Deadzone
|
||||
# if speed_multiplier < 1.1 and speed_multiplier > 0.9:
|
||||
# speed_multiplier = 1.0
|
||||
#
|
||||
# move_component.velocity.y += gravity * delta
|
||||
# #parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
|
||||
# #print(speed_multiplier)
|
||||
# move_component.velocity.x = parent.transform.x.x * new_move_speed
|
||||
# move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1))
|
||||
|
||||
|
||||
if move_component.velocity.x == 0.0 or animations.playing == false:
|
||||
if !parent.is_on_floor():
|
||||
return fall_state
|
||||
else:
|
||||
return idle_state
|
||||
|
||||
return null
|
||||
|
|
@ -1,12 +0,0 @@
|
|||
extends StateAnimatedActor
|
||||
|
||||
func enter() -> void:
|
||||
# modifier_stack_ref.clear()
|
||||
.enter()
|
||||
move_component.velocity.x = 0
|
||||
|
||||
|
||||
func process_physics(_delta: float) -> State:
|
||||
#Dead Dead dead.
|
||||
#move_actor_as_desired(_delta)
|
||||
return null
|
||||
|
|
@ -1,50 +0,0 @@
|
|||
extends StateAnimatedActor
|
||||
|
||||
export (NodePath) var idle_node
|
||||
export (NodePath) var landing_node
|
||||
|
||||
onready var idle_state: StateAnimatedActor = get_node(idle_node)
|
||||
#onready var landing_mod: StateModifier = get_node(landing_node)
|
||||
|
||||
var landing_modifier: StateModifier
|
||||
|
||||
func _ready():
|
||||
landing_modifier= StateModifier.new()
|
||||
#add_child(modifier)
|
||||
#modifier.init_ref()
|
||||
landing_modifier.ready( "landing", "jump" , landing_modifier.TYPE.EXIT_ANIMATION)
|
||||
landing_modifier.starting_frame = 6
|
||||
#print("ready! MOD")
|
||||
|
||||
|
||||
func enter() -> void:
|
||||
# var landing_mod_index = modifier_stack_ref.rfind(landing_mod)
|
||||
# if landing_mod_index != -1:
|
||||
# #print("You're Supposed to be dead!?: ", landing_mod_index)
|
||||
# modifier_stack_ref.remove(landing_mod_index)
|
||||
.enter()
|
||||
# Jump to fall frame
|
||||
animations.frame = 5
|
||||
animations.stop()
|
||||
|
||||
func process_physics(delta: float) -> State:
|
||||
|
||||
# First allow horizontal movement.
|
||||
move_actor_as_desired(delta)
|
||||
|
||||
#Flip the character before tha actual move maybe.
|
||||
if move_component.get_movement_direction() != 0.0:
|
||||
parent.transform.x.x = move_component.get_movement_direction()
|
||||
|
||||
if parent.is_on_floor():
|
||||
#modifier.reference()
|
||||
idle_state.modifier = landing_modifier
|
||||
return idle_state
|
||||
return null
|
||||
|
||||
#func exit() -> void:
|
||||
# .exit()
|
||||
## push_animation_state_modifier(landing_mod)
|
||||
## $"../landing".enter()
|
||||
## modifier_stack_ref.push_front($"../landing")
|
||||
# return
|
||||
|
|
@ -1,57 +0,0 @@
|
|||
extends StateAnimatedActor
|
||||
|
||||
export (NodePath) var idle_node
|
||||
|
||||
onready var idle_state: State = get_node(idle_node)
|
||||
|
||||
var flash_color = Color.yellow
|
||||
|
||||
var store_modifier: StateModifier
|
||||
|
||||
func enter() -> void:
|
||||
if modifier:
|
||||
if debug_state:
|
||||
print(name, " skipping modifier and holding for next state.")
|
||||
store_modifier = modifier
|
||||
modifier = null
|
||||
# modifier_stack_ref.clear()
|
||||
.enter()
|
||||
move_component.velocity.x = 0
|
||||
#parent.set_hurtbox(false)
|
||||
#TODO: Error check if timer was actually instanced
|
||||
state_timeout.start()
|
||||
|
||||
func exit() -> void:
|
||||
modifier = store_modifier
|
||||
.exit()
|
||||
animations.modulate = Color.white
|
||||
|
||||
func process_input(_event: InputEvent) -> State:
|
||||
# move_component.wants_jump()
|
||||
move_component.get_movement_direction()
|
||||
|
||||
return null
|
||||
|
||||
|
||||
func process_frame(delta: float) -> State:
|
||||
|
||||
# Apply a little effect when damage taken.
|
||||
#UiManager.debug_text = str(abs(sin((ceil(state_timeout.time_left) - state_timeout.time_left)/.5)))
|
||||
animations.modulate = flash_color.linear_interpolate(Color.white, abs(sin((ceil(state_timeout.time_left) - state_timeout.time_left)/.5)))
|
||||
|
||||
if state_timeout.time_left == 0:
|
||||
return idle_state
|
||||
return null
|
||||
|
||||
|
||||
func process_physics(delta: float) -> State:
|
||||
move_component.velocity.y += gravity * delta
|
||||
#parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
|
||||
move_component.velocity.x = parent.transform.x.x * move_speed
|
||||
# if (parent.direction.x > 0):
|
||||
# parent.velocity.x = 1 * move_speed
|
||||
# else:
|
||||
# parent.velocity.x = -1 * move_speed
|
||||
move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1))
|
||||
|
||||
return null
|
||||
|
|
@ -1,52 +0,0 @@
|
|||
extends StateAnimatedActor
|
||||
|
||||
export (NodePath) var fall_node
|
||||
export (NodePath) var move_node
|
||||
export (NodePath) var jump_node
|
||||
export (NodePath) var attack_node
|
||||
export (NodePath) var dash_node
|
||||
export (NodePath) var roll_node
|
||||
export (NodePath) var climb_node
|
||||
|
||||
onready var fall_state: State = get_node(fall_node)
|
||||
onready var move_state: State = get_node(move_node)
|
||||
onready var jump_state: State = get_node(jump_node)
|
||||
onready var attack_state: State = get_node(attack_node)
|
||||
onready var dash_state: State = get_node(dash_node)
|
||||
onready var roll_state: State = get_node(roll_node)
|
||||
onready var climb_state: State = get_node(climb_node)
|
||||
|
||||
func enter() -> void:
|
||||
.enter()
|
||||
# parent.set_hurtbox(true)
|
||||
#move_component.velocity.x = 0
|
||||
#move_component.momentum.x *= -1
|
||||
if debug_state:
|
||||
print(owner.name, " Move Component: ", move_component.desired_movement_vector.x)
|
||||
|
||||
func process_physics(delta: float) -> State:
|
||||
|
||||
if move_component.wants_jump() and parent.is_on_floor():
|
||||
return jump_state
|
||||
|
||||
# We need to offer roll before dash because the inputs are the same
|
||||
if move_component.wants_roll() and parent.is_on_floor():
|
||||
return roll_state
|
||||
|
||||
if move_component.wants_dash() and parent.is_on_floor():
|
||||
return dash_state
|
||||
|
||||
if move_component.wants_climb():
|
||||
return climb_state
|
||||
|
||||
if move_component.wants_shoot():
|
||||
return attack_state
|
||||
|
||||
move_actor_as_desired(delta)
|
||||
|
||||
if move_component.desired_movement_vector.x != 0 and move_component.velocity.x != 0:
|
||||
return move_state
|
||||
|
||||
if !parent.is_on_floor():
|
||||
return fall_state
|
||||
return null
|
||||
|
|
@ -1,45 +0,0 @@
|
|||
extends StateAnimatedActor
|
||||
|
||||
|
||||
export (NodePath) var idle_node
|
||||
export (NodePath) var fall_node
|
||||
export (NodePath) var attack_node
|
||||
export (NodePath) var landing_node
|
||||
|
||||
onready var idle_state: State = get_node(idle_node)
|
||||
onready var fall_state: State = get_node(fall_node)
|
||||
onready var attack_state: State = get_node(attack_node)
|
||||
#onready var landing_mod: StateModifier = get_node(landing_node)
|
||||
|
||||
export var jump_force: float = 200.0
|
||||
|
||||
func enter() -> void:
|
||||
# var landing_mod_index = modifier_stack_ref.rfind(landing_mod)
|
||||
# if landing_mod_index != -1:
|
||||
# #print("You're Supposed to be dead!?: ", landing_mod_index)
|
||||
# modifier_stack_ref.remove(landing_mod_index)
|
||||
# if modifier_stack_ref.has(landing_mod):
|
||||
# print("Jump from Landing Mod at: ", modifier_stack_ref.rfind(landing_mod))
|
||||
.enter()
|
||||
# Apply initial jump velocity on state enter
|
||||
move_component.velocity.y = -jump_force
|
||||
|
||||
func process_physics(delta: float) -> State:
|
||||
|
||||
if move_component.velocity.y > 0:
|
||||
return fall_state
|
||||
|
||||
if move_component.wants_shoot():
|
||||
return attack_state
|
||||
|
||||
# First allow horizontal movement.
|
||||
move_actor_as_desired(delta)
|
||||
|
||||
#Flip the character before tha actual move maybe.
|
||||
if move_component.get_movement_direction() != 0.0:
|
||||
parent.transform.x.x = move_component.get_movement_direction()
|
||||
|
||||
if parent.is_on_floor():
|
||||
return idle_state
|
||||
|
||||
return null
|
||||
|
|
@ -1,34 +0,0 @@
|
|||
extends StateAnimatedActor
|
||||
|
||||
export (NodePath) var fall_node
|
||||
export (NodePath) var idle_node
|
||||
export (NodePath) var jump_node
|
||||
export (NodePath) var attack_node
|
||||
|
||||
onready var fall_state: State = get_node(fall_node)
|
||||
onready var idle_state: State = get_node(idle_node)
|
||||
onready var jump_state: State = get_node(jump_node)
|
||||
onready var attack_state: State = get_node(attack_node)
|
||||
|
||||
func process_physics(delta: float) -> State:
|
||||
if move_component.wants_jump() and parent.is_on_floor():
|
||||
return jump_state
|
||||
|
||||
if move_component.wants_shoot():
|
||||
return attack_state
|
||||
|
||||
move_actor_as_desired(delta)
|
||||
|
||||
# if move_component.velocity.x == 0.0:
|
||||
# return idle_state
|
||||
|
||||
#Flip the character before tha actual move maybe.
|
||||
if move_component.get_movement_direction() != 0.0:
|
||||
parent.transform.x.x = move_component.get_movement_direction()
|
||||
|
||||
if move_component.desired_movement_vector.x == 0:
|
||||
return idle_state
|
||||
|
||||
if !parent.is_on_floor():
|
||||
return fall_state
|
||||
return null
|
||||
|
|
@ -1,46 +0,0 @@
|
|||
extends StateAnimatedActor
|
||||
|
||||
export (NodePath) var fall_node
|
||||
export (NodePath) var idle_node
|
||||
|
||||
onready var fall_state: State = get_node(fall_node)
|
||||
onready var idle_state: State = get_node(idle_node)
|
||||
|
||||
var speed_decay_rate := 1.0
|
||||
|
||||
func enter():
|
||||
#remove_animation_state_modifiers()
|
||||
.enter()
|
||||
|
||||
|
||||
func process_physics(delta: float) -> State:
|
||||
|
||||
# if move_component.wants_shoot():
|
||||
# return attack_state
|
||||
|
||||
if speed_multiplier > 1.0:
|
||||
#print(speed_multiplier,", ", delta)
|
||||
speed_multiplier -= delta * speed_decay_rate
|
||||
speed_decay_rate += delta
|
||||
elif speed_multiplier < 1.0:
|
||||
speed_multiplier += delta * speed_decay_rate
|
||||
speed_decay_rate += delta
|
||||
|
||||
# Deadzone
|
||||
if speed_multiplier < 1.1 and speed_multiplier > 0.9:
|
||||
speed_multiplier = 1.0
|
||||
|
||||
move_component.velocity.y += gravity * delta
|
||||
#parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
|
||||
#print(speed_multiplier)
|
||||
move_component.velocity.x = parent.transform.x.x * move_speed * speed_multiplier
|
||||
move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1))
|
||||
|
||||
if animations.frame >= 10:
|
||||
#print("WTF - ", animations.frame, " ,", move_component.velocity.x)
|
||||
if !parent.is_on_floor():
|
||||
return fall_state
|
||||
else:
|
||||
return idle_state
|
||||
|
||||
return null
|
||||
|
|
@ -1,82 +0,0 @@
|
|||
class_name MovementComponent
|
||||
extends Node
|
||||
|
||||
## Movement component
|
||||
# attempts to interact with movement of the scene root without knowing what
|
||||
# it is. It can be perhaps a static body or kinematicbody
|
||||
# it doesn't actually move a node, that's what the state machine does
|
||||
# but it does keep track of velocity
|
||||
# I can't give it an actor node or a direct reference.
|
||||
# It can use a number of detection components to help inform decisions.
|
||||
|
||||
export var debug_component: bool = false
|
||||
|
||||
onready var desired_movement_vector: Vector2 = Vector2(0,0)
|
||||
var current_movement_state:String
|
||||
|
||||
# Since animactor state machine can actually view properties from this type
|
||||
# I'm thinking about moving the velocity tracker in here instead of player.
|
||||
var velocity = Vector2(0,0)
|
||||
var momentum = Vector2(0,0)
|
||||
var acceleration = Vector2(0,0)
|
||||
|
||||
var sim_velocity = Vector2(0,0)
|
||||
|
||||
|
||||
#Can't use floats here, switched to constants.
|
||||
#enum directions {UP = -1, DOWN = 1, LEFT, RIGHT}
|
||||
|
||||
var attack_function: FuncRef
|
||||
|
||||
const UP = -1.0
|
||||
const DOWN = 1.0
|
||||
const LEFT = -1.0
|
||||
const RIGHT = 1.0
|
||||
|
||||
func process_physics(delta):
|
||||
pass
|
||||
|
||||
func process(delta):
|
||||
pass
|
||||
|
||||
func process_input(event: InputEvent):
|
||||
pass
|
||||
|
||||
# A Series of helper functions
|
||||
func go_up():
|
||||
desired_movement_vector.y = UP
|
||||
func go_down():
|
||||
desired_movement_vector.y = DOWN
|
||||
func go_left():
|
||||
desired_movement_vector.x = LEFT
|
||||
func go_right():
|
||||
desired_movement_vector.x = RIGHT
|
||||
func stop():
|
||||
desired_movement_vector = Vector2(0,0)
|
||||
|
||||
# Return the desired direction of movement for the character
|
||||
# in the range [-1, 1], where positive values indicate a desire
|
||||
# to move to the right and negative values to the left.
|
||||
func get_movement_direction() -> float:
|
||||
return desired_movement_vector.x
|
||||
|
||||
# Return a boolean indicating if the character wants to jump
|
||||
func wants_jump() -> bool:
|
||||
return false
|
||||
|
||||
# Return a boolean indicating if the character wants to attack
|
||||
func wants_shoot() -> bool:
|
||||
return false
|
||||
|
||||
# Return a boolean indicating if the character wants to dash
|
||||
func wants_dash() -> bool:
|
||||
return false
|
||||
|
||||
func wants_roll() -> bool:
|
||||
return false
|
||||
|
||||
func wants_climb() -> bool:
|
||||
return false
|
||||
|
||||
func get_climb_shape_location() -> Vector2:
|
||||
return Vector2(-1,-1)
|
||||
Loading…
Reference in New Issue
Block a user