Compare commits
No commits in common. "a0d94d63547da93418361488c1130c1849a6f676" and "07e98d073603daba7c364c192b31a78d407849cb" have entirely different histories.
a0d94d6354
...
07e98d0736
|
|
@ -56,7 +56,6 @@ position = Vector2( 160, 90 )
|
||||||
collision_layer = 0
|
collision_layer = 0
|
||||||
collision_mask = 256
|
collision_mask = 256
|
||||||
script = ExtResource( 1 )
|
script = ExtResource( 1 )
|
||||||
debug_camera_guide = true
|
|
||||||
|
|
||||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="ViewportContainer/Viewport/CameraGuide"]
|
[node name="CollisionShape2D" type="CollisionShape2D" parent="ViewportContainer/Viewport/CameraGuide"]
|
||||||
visible = false
|
visible = false
|
||||||
|
|
|
||||||
|
|
@ -1,32 +1,63 @@
|
||||||
class_name Actor
|
class_name Actor
|
||||||
extends KinematicBody2D
|
extends KinematicBody2D
|
||||||
|
|
||||||
|
#var velocity = Vector2(0,0)
|
||||||
|
#var direction = Vector2(-1,0)
|
||||||
|
|
||||||
export(String, "Player", "Enemy", "NPC", "Object") var actor_type
|
export(String, "Player", "Enemy", "NPC", "Object") var actor_type
|
||||||
#export var sprite_facing_right: bool = true
|
#export var sprite_facing_right: bool = true
|
||||||
export var debug_actor: bool = false
|
export var debug_actor: bool = false
|
||||||
|
|
||||||
|
|
||||||
|
#onready var movement_animations: AnimatedSprite = $AnimatedSprite
|
||||||
|
|
||||||
onready var sound_effect_player: AudioStreamPlayer = $AudioStreamPlayer_StateReceiver
|
onready var sound_effect_player: AudioStreamPlayer = $AudioStreamPlayer_StateReceiver
|
||||||
|
|
||||||
|
#onready var movement_component: MovementComponent = $movement_component
|
||||||
onready var movement_component: Movement_StateReceiver = $Movement_StateReceiver
|
onready var movement_component: Movement_StateReceiver = $Movement_StateReceiver
|
||||||
|
|
||||||
|
#onready var movement_state_machine: StateMachineAnimatedActor = $movement_state_machine
|
||||||
onready var movement_state_machine: StateMachine = $Movement_StateMachine
|
onready var movement_state_machine: StateMachine = $Movement_StateMachine
|
||||||
|
|
||||||
onready var animated_sprite : AnimatedSprite = $AnimatedSprite_StateReceiver
|
onready var animated_sprite : AnimatedSprite = $AnimatedSprite_StateReceiver
|
||||||
|
|
||||||
## Multiplayer Variables
|
## Multiplayer Variables
|
||||||
puppet var puppet_pos = Vector2()
|
puppet var puppet_pos = Vector2()
|
||||||
|
#puppet var puppet_anim_sprite_frame :int
|
||||||
|
#puppet var puppet_anim_sprite_name :String
|
||||||
puppet var puppet_transform: Transform2D
|
puppet var puppet_transform: Transform2D
|
||||||
|
|
||||||
|
##TODO:
|
||||||
|
# Can't seem to implement the ready and process node functions
|
||||||
|
# without causing a double run somehow. Not sure why.
|
||||||
|
# not a huge deal because this is mostly to help with
|
||||||
|
# interfaces for the state machines.
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
|
# puppet_anim_sprite_name = animated_sprite.animation
|
||||||
|
# puppet_anim_sprite_frame = animated_sprite.frame
|
||||||
puppet_transform = transform
|
puppet_transform = transform
|
||||||
|
## Disable Process and Physics on puppets
|
||||||
|
# if not is_network_master():
|
||||||
|
# animated_sprite.set_process(false)
|
||||||
|
# animated_sprite.set_physics_process(false)
|
||||||
|
#movement_state_machine.init_animated_actor(self)
|
||||||
|
#movement_component.attack_function = funcref(self, "attack")
|
||||||
|
# movement_component.player_number = player_number
|
||||||
|
|
||||||
|
#func _process(delta):
|
||||||
|
# if is_network_master():
|
||||||
|
# rset("puppet_anim_sprite_name", animated_sprite.animation)
|
||||||
|
# rset("puppet_anim_sprite_frame", animated_sprite.frame)
|
||||||
|
# else:
|
||||||
|
# animated_sprite.animation = puppet_anim_sprite_name
|
||||||
|
# animated_sprite.frame = puppet_anim_sprite_frame
|
||||||
|
|
||||||
func _unhandled_input(event: InputEvent) -> void:
|
func _unhandled_input(event: InputEvent) -> void:
|
||||||
if is_network_master():
|
if is_network_master():
|
||||||
if actor_type == "Player":
|
if actor_type == "Player":
|
||||||
movement_component.process_unhandled_input(event)
|
movement_component.process_input(event)
|
||||||
|
#movement_state_machine.process_input(event)
|
||||||
|
|
||||||
func _physics_process(delta: float) -> void:
|
func _physics_process(delta: float) -> void:
|
||||||
# Input based or polling input is not done in _unhandled_input
|
# Input based or polling input is not done in _unhandled_input
|
||||||
|
|
@ -40,10 +71,24 @@ func _physics_process(delta: float) -> void:
|
||||||
else:
|
else:
|
||||||
position = puppet_pos
|
position = puppet_pos
|
||||||
transform = puppet_transform
|
transform = puppet_transform
|
||||||
|
#movement_state_machine.process_physics(delta)
|
||||||
func _process(delta: float) -> void:
|
#
|
||||||
if actor_type == "NPC" or actor_type == "Enemy":
|
#func _process(delta: float) -> void:
|
||||||
if is_network_master():
|
# if actor_type == "NPC" or actor_type == "Enemy":
|
||||||
movement_component.process(delta)
|
# movement_component.process(delta)
|
||||||
|
# movement_state_machine.process_frame(delta)
|
||||||
|
## PlayerInfo.player_position = global_position
|
||||||
|
# #play_sound_frame(movement_animations.animation , movement_animations.frame)
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
func attack():
|
||||||
|
#print(self.name, ": It's not inheritence, it's funcrefs")
|
||||||
|
# if movement_state_machine.current_state.name != 'attack':
|
||||||
|
# if($movement_state_machine/attack):
|
||||||
|
# movement_state_machine.change_state($movement_state_machine/attack)
|
||||||
|
# if ($Hitbox_Component/CollisionShape2D):
|
||||||
|
# #print(self.name, ": Found a hitbox")
|
||||||
|
# var hit_box = $Hitbox_Component
|
||||||
|
# hit_box.set_hitbox(true)
|
||||||
|
pass
|
||||||
|
|
|
||||||
|
|
@ -74,7 +74,7 @@ func process(delta):
|
||||||
call('_state_process_' + current_state.name)
|
call('_state_process_' + current_state.name)
|
||||||
|
|
||||||
# For event based input polling (Hadouken?)
|
# For event based input polling (Hadouken?)
|
||||||
func process_unhandled_input(event: InputEvent):
|
func process_input(event: InputEvent):
|
||||||
# Reset desired movement vector
|
# Reset desired movement vector
|
||||||
desired_movement_vector = Vector2(0,0)
|
desired_movement_vector = Vector2(0,0)
|
||||||
if has_method('_state_process_input_' + current_state.name):
|
if has_method('_state_process_input_' + current_state.name):
|
||||||
|
|
|
||||||
|
|
@ -57,7 +57,7 @@ func change_level(_level_name :String, _position_name :String):
|
||||||
# No more errors but I'd like to know how to do this.
|
# No more errors but I'd like to know how to do this.
|
||||||
#SceneTransition.transition_dissolve("foo")
|
#SceneTransition.transition_dissolve("foo")
|
||||||
#yield(SceneTransition,"done")
|
#yield(SceneTransition,"done")
|
||||||
yield(SceneTransition.transition_dissolve(), "completed")
|
yield(SceneTransition.transition_dissolve("foo"), "completed")
|
||||||
print(l)
|
print(l)
|
||||||
viewport.remove_child(l)
|
viewport.remove_child(l)
|
||||||
viewport.add_child(new_level)
|
viewport.add_child(new_level)
|
||||||
|
|
|
||||||
|
|
@ -109,11 +109,6 @@ _global_script_classes=[ {
|
||||||
"language": "GDScript",
|
"language": "GDScript",
|
||||||
"path": "res://lib/classes/sound_effect_state_frame.gd"
|
"path": "res://lib/classes/sound_effect_state_frame.gd"
|
||||||
}, {
|
}, {
|
||||||
"base": "CanvasLayer",
|
|
||||||
"class": "SceneTransitions",
|
|
||||||
"language": "GDScript",
|
|
||||||
"path": "res://src/classes/scene_transition.gd"
|
|
||||||
}, {
|
|
||||||
"base": "Node",
|
"base": "Node",
|
||||||
"class": "StaminaComponent",
|
"class": "StaminaComponent",
|
||||||
"language": "GDScript",
|
"language": "GDScript",
|
||||||
|
|
@ -175,7 +170,6 @@ _global_script_class_icons={
|
||||||
"PlayerData": "",
|
"PlayerData": "",
|
||||||
"Projectile": "",
|
"Projectile": "",
|
||||||
"SE_StateFrame": "",
|
"SE_StateFrame": "",
|
||||||
"SceneTransitions": "",
|
|
||||||
"StaminaComponent": "",
|
"StaminaComponent": "",
|
||||||
"State": "",
|
"State": "",
|
||||||
"StateAnimatedActor": "",
|
"StateAnimatedActor": "",
|
||||||
|
|
|
||||||
|
|
@ -1,27 +1,20 @@
|
||||||
class_name CameraGuide
|
class_name CameraGuide
|
||||||
extends KinematicBody2D
|
extends KinematicBody2D
|
||||||
|
|
||||||
export var debug_camera_guide :bool = false
|
|
||||||
|
|
||||||
var game_size :Vector2
|
# Declare member variables here. Examples:
|
||||||
onready var window_scale :float
|
# var a = 2
|
||||||
onready var viewport = $"%Viewport"
|
# var b = "text"
|
||||||
|
var game_size := Vector2(320,180)
|
||||||
|
onready var window_scale :float = (OS.window_size / game_size).x
|
||||||
|
|
||||||
var _is_tracking :bool = true
|
var _is_tracking :bool = true
|
||||||
|
|
||||||
# Called when the node enters the scene tree for the first time.
|
# Called when the node enters the scene tree for the first time.
|
||||||
func _ready():
|
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.")
|
|
||||||
if debug_camera_guide:
|
|
||||||
print(get_path(), "\n",
|
|
||||||
"\tSize:", game_size,
|
|
||||||
"\tScale:", window_scale)
|
|
||||||
## Do not track until told to
|
## Do not track until told to
|
||||||
disable_tracking()
|
disable_tracking()
|
||||||
|
|
||||||
|
|
||||||
func enable_tracking() -> void:
|
func enable_tracking() -> void:
|
||||||
##TODO: add extra collission checks here to make sure we aren't stuck maybe?
|
##TODO: add extra collission checks here to make sure we aren't stuck maybe?
|
||||||
_is_tracking = true
|
_is_tracking = true
|
||||||
|
|
@ -37,7 +30,7 @@ func reset_position() -> void:
|
||||||
|
|
||||||
var flip_tracker = 0.0
|
var flip_tracker = 0.0
|
||||||
var stuck_check: bool
|
var stuck_check: bool
|
||||||
func _physics_process(_delta):
|
func _physics_process(delta):
|
||||||
var pos = global_position
|
var pos = global_position
|
||||||
#pos = pos.move_toward(PlayerInfo.player_position, delta)
|
#pos = pos.move_toward(PlayerInfo.player_position, delta)
|
||||||
#pos = lerp(pos, PlayerInfo.player_position, delta )
|
#pos = lerp(pos, PlayerInfo.player_position, delta )
|
||||||
|
|
|
||||||
|
|
@ -1,31 +0,0 @@
|
||||||
class_name SceneTransitions
|
|
||||||
extends CanvasLayer
|
|
||||||
|
|
||||||
signal done
|
|
||||||
|
|
||||||
#func change_scene(target: String, type: String = 'dissolve') -> void:
|
|
||||||
# if type == 'dissolve':
|
|
||||||
# transition_dissolve(target)
|
|
||||||
# else:
|
|
||||||
# transition_clouds(target)
|
|
||||||
onready var animation_player = $AnimationPlayer
|
|
||||||
|
|
||||||
var animation_name = ''
|
|
||||||
|
|
||||||
func reset():
|
|
||||||
animation_player.play_backwards(animation_name)
|
|
||||||
emit_signal("done")
|
|
||||||
|
|
||||||
func transition_dissolve() -> void:
|
|
||||||
animation_name = 'dissolve'
|
|
||||||
animation_player.play('dissolve')
|
|
||||||
yield(animation_player,'animation_finished')
|
|
||||||
emit_signal("done")
|
|
||||||
|
|
||||||
|
|
||||||
func transition_clouds() -> void:
|
|
||||||
animation_name = 'clouds_out'
|
|
||||||
animation_player.play('clouds_in')
|
|
||||||
yield(animation_player,'animation_finished')
|
|
||||||
emit_signal("done")
|
|
||||||
|
|
||||||
31
src/ui/scene_transition.gd
Normal file
31
src/ui/scene_transition.gd
Normal file
|
|
@ -0,0 +1,31 @@
|
||||||
|
extends CanvasLayer
|
||||||
|
|
||||||
|
signal done
|
||||||
|
|
||||||
|
#func change_scene(target: String, type: String = 'dissolve') -> void:
|
||||||
|
# if type == 'dissolve':
|
||||||
|
# transition_dissolve(target)
|
||||||
|
# else:
|
||||||
|
# transition_clouds(target)
|
||||||
|
|
||||||
|
var animation_name = ''
|
||||||
|
|
||||||
|
func reset():
|
||||||
|
$AnimationPlayer.play_backwards(animation_name)
|
||||||
|
emit_signal("done")
|
||||||
|
|
||||||
|
func transition_dissolve(target: String) -> void:
|
||||||
|
animation_name = 'dissolve'
|
||||||
|
$AnimationPlayer.play('dissolve')
|
||||||
|
yield($AnimationPlayer,'animation_finished')
|
||||||
|
emit_signal("done")
|
||||||
|
#get_tree().change_scene(target)
|
||||||
|
#$AnimationPlayer.play_backwards('dissolve')
|
||||||
|
|
||||||
|
func transition_clouds(target: String) -> void:
|
||||||
|
animation_name = 'clouds_out'
|
||||||
|
$AnimationPlayer.play('clouds_in')
|
||||||
|
yield($AnimationPlayer,'animation_finished')
|
||||||
|
emit_signal("done")
|
||||||
|
#get_tree().change_scene(target)
|
||||||
|
#$AnimationPlayer.play('clouds_out')
|
||||||
|
|
@ -1,6 +1,6 @@
|
||||||
[gd_scene load_steps=7 format=2]
|
[gd_scene load_steps=7 format=2]
|
||||||
|
|
||||||
[ext_resource path="res://src/classes/scene_transition.gd" type="Script" id=1]
|
[ext_resource path="res://src/ui/scene_transition.gd" type="Script" id=1]
|
||||||
[ext_resource path="res://assets/UI/transition_screen.png" type="Texture" id=2]
|
[ext_resource path="res://assets/UI/transition_screen.png" type="Texture" id=2]
|
||||||
|
|
||||||
[sub_resource type="Animation" id=1]
|
[sub_resource type="Animation" id=1]
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue
Block a user