Compare commits
2 Commits
a591d9d94b
...
8fa6a6f370
| Author | SHA1 | Date | |
|---|---|---|---|
| 8fa6a6f370 | |||
| d6bfe92c00 |
21
Main.tscn
21
Main.tscn
|
|
@ -1,3 +1,22 @@
|
|||
[gd_scene format=2]
|
||||
[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 )
|
||||
|
||||
[node name="Main" type="Node2D"]
|
||||
|
||||
[node name="Player" parent="." instance=ExtResource( 1 )]
|
||||
position = Vector2( 147, 101 )
|
||||
|
||||
[node name="ColorRect" type="ColorRect" parent="."]
|
||||
margin_top = 160.0
|
||||
margin_right = 416.0
|
||||
margin_bottom = 200.0
|
||||
|
||||
[node name="StaticBody2D" type="StaticBody2D" parent="ColorRect"]
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="ColorRect/StaticBody2D"]
|
||||
position = Vector2( 208, 20 )
|
||||
shape = SubResource( 1 )
|
||||
|
|
|
|||
BIN
assets/MManPortrait.png
Normal file
BIN
assets/MManPortrait.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 732 B |
35
assets/MManPortrait.png.import
Normal file
35
assets/MManPortrait.png.import
Normal file
|
|
@ -0,0 +1,35 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/MManPortrait.png-4e2ec0d6412baee3672a65d68519d9e1.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/MManPortrait.png"
|
||||
dest_files=[ "res://.import/MManPortrait.png-4e2ec0d6412baee3672a65d68519d9e1.stex" ]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_mode=0
|
||||
compress/bptc_ldr=0
|
||||
compress/normal_map=0
|
||||
flags/repeat=0
|
||||
flags/filter=false
|
||||
flags/mipmaps=false
|
||||
flags/anisotropic=false
|
||||
flags/srgb=2
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/HDR_as_SRGB=false
|
||||
process/invert_color=false
|
||||
process/normal_map_invert_y=false
|
||||
stream=false
|
||||
size_limit=0
|
||||
detect_3d=true
|
||||
svg/scale=1.0
|
||||
BIN
assets/actors/players/playerD/Mega.png
Normal file
BIN
assets/actors/players/playerD/Mega.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 117 KiB |
35
assets/actors/players/playerD/Mega.png.import
Normal file
35
assets/actors/players/playerD/Mega.png.import
Normal file
|
|
@ -0,0 +1,35 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/Mega.png-398a010e8e27ac84fe3335706e03da1e.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/actors/players/playerD/Mega.png"
|
||||
dest_files=[ "res://.import/Mega.png-398a010e8e27ac84fe3335706e03da1e.stex" ]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_mode=0
|
||||
compress/bptc_ldr=0
|
||||
compress/normal_map=0
|
||||
flags/repeat=0
|
||||
flags/filter=false
|
||||
flags/mipmaps=false
|
||||
flags/anisotropic=false
|
||||
flags/srgb=2
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/HDR_as_SRGB=false
|
||||
process/invert_color=false
|
||||
process/normal_map_invert_y=false
|
||||
stream=false
|
||||
size_limit=0
|
||||
detect_3d=true
|
||||
svg/scale=1.0
|
||||
|
|
@ -1,6 +1,6 @@
|
|||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://src/components/GenericReceiver.gd" type="Script" id=1]
|
||||
[ext_resource path="res://lib/components/GenericReceiver.gd" type="Script" id=1]
|
||||
|
||||
[node name="GenericReceiver" type="Node"]
|
||||
script = ExtResource( 1 )
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://src/components/GenericSender.gd" type="Script" id=1]
|
||||
[ext_resource path="res://lib/components/GenericSender.gd" type="Script" id=1]
|
||||
|
||||
[node name="GenericSender" type="Area2D"]
|
||||
collision_layer = 0
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://src/components/Health_Component.gd" type="Script" id=1]
|
||||
[ext_resource path="res://lib/components/Health_Component.gd" type="Script" id=1]
|
||||
|
||||
[node name="Health_Component" type="Node"]
|
||||
script = ExtResource( 1 )
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://src/components/Hitbox_Component.gd" type="Script" id=1]
|
||||
[ext_resource path="res://lib/components/Hitbox_Component.gd" type="Script" id=1]
|
||||
|
||||
[node name="Hitbox_Component" type="Area2D"]
|
||||
collision_layer = 128
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://src/components/Hurtbox_Component.gd" type="Script" id=1]
|
||||
[ext_resource path="res://lib/components/Hurtbox_Component.gd" type="Script" id=1]
|
||||
|
||||
[node name="Hurtbox_Component" type="Area2D"]
|
||||
script = ExtResource( 1 )
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://src/components/Modifier_Component.gd" type="Script" id=1]
|
||||
[ext_resource path="res://lib/components/Modifier_Component.gd" type="Script" id=1]
|
||||
|
||||
[node name="Modifier_Component" type="Area2D"]
|
||||
script = ExtResource( 1 )
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://src/components/Modifier_Receiver.gd" type="Script" id=1]
|
||||
[ext_resource path="res://lib/components/Modifier_Receiver.gd" type="Script" id=1]
|
||||
|
||||
[node name="Modifier_Receiver" type="Node2D"]
|
||||
script = ExtResource( 1 )
|
||||
|
|
|
|||
|
|
@ -1,13 +1,13 @@
|
|||
[gd_scene load_steps=17 format=2]
|
||||
|
||||
[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]
|
||||
[ext_resource path="res://src/templates/Actor/states/idle.gd" type="Script" id=4]
|
||||
[ext_resource path="res://src/movement_component.gd" type="Script" id=5]
|
||||
[ext_resource path="res://src/templates/Actor/resources/Smiley.png" type="Texture" id=6]
|
||||
[ext_resource path="res://src/templates/Actor/states/move.gd" type="Script" id=7]
|
||||
[ext_resource path="res://src/actor.gd" type="Script" id=8]
|
||||
[ext_resource path="res://lib/components/Hurtbox_Component.tscn" type="PackedScene" id=1]
|
||||
[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]
|
||||
[ext_resource path="res://lib/templates/Actor/states/idle.gd" type="Script" id=4]
|
||||
[ext_resource path="res://src/classes/movement_component.gd" type="Script" id=5]
|
||||
[ext_resource path="res://lib/templates/Actor/resources/Smiley.png" type="Texture" id=6]
|
||||
[ext_resource path="res://lib/templates/Actor/states/move.gd" type="Script" id=7]
|
||||
[ext_resource path="res://lib/classes/actor.gd" type="Script" id=8]
|
||||
|
||||
[sub_resource type="AtlasTexture" id=76]
|
||||
atlas = ExtResource( 6 )
|
||||
|
|
|
|||
|
|
@ -2,15 +2,15 @@
|
|||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/Smiley.png-8c81e651641e7afc57c144693e5c2423.stex"
|
||||
path="res://.import/Smiley.png-2f59c79aee2a45c4593491b462fdf12b.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://src/templates/Actor/resources/Smiley.png"
|
||||
dest_files=[ "res://.import/Smiley.png-8c81e651641e7afc57c144693e5c2423.stex" ]
|
||||
source_file="res://lib/templates/Actor/resources/Smiley.png"
|
||||
dest_files=[ "res://.import/Smiley.png-2f59c79aee2a45c4593491b462fdf12b.stex" ]
|
||||
|
||||
[params]
|
||||
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
[gd_scene load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://src/templates/Interactable/Interactable_Component.gd" type="Script" id=2]
|
||||
[ext_resource path="res://lib/templates/Interactable/Interactable_Component.gd" type="Script" id=2]
|
||||
|
||||
[node name="Interactable_Template" type="Area2D"]
|
||||
script = ExtResource( 2 )
|
||||
|
|
|
|||
|
|
@ -9,13 +9,91 @@
|
|||
config_version=4
|
||||
|
||||
_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={
|
||||
"GitAPI": ""
|
||||
"Actor": "",
|
||||
"GitAPI": "",
|
||||
"HealthComponent": "",
|
||||
"HealthPickup": "",
|
||||
"Interactable": "",
|
||||
"Interactable_Receiver": "",
|
||||
"ModifierProperties": "",
|
||||
"Modifier_Receiver": "",
|
||||
"MovementComponent": "",
|
||||
"State": "",
|
||||
"StateAnimatedActor": "",
|
||||
"StateMachine": "",
|
||||
"StateMachineAnimatedActor": "",
|
||||
"StateModifier": ""
|
||||
}
|
||||
|
||||
[application]
|
||||
|
|
@ -34,9 +112,9 @@ animation/layers/only_include_visible_layers_by_default=true
|
|||
|
||||
[autoload]
|
||||
|
||||
PlayerInfo="*res://src/singleton_autoloads/PlayerInfo.gd"
|
||||
UiManager="*res://src/singleton_autoloads/UIManager.gd"
|
||||
LevelInfo="*res://src/singleton_autoloads/LevelInfo.gd"
|
||||
PlayerInfo="*res://lib/singleton_autoloads/PlayerInfo.gd"
|
||||
UiManager="*res://lib/singleton_autoloads/UIManager.gd"
|
||||
LevelInfo="*res://lib/singleton_autoloads/LevelInfo.gd"
|
||||
|
||||
[debug]
|
||||
|
||||
|
|
|
|||
22
src/Interactables/Chest.gd
Normal file
22
src/Interactables/Chest.gd
Normal file
|
|
@ -0,0 +1,22 @@
|
|||
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
|
||||
21
src/Interactables/Chest.tscn
Normal file
21
src/Interactables/Chest.tscn
Normal file
|
|
@ -0,0 +1,21 @@
|
|||
[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 )
|
||||
14
src/Interactables/Door.gd
Normal file
14
src/Interactables/Door.gd
Normal file
|
|
@ -0,0 +1,14 @@
|
|||
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
|
||||
|
||||
68
src/Interactables/Door.tscn
Normal file
68
src/Interactables/Door.tscn
Normal file
|
|
@ -0,0 +1,68 @@
|
|||
[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 )
|
||||
28
src/Interactables/HealthPickup.gd
Normal file
28
src/Interactables/HealthPickup.gd
Normal file
|
|
@ -0,0 +1,28 @@
|
|||
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()
|
||||
|
||||
25
src/Interactables/HealthPickup.tscn
Normal file
25
src/Interactables/HealthPickup.tscn
Normal file
|
|
@ -0,0 +1,25 @@
|
|||
[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
|
||||
27
src/Interactables/QuickHealthPickup.tres
Normal file
27
src/Interactables/QuickHealthPickup.tres
Normal file
|
|
@ -0,0 +1,27 @@
|
|||
[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
|
||||
} ]
|
||||
75
src/actors/players/playerD/Player.gd
Normal file
75
src/actors/players/playerD/Player.gd
Normal file
|
|
@ -0,0 +1,75 @@
|
|||
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.
|
||||
695
src/actors/players/playerD/Player.tscn
Normal file
695
src/actors/players/playerD/Player.tscn
Normal file
|
|
@ -0,0 +1,695 @@
|
|||
[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]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 2400, 320, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=151]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 0, 480, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=152]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 240, 480, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=153]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 480, 480, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=154]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 720, 480, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=155]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 960, 480, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=156]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1200, 480, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=157]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1440, 480, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=158]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1920, 480, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=159]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 2160, 480, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=160]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 2400, 480, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=161]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 0, 640, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=162]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 240, 640, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=163]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 480, 640, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=164]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 720, 640, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=165]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 960, 640, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=166]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1200, 640, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=167]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1440, 640, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=168]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 2400, 0, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=169]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 0, 160, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=170]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 720, 1120, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=171]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 960, 1120, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=172]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1200, 1120, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=173]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1440, 1120, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=174]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1680, 1120, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=175]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1920, 1120, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=176]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 2160, 1120, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=177]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 2400, 1120, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=178]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 0, 1280, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=179]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 240, 1280, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=180]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 480, 1280, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=181]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 720, 1280, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=182]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 960, 1280, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=183]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1200, 1280, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=184]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1440, 1280, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=185]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1680, 1280, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=186]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1920, 1280, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=187]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 2160, 1280, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=188]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 2400, 1280, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=189]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 0, 1440, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=190]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 240, 0, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=191]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 480, 0, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=192]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 720, 0, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=193]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 960, 0, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=194]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1680, 320, 240, 160 )
|
||||
|
||||
[sub_resource type="AtlasTexture" id=195]
|
||||
atlas = SubResource( 90 )
|
||||
region = Rect2( 1680, 480, 240, 160 )
|
||||
|
||||
[sub_resource type="SpriteFrames" id=196]
|
||||
animations = [ {
|
||||
"frames": [ SubResource( 91 ), SubResource( 92 ), SubResource( 93 ), SubResource( 94 ), SubResource( 95 ), SubResource( 96 ) ],
|
||||
"loop": true,
|
||||
"name": "climb",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 97 ) ],
|
||||
"loop": false,
|
||||
"name": "climb_step",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 98 ) ],
|
||||
"loop": false,
|
||||
"name": "climb_upstep",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 99 ), SubResource( 99 ), SubResource( 99 ), SubResource( 100 ), SubResource( 101 ), SubResource( 102 ), SubResource( 103 ), SubResource( 103 ), SubResource( 103 ) ],
|
||||
"loop": false,
|
||||
"name": "dash",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 104 ), SubResource( 105 ), SubResource( 106 ), SubResource( 107 ), SubResource( 108 ), SubResource( 109 ), SubResource( 110 ), SubResource( 111 ), SubResource( 112 ), SubResource( 113 ), SubResource( 112 ), SubResource( 114 ) ],
|
||||
"loop": false,
|
||||
"name": "die",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 115 ), SubResource( 116 ) ],
|
||||
"loop": true,
|
||||
"name": "hurt",
|
||||
"speed": 4.0
|
||||
}, {
|
||||
"frames": [ SubResource( 117 ), SubResource( 117 ), SubResource( 117 ), SubResource( 117 ), SubResource( 117 ), SubResource( 117 ), SubResource( 117 ), SubResource( 117 ), SubResource( 117 ), SubResource( 117 ), SubResource( 117 ), SubResource( 117 ), SubResource( 117 ), SubResource( 117 ), SubResource( 117 ), SubResource( 117 ), SubResource( 117 ), SubResource( 117 ), SubResource( 117 ), SubResource( 117 ), SubResource( 117 ), SubResource( 117 ), SubResource( 117 ), SubResource( 117 ), SubResource( 117 ), SubResource( 117 ), SubResource( 117 ), SubResource( 117 ), SubResource( 117 ), SubResource( 117 ), SubResource( 118 ), SubResource( 119 ), SubResource( 120 ), SubResource( 121 ), SubResource( 122 ) ],
|
||||
"loop": true,
|
||||
"name": "idle",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 123 ), SubResource( 124 ), SubResource( 125 ) ],
|
||||
"loop": true,
|
||||
"name": "idle_shield",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 126 ) ],
|
||||
"loop": true,
|
||||
"name": "idle_shoot",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 127 ), SubResource( 128 ), SubResource( 129 ), SubResource( 130 ), SubResource( 128 ), SubResource( 131 ), SubResource( 132 ), SubResource( 133 ) ],
|
||||
"loop": false,
|
||||
"name": "jump",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 134 ), SubResource( 134 ), SubResource( 134 ), SubResource( 134 ), SubResource( 134 ), SubResource( 134 ), SubResource( 135 ), SubResource( 136 ) ],
|
||||
"loop": false,
|
||||
"name": "jump_shoot",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 137 ), SubResource( 138 ), SubResource( 139 ), SubResource( 140 ), SubResource( 141 ), SubResource( 142 ), SubResource( 143 ), SubResource( 144 ), SubResource( 145 ), SubResource( 146 ), SubResource( 147 ) ],
|
||||
"loop": false,
|
||||
"name": "roll",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 148 ), SubResource( 149 ), SubResource( 150 ), SubResource( 151 ), SubResource( 152 ), SubResource( 153 ), SubResource( 154 ), SubResource( 155 ), SubResource( 156 ), SubResource( 157 ) ],
|
||||
"loop": true,
|
||||
"name": "run",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 158 ), SubResource( 159 ), SubResource( 160 ), SubResource( 161 ), SubResource( 162 ), SubResource( 163 ), SubResource( 164 ), SubResource( 165 ), SubResource( 166 ), SubResource( 167 ) ],
|
||||
"loop": true,
|
||||
"name": "run_shoot",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 168 ), SubResource( 169 ), SubResource( 126 ) ],
|
||||
"loop": false,
|
||||
"name": "shoot",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 170 ), SubResource( 171 ), SubResource( 172 ), SubResource( 172 ), SubResource( 173 ), SubResource( 174 ), SubResource( 175 ), SubResource( 176 ), SubResource( 176 ), SubResource( 177 ), SubResource( 178 ), SubResource( 179 ), SubResource( 180 ), SubResource( 181 ), SubResource( 182 ), SubResource( 183 ), SubResource( 184 ), SubResource( 185 ), SubResource( 186 ), SubResource( 187 ), SubResource( 188 ), SubResource( 189 ) ],
|
||||
"loop": true,
|
||||
"name": "slash",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 118 ), SubResource( 190 ), SubResource( 191 ), SubResource( 192 ), SubResource( 193 ) ],
|
||||
"loop": false,
|
||||
"name": "stand",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 194 ) ],
|
||||
"loop": false,
|
||||
"name": "step",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 195 ) ],
|
||||
"loop": false,
|
||||
"name": "step_shoot",
|
||||
"speed": 10.0
|
||||
} ]
|
||||
|
||||
[sub_resource type="RectangleShape2D" id=89]
|
||||
extents = Vector2( 12, 16 )
|
||||
|
||||
[node name="Player" instance=ExtResource( 1 )]
|
||||
script = ExtResource( 3 )
|
||||
actor_type = "Player"
|
||||
player_number = 1
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="0"]
|
||||
position = Vector2( 0, -3.5 )
|
||||
shape = SubResource( 197 )
|
||||
|
||||
[node name="AnimatedSprite" parent="." index="1"]
|
||||
position = Vector2( -1, -51 )
|
||||
frames = SubResource( 196 )
|
||||
animation = "idle_shoot"
|
||||
flip_h = false
|
||||
__meta__ = {
|
||||
"_aseprite_wizard_config_": {
|
||||
"layer": "",
|
||||
"o_ex_p": "_+",
|
||||
"o_folder": "res://assets",
|
||||
"o_name": "",
|
||||
"only_visible": true,
|
||||
"op_exp": false,
|
||||
"slice": "",
|
||||
"source": "D:/Sync/Assets/Library/Mega.ase"
|
||||
}
|
||||
}
|
||||
|
||||
[node name="movement_component" parent="." index="2"]
|
||||
script = ExtResource( 2 )
|
||||
player_number = 1
|
||||
interactable_node = NodePath("../Interactable_Receiver")
|
||||
|
||||
[node name="idle" parent="movement_state_machine" index="0"]
|
||||
script = ExtResource( 4 )
|
||||
debug_state = true
|
||||
move_speed = 0.0
|
||||
animation_sequence = [ "idle" ]
|
||||
jump_node = NodePath("../jump")
|
||||
attack_node = NodePath("../attack")
|
||||
dash_node = NodePath("../dash")
|
||||
roll_node = NodePath("../roll")
|
||||
climb_node = NodePath("../climb")
|
||||
|
||||
[node name="fall" parent="movement_state_machine" index="1"]
|
||||
script = ExtResource( 6 )
|
||||
move_speed = 90.0
|
||||
animation_sequence = [ "jump" ]
|
||||
landing_node = NodePath("")
|
||||
|
||||
[node name="move" parent="movement_state_machine" index="2"]
|
||||
script = ExtResource( 5 )
|
||||
move_speed = 90.0
|
||||
animation_sequence = [ "step", "run" ]
|
||||
jump_node = NodePath("../jump")
|
||||
attack_node = NodePath("../attack")
|
||||
|
||||
[node name="jump" type="Node" parent="movement_state_machine" index="3"]
|
||||
script = ExtResource( 8 )
|
||||
move_speed = 90.0
|
||||
move_modifier_move_acceleration = -100.0
|
||||
animation_sequence = [ "jump" ]
|
||||
idle_node = NodePath("../idle")
|
||||
fall_node = NodePath("../fall")
|
||||
attack_node = NodePath("../attack")
|
||||
jump_force = 250.0
|
||||
|
||||
[node name="attack" type="Node" parent="movement_state_machine" index="4"]
|
||||
script = ExtResource( 10 )
|
||||
timeout_seconds = 1.5
|
||||
move_speed = 90.0
|
||||
animation_sequence = [ "shoot" ]
|
||||
jump_node = NodePath("../jump")
|
||||
idle_node = NodePath("../idle")
|
||||
fall_node = NodePath("../fall")
|
||||
move_node = NodePath("../move")
|
||||
|
||||
[node name="hurt" type="Node" parent="movement_state_machine" index="5"]
|
||||
script = ExtResource( 12 )
|
||||
timeout_seconds = 2.0
|
||||
move_speed = -10.0
|
||||
animation_sequence = [ "hurt" ]
|
||||
idle_node = NodePath("../idle")
|
||||
|
||||
[node name="dash" type="Node" parent="movement_state_machine" index="6"]
|
||||
script = ExtResource( 11 )
|
||||
move_speed = 90.0
|
||||
move_speed_modifier = 90.0
|
||||
move_modifier_move_acceleration = -100.0
|
||||
jerk_factor = -20.0
|
||||
animation_sequence = [ "dash" ]
|
||||
fall_node = NodePath("../fall")
|
||||
idle_node = NodePath("../idle")
|
||||
attack_node = NodePath("../attack")
|
||||
jump_node = NodePath("../jump")
|
||||
|
||||
[node name="roll" type="Node" parent="movement_state_machine" index="7"]
|
||||
script = ExtResource( 14 )
|
||||
move_speed = 150.0
|
||||
animation_sequence = [ "roll" ]
|
||||
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
|
||||
animation_sequence = [ "climb_step", "climb", "climb_upstep" ]
|
||||
idle_node = NodePath("../idle")
|
||||
|
||||
[node name="Hurtbox_Component" parent="." index="4"]
|
||||
collision_layer = 16
|
||||
collision_mask = 128
|
||||
hurtbox_entered_function = "hit_Receiver"
|
||||
|
||||
[node name="CollisionShape2D" parent="Hurtbox_Component" index="0"]
|
||||
position = Vector2( 0, -2 )
|
||||
shape = SubResource( 89 )
|
||||
|
||||
[node name="Health_Component" parent="." index="6" instance=ExtResource( 7 )]
|
||||
max_health = 100
|
||||
|
||||
[node name="Interactable_Receiver" type="Node2D" parent="." index="7"]
|
||||
script = ExtResource( 16 )
|
||||
interactable_parent_callback = "touch_the_thing"
|
||||
|
||||
[node name="Modifier_Receiver" parent="." index="8" instance=ExtResource( 9 )]
|
||||
modifier_parent_callback = "receive_modifier"
|
||||
debug_receiver = true
|
||||
|
||||
[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"]
|
||||
140
src/actors/players/playerD/movement_component.gd
Normal file
140
src/actors/players/playerD/movement_component.gd
Normal file
|
|
@ -0,0 +1,140 @@
|
|||
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
|
||||
|
||||
|
||||
140
src/actors/players/playerD/states/attack.gd
Normal file
140
src/actors/players/playerD/states/attack.gd
Normal file
|
|
@ -0,0 +1,140 @@
|
|||
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
|
||||
|
||||
51
src/actors/players/playerD/states/climb.gd
Normal file
51
src/actors/players/playerD/states/climb.gd
Normal file
|
|
@ -0,0 +1,51 @@
|
|||
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
|
||||
78
src/actors/players/playerD/states/dash.gd
Normal file
78
src/actors/players/playerD/states/dash.gd
Normal file
|
|
@ -0,0 +1,78 @@
|
|||
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
|
||||
12
src/actors/players/playerD/states/die.gd
Normal file
12
src/actors/players/playerD/states/die.gd
Normal file
|
|
@ -0,0 +1,12 @@
|
|||
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
|
||||
50
src/actors/players/playerD/states/fall.gd
Normal file
50
src/actors/players/playerD/states/fall.gd
Normal file
|
|
@ -0,0 +1,50 @@
|
|||
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
|
||||
57
src/actors/players/playerD/states/hurt.gd
Normal file
57
src/actors/players/playerD/states/hurt.gd
Normal file
|
|
@ -0,0 +1,57 @@
|
|||
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
|
||||
52
src/actors/players/playerD/states/idle.gd
Normal file
52
src/actors/players/playerD/states/idle.gd
Normal file
|
|
@ -0,0 +1,52 @@
|
|||
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
|
||||
45
src/actors/players/playerD/states/jump.gd
Normal file
45
src/actors/players/playerD/states/jump.gd
Normal file
|
|
@ -0,0 +1,45 @@
|
|||
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
|
||||
34
src/actors/players/playerD/states/move.gd
Normal file
34
src/actors/players/playerD/states/move.gd
Normal file
|
|
@ -0,0 +1,34 @@
|
|||
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
|
||||
46
src/actors/players/playerD/states/roll.gd
Normal file
46
src/actors/players/playerD/states/roll.gd
Normal file
|
|
@ -0,0 +1,46 @@
|
|||
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
|
||||
82
src/classes/movement_component.gd
Normal file
82
src/classes/movement_component.gd
Normal file
|
|
@ -0,0 +1,82 @@
|
|||
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