Fix for Actor template, clean up to build things from new template.

This commit is contained in:
Nitsud Yarg 2024-06-01 08:30:09 -07:00
parent a7b1922a0e
commit 31c49ef828
9 changed files with 26 additions and 102 deletions

View File

@ -11,9 +11,9 @@ onready var movement_animations: AnimatedSprite = $AnimatedSprite
onready var sound_effect_player: AudioStreamPlayer = $SE_Player
onready var movement_component: MovementComponent = $Controllers/move_component
onready var movement_component: MovementComponent = $movement_component
onready var movement_state_machine: StateMachineAnimatedActor = $Controllers/state_machine
onready var movement_state_machine: StateMachineAnimatedActor = $movement_state_machine
var sound_effects_dict: Dictionary

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=35 format=2]
[gd_scene load_steps=34 format=2]
[ext_resource path="res://src/enemyB/Enemy2-KinematicBody2D.gd" type="Script" id=1]
[ext_resource path="res://src/enemyB/states/fall.gd" type="Script" id=2]
@ -8,7 +8,6 @@
[ext_resource path="res://src/enemyB/states/wander.gd" type="Script" id=6]
[ext_resource path="res://src/enemyB/states/idle.gd" type="Script" id=7]
[ext_resource path="res://src/enemyB/states/attack.gd" type="Script" id=8]
[ext_resource path="res://src/playerB/Gun.gd" type="Script" id=9]
[ext_resource path="res://src/enemyB/states/hurt.gd" type="Script" id=10]
[ext_resource path="res://src/enemyB/enemy_move_component.gd" type="Script" id=11]
@ -132,7 +131,6 @@ script = ExtResource( 1 )
position = Vector2( 8, -8 )
frames = SubResource( 168 )
animation = "idle"
frame = 1
playing = true
flip_h = true
__meta__ = {
@ -224,20 +222,6 @@ self_modulate = Color( 1, 0, 0, 1 )
position = Vector2( 0, -1 )
shape = SubResource( 148 )
[node name="Gun" type="Position2D" parent="."]
physics_interpolation_mode = 1
position = Vector2( 25, -5 )
script = ExtResource( 9 )
[node name="Cooldown" type="Timer" parent="Gun"]
wait_time = 0.5
one_shot = true
[node name="Line2D" type="Line2D" parent="Gun"]
points = PoolVector2Array( -5, 0, 5, 0 )
width = 2.0
default_color = Color( 1, 0.607843, 0, 1 )
[node name="PlayerDetection" type="RayCast2D" parent="."]
enabled = true
cast_to = Vector2( 20, 0 )

View File

@ -1,7 +1,6 @@
[gd_scene load_steps=23 format=2]
[gd_scene load_steps=22 format=2]
[ext_resource path="res://src/templates/Actor/ActorTemplate.tscn" type="PackedScene" id=1]
[ext_resource path="res://src/enemyC/idle.gd" type="Script" id=2]
[sub_resource type="StreamTexture" id=1]
load_path = "res://.import/botEnemy.png-46efd539a38730ff15fb4ddb087329c6.stex"
@ -112,7 +111,7 @@ animations = [ {
position = Vector2( 11, -7 )
frames = SubResource( 20 )
animation = "idle"
frame = 0
frame = 1
__meta__ = {
"_aseprite_wizard_config_": {
"layer": "",
@ -129,13 +128,8 @@ __meta__ = {
[node name="CollisionShape2D" parent="." index="1"]
position = Vector2( -0.5, -2 )
[node name="idle" parent="Controllers/state_machine" index="0"]
script = ExtResource( 2 )
animation_sequence = [ ]
fall_node = NodePath("")
jump_node = NodePath("")
move_node = NodePath("")
fire_node = NodePath("")
[node name="fall" parent="Controllers/state_machine" index="1"]
[node name="idle" parent="movement_state_machine" index="0"]
animation_sequence = [ "idle" ]
[node name="fall" parent="movement_state_machine" index="1"]
animation_sequence = [ "idle" ]

View File

@ -1,46 +0,0 @@
extends Position2D
# Represents a weapon that spawns and shoots bullets.
# The Cooldown timer controls the cooldown duration between shots.
const BULLET_VELOCITY = 350
const Bullet = preload("res://src/Projectile.tscn")
#onready var sound_shoot = $Shoot
onready var timer = $Cooldown
onready var offset_position = Vector2(transform.origin.x, transform.origin.y)
# This method is only called by Player.gd.
func shoot(direction = 1):
#self.set_position(Vector2(position.x * direction, position.y))
#transform.x = transform.x * direction
#Transform2D.FLIP_Y
#transform.origin.x = transform.origin.x * direction
# if direction < 0:
# var t = Transform2D()
# # Translation
# t.origin = Vector2(position.x * -1, position.y)
# transform = t
# elif direction > 0:
# var t = Transform2D()
# # Translation
# t.origin = Vector2(position.x, position.y)
# transform = t
print("Fire Debug: ", direction, " Gun position: ", position, transform.origin)
# position.x = position.x * direction #shifting position before fire was unreliable
if not timer.is_stopped():
return false
var bullet = Bullet.instance()
# if (direction > 0):
# bullet.global_position = global_position
# else:
# bullet.global_position = global_position - Vector2(position.x * 2, 0)
bullet.global_position = global_position
bullet.linear_velocity = Vector2(direction * BULLET_VELOCITY, 0)
bullet.set_as_toplevel(true)
add_child(bullet)
# sound_shoot.play()
timer.start()
return true

View File

@ -8,7 +8,7 @@
[ext_resource path="res://src/playerC/player_move_component.gd" type="Script" id=6]
[ext_resource path="res://src/playerC/states/jump.gd" type="Script" id=7]
[ext_resource path="res://src/playerC/states/hurt.gd" type="Script" id=8]
[ext_resource path="res://src/playerC/Gun.gd" type="Script" id=9]
[ext_resource path="res://src/Gun.gd" type="Script" id=9]
[ext_resource path="res://src/playerC/states/fire.gd" type="Script" id=10]
[ext_resource path="res://src/playerC/resources/FrameSounds.gd" type="Script" id=11]
[ext_resource path="res://src/components/Hurtbox_Component.tscn" type="PackedScene" id=12]
@ -441,16 +441,14 @@ __meta__ = {
position = Vector2( 0, -3.5 )
shape = SubResource( 74 )
[node name="Controllers" type="Node" parent="."]
[node name="move_component" type="Node" parent="Controllers"]
[node name="movement_component" type="Node" parent="."]
script = ExtResource( 6 )
[node name="state_machine" type="Node" parent="Controllers"]
[node name="movement_state_machine" type="Node" parent="."]
script = ExtResource( 14 )
starting_state = NodePath("idle")
[node name="idle" type="Node" parent="Controllers/state_machine"]
[node name="idle" type="Node" parent="movement_state_machine"]
script = ExtResource( 2 )
move_speed = 90.0
animation_sequence = [ "idle" ]
@ -459,7 +457,7 @@ fall_node = NodePath("../fall")
move_node = NodePath("../move")
fire_node = NodePath("../fire")
[node name="jump" type="Node" parent="Controllers/state_machine"]
[node name="jump" type="Node" parent="movement_state_machine"]
script = ExtResource( 7 )
move_speed = 90.0
animation_sequence = [ "jump" ]
@ -468,7 +466,7 @@ fall_node = NodePath("../fall")
move_node = NodePath("../move")
jump_force = 270.0
[node name="move" type="Node" parent="Controllers/state_machine"]
[node name="move" type="Node" parent="movement_state_machine"]
script = ExtResource( 5 )
move_speed = 90.0
animation_sequence = [ "step", "run" ]
@ -477,21 +475,21 @@ fall_node = NodePath("../fall")
idle_node = NodePath("../idle")
dash_node = NodePath(".")
[node name="fall" type="Node" parent="Controllers/state_machine"]
[node name="fall" type="Node" parent="movement_state_machine"]
script = ExtResource( 4 )
move_speed = 90.0
animation_sequence = [ "jump" ]
idle_node = NodePath("../idle")
move_node = NodePath("../move")
[node name="hurt" type="Node" parent="Controllers/state_machine"]
[node name="hurt" type="Node" parent="movement_state_machine"]
script = ExtResource( 8 )
timeout_seconds = 1.0
move_speed = -25.0
animation_sequence = [ "hit" ]
idle_node = NodePath("../idle")
[node name="fire" type="Node" parent="Controllers/state_machine"]
[node name="fire" type="Node" parent="movement_state_machine"]
script = ExtResource( 10 )
timeout_seconds = 1.0
animation_sequence = [ "fire" ]
@ -500,7 +498,7 @@ idle_node = NodePath("../idle")
fall_node = NodePath("../fall")
move_node = NodePath("../move")
[node name="attack" type="Node" parent="Controllers/state_machine"]
[node name="attack" type="Node" parent="movement_state_machine"]
script = ExtResource( 13 )
animation_name = "_fire"
timeout_seconds = 2.0

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@ -1,2 +0,0 @@
extends MovementComponent

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@ -1,2 +0,0 @@
extends StateMachineAnimatedActor

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@ -1,10 +1,10 @@
[gd_scene load_steps=16 format=2]
[ext_resource path="res://src/components/Hurtbox_Component.tscn" type="PackedScene" id=1]
[ext_resource path="res://src/templates/Actor/ActorStateMachineAnimatedActor.gd" type="Script" id=2]
[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/templates/Actor/ActorMovementComponent.gd" type="Script" id=5]
[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/ActorTemplate.gd" type="Script" id=12]
@ -69,25 +69,23 @@ __meta__ = {
position = Vector2( 0, -3.5 )
shape = SubResource( 74 )
[node name="Controllers" type="Node" parent="."]
[node name="movement_component" type="Node" parent="."]
script = ExtResource( 5 )
[node name="state_machine" type="Node" parent="Controllers"]
[node name="movement_state_machine" type="Node" parent="."]
script = ExtResource( 2 )
starting_state = NodePath("idle")
[node name="idle" type="Node" parent="Controllers/state_machine"]
[node name="idle" type="Node" parent="movement_state_machine"]
script = ExtResource( 4 )
animation_sequence = [ "default" ]
fall_node = NodePath("../fall")
[node name="fall" type="Node" parent="Controllers/state_machine"]
[node name="fall" type="Node" parent="movement_state_machine"]
script = ExtResource( 3 )
animation_sequence = [ "default" ]
idle_node = NodePath("../idle")
[node name="move_component" type="Node" parent="Controllers"]
script = ExtResource( 5 )
[node name="Hurtbox_Component" parent="." instance=ExtResource( 1 )]
[node name="SE_Player" type="AudioStreamPlayer" parent="."]