add some enemy behavior prototypes
This commit is contained in:
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31003a2863
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38
godot/characters/enemies/WalkingEnemy.gd
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38
godot/characters/enemies/WalkingEnemy.gd
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extends KinematicBody2D
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signal player_touched
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var velocity = Vector2()
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export var direction = -1
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export var detect_edges = true
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export var speed = 25
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export var gravity = 9.8
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func _ready() -> void:
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if direction == 1:
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$AnimatedSprite.flip_h = true
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$FloorChecker.position.x = $CollisionShape2D.shape.get_extents().x * direction
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$FloorChecker.enabled = detect_edges
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func _physics_process(_delta: float) -> void:
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if is_on_wall() or not $FloorChecker.is_colliding() and is_on_floor() and $FloorChecker.enabled:
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direction *= -1
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$AnimatedSprite.flip_h = not $AnimatedSprite.flip_h
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$FloorChecker.position.x = $CollisionShape2D.shape.get_extents().x * direction
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velocity.y += gravity
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velocity.x = speed * direction
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velocity = move_and_slide(velocity, Vector2.UP)
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for i in get_slide_count():
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var collision = get_slide_collision(i)
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if collision.collider.name == "Player":
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emit_signal("player_touched")
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func squash() -> void:
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queue_free()
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27
godot/characters/enemies/blightwing/Blightwing.gd
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27
godot/characters/enemies/blightwing/Blightwing.gd
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@ -0,0 +1,27 @@
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extends KinematicBody2D
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# Declare member variables here. Examples:
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# var a: int = 2
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# var b: String = "text"
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _physics_process(delta: float) -> void:
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var velocity = Vector2()
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velocity.x += 1 * 50
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#velocity.y -= 1 * 50
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velocity = move_and_slide(velocity, Vector2(0, 0), true, 2)
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for i in get_slide_count():
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var collision = get_slide_collision(i)
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#if collision.collider.name == "Player":
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# print("Blightwing: " + String(OS.get_unix_time()) + " " + collision.collider.name)
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func _on_Area2D_body_entered(body: Node) -> void:
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print(body.name)
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@ -25,14 +25,13 @@ animations = [ {
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[sub_resource type="RectangleShape2D" id=5]
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[sub_resource type="RectangleShape2D" id=5]
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extents = Vector2( 5, 5 )
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extents = Vector2( 5, 5 )
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[node name="Blightwing" type="KinematicBody2D"]
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[node name="Blightwing" type="KinematicBody2D" groups=["enemy"]]
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collision_layer = 8
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collision_layer = 8
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collision_mask = 11
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collision_mask = 11
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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frames = SubResource( 4 )
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frames = SubResource( 4 )
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animation = "fly"
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animation = "fly"
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frame = 1
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playing = true
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playing = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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27
godot/characters/enemies/blockface/Blockface.gd
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27
godot/characters/enemies/blockface/Blockface.gd
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extends KinematicBody2D
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signal player_touched
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onready var start_position = position
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var velocity = Vector2()
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export var speed = 50.0
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export var fall_speed = 75.0
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var return_to_start: bool = false
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func _physics_process(delta: float) -> void:
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if return_to_start:
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position = position.move_toward(start_position, speed * delta)
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else:
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var collision = move_and_collide(Vector2(0, (position.y + fall_speed) * delta))
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if collision:
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return_to_start = true
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$AnimatedSprite.play("normal")
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if collision.collider.name == "Player":
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emit_signal("player_touched")
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if position.y <= start_position.y:
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return_to_start = false
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$AnimatedSprite.play("angry")
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@ -1,6 +1,7 @@
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[gd_scene load_steps=6 format=2]
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[gd_scene load_steps=7 format=2]
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[ext_resource path="res://assets/characters/characters.png" type="Texture" id=1]
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[ext_resource path="res://assets/characters/characters.png" type="Texture" id=1]
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[ext_resource path="res://characters/enemies/blockface/Blockface.gd" type="Script" id=2]
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[sub_resource type="AtlasTexture" id=1]
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[sub_resource type="AtlasTexture" id=1]
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atlas = ExtResource( 1 )
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atlas = ExtResource( 1 )
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@ -26,9 +27,10 @@ animations = [ {
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[sub_resource type="RectangleShape2D" id=4]
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[sub_resource type="RectangleShape2D" id=4]
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extents = Vector2( 9, 9 )
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extents = Vector2( 9, 9 )
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[node name="Blockface" type="KinematicBody2D"]
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[node name="Blockface" type="KinematicBody2D" groups=["enemy", "rideable"]]
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collision_layer = 8
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collision_layer = 8
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collision_mask = 11
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collision_mask = 11
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script = ExtResource( 2 )
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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frames = SubResource( 3 )
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frames = SubResource( 3 )
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1
godot/characters/enemies/dreadtooth/Dreadtooth.gd
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1
godot/characters/enemies/dreadtooth/Dreadtooth.gd
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extends "res://characters/enemies/WalkingEnemy.gd"
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@ -1,6 +1,7 @@
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[gd_scene load_steps=7 format=2]
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[gd_scene load_steps=8 format=2]
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[ext_resource path="res://assets/characters/characters.png" type="Texture" id=1]
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[ext_resource path="res://assets/characters/characters.png" type="Texture" id=1]
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[ext_resource path="res://characters/enemies/dreadtooth/Dreadtooth.gd" type="Script" id=2]
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[sub_resource type="AtlasTexture" id=1]
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[sub_resource type="AtlasTexture" id=1]
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atlas = ExtResource( 1 )
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atlas = ExtResource( 1 )
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@ -28,17 +29,26 @@ animations = [ {
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} ]
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} ]
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[sub_resource type="RectangleShape2D" id=5]
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[sub_resource type="RectangleShape2D" id=5]
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extents = Vector2( 7.5, 8.5 )
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extents = Vector2( 7.5, 6.5 )
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[node name="Dreadtooth" type="KinematicBody2D"]
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[node name="Dreadtooth" type="KinematicBody2D" groups=["enemy"]]
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collision_layer = 8
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collision_layer = 8
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collision_mask = 11
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collision_mask = 11
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script = ExtResource( 2 )
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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frames = SubResource( 4 )
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frames = SubResource( 4 )
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animation = "walk"
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animation = "walk"
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playing = true
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frame = 1
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2( -0.5, 3.5 )
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position = Vector2( -0.5, 5.5 )
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shape = SubResource( 5 )
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shape = SubResource( 5 )
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[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="."]
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polygon = PoolVector2Array( 0, -7, 3, -4, 3, -1, -4, -1, -4, -4, -1, -7 )
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[node name="FloorChecker" type="RayCast2D" parent="."]
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enabled = true
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cast_to = Vector2( 0, 20 )
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collision_mask = 10
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@ -21,12 +21,13 @@ animations = [ {
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[sub_resource type="RectangleShape2D" id=4]
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[sub_resource type="RectangleShape2D" id=4]
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extents = Vector2( 5.5, 7.5 )
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extents = Vector2( 5.5, 7.5 )
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[node name="Gravevine" type="KinematicBody2D"]
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[node name="Gravevine" type="KinematicBody2D" groups=["enemy"]]
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collision_layer = 8
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collision_layer = 8
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collision_mask = 11
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collision_mask = 11
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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frames = SubResource( 3 )
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frames = SubResource( 3 )
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frame = 1
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playing = true
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playing = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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1
godot/characters/enemies/shelly/Shelly.gd
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1
godot/characters/enemies/shelly/Shelly.gd
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extends "res://characters/enemies/WalkingEnemy.gd"
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@ -1,6 +1,7 @@
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[gd_scene load_steps=7 format=2]
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[gd_scene load_steps=8 format=2]
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[ext_resource path="res://assets/characters/characters.png" type="Texture" id=1]
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[ext_resource path="res://assets/characters/characters.png" type="Texture" id=1]
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[ext_resource path="res://characters/enemies/shelly/Shelly.gd" type="Script" id=2]
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[sub_resource type="AtlasTexture" id=1]
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[sub_resource type="AtlasTexture" id=1]
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atlas = ExtResource( 1 )
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atlas = ExtResource( 1 )
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@ -28,11 +29,12 @@ animations = [ {
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} ]
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} ]
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[sub_resource type="RectangleShape2D" id=5]
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[sub_resource type="RectangleShape2D" id=5]
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extents = Vector2( 7.5, 7 )
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extents = Vector2( 7.5, 6.5 )
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[node name="Shelly" type="KinematicBody2D"]
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[node name="Shelly" type="KinematicBody2D" groups=["enemy", "squashable"]]
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collision_layer = 8
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collision_layer = 8
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collision_mask = 11
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collision_mask = 11
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script = ExtResource( 2 )
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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frames = SubResource( 4 )
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frames = SubResource( 4 )
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@ -40,5 +42,10 @@ animation = "walk"
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playing = true
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playing = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2( 1, 5 )
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position = Vector2( 1, 5.5 )
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shape = SubResource( 5 )
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shape = SubResource( 5 )
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[node name="FloorChecker" type="RayCast2D" parent="."]
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enabled = true
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cast_to = Vector2( 0, 20 )
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collision_mask = 10
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@ -17,7 +17,7 @@ animations = [ {
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[sub_resource type="CircleShape2D" id=3]
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[sub_resource type="CircleShape2D" id=3]
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radius = 9.05539
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radius = 9.05539
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[node name="Spikeball" type="KinematicBody2D"]
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[node name="Spikeball" type="KinematicBody2D" groups=["enemy"]]
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collision_layer = 8
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collision_layer = 8
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collision_mask = 11
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collision_mask = 11
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1
godot/characters/enemies/super_shelly/SuperShelly.gd
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godot/characters/enemies/super_shelly/SuperShelly.gd
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extends "res://characters/enemies/WalkingEnemy.gd"
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@ -1,6 +1,7 @@
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[gd_scene load_steps=7 format=2]
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[gd_scene load_steps=8 format=2]
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[ext_resource path="res://assets/characters/characters.png" type="Texture" id=1]
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[ext_resource path="res://assets/characters/characters.png" type="Texture" id=1]
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[ext_resource path="res://characters/enemies/super_shelly/SuperShelly.gd" type="Script" id=2]
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[sub_resource type="AtlasTexture" id=1]
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[sub_resource type="AtlasTexture" id=1]
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atlas = ExtResource( 1 )
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atlas = ExtResource( 1 )
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@ -28,11 +29,12 @@ animations = [ {
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} ]
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} ]
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[sub_resource type="RectangleShape2D" id=5]
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[sub_resource type="RectangleShape2D" id=5]
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extents = Vector2( 12, 11 )
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extents = Vector2( 12, 10.5 )
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[node name="SuperShelly" type="KinematicBody2D"]
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[node name="SuperShelly" type="KinematicBody2D" groups=["enemy", "squashable"]]
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collision_layer = 8
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collision_layer = 8
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collision_mask = 11
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collision_mask = 11
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script = ExtResource( 2 )
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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frames = SubResource( 4 )
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frames = SubResource( 4 )
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playing = true
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playing = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2( 0, 1 )
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position = Vector2( 0, 1.5 )
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shape = SubResource( 5 )
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shape = SubResource( 5 )
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[node name="FloorChecker" type="RayCast2D" parent="."]
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enabled = true
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cast_to = Vector2( 0, 20 )
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collision_mask = 10
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[ext_resource path="res://characters/player/states/Fall.gdns" type="Script" id=7]
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[ext_resource path="res://characters/player/states/Fall.gdns" type="Script" id=7]
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[sub_resource type="RectangleShape2D" id=1]
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 7, 12 )
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extents = Vector2( 6.5, 11.5 )
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[node name="Player" type="KinematicBody2D"]
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[node name="Player" type="KinematicBody2D"]
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collision_mask = 2
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collision_mask = 10
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script = ExtResource( 5 )
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script = ExtResource( 5 )
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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@ -22,7 +22,7 @@ centered = false
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flip_h = true
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flip_h = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2( 12, 12 )
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position = Vector2( 12.5, 12.5 )
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shape = SubResource( 1 )
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shape = SubResource( 1 )
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[node name="StateMachine" type="Node" parent="."]
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[node name="StateMachine" type="Node" parent="."]
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@ -40,3 +40,9 @@ script = ExtResource( 6 )
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[node name="Fall" type="Node" parent="StateMachine"]
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[node name="Fall" type="Node" parent="StateMachine"]
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script = ExtResource( 7 )
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script = ExtResource( 7 )
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[node name="PlatformDetector" type="RayCast2D" parent="."]
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position = Vector2( 12, 0 )
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enabled = true
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cast_to = Vector2( 0, 32 )
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collision_mask = 24
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@ -22,16 +22,16 @@
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|
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|
||||||
22,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,24
|
22,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,24
|
||||||
|
@ -13,9 +13,9 @@ dest_files=[ "res://.import/PrototypeEnemies.tmx-5728a1d35b5e3ba88a2df2406b1cd93
|
|||||||
|
|
||||||
custom_properties=true
|
custom_properties=true
|
||||||
tile_metadata=false
|
tile_metadata=false
|
||||||
uv_clip=true
|
uv_clip=false
|
||||||
y_sort=false
|
y_sort=false
|
||||||
image_flags=7
|
image_flags=0
|
||||||
collision_layer=2
|
collision_layer=2
|
||||||
collision_mask=0
|
collision_mask=0
|
||||||
embed_internal_images=false
|
embed_internal_images=false
|
||||||
|
@ -15,7 +15,8 @@
|
|||||||
[node name="PrototypeEnemies" type="Node"]
|
[node name="PrototypeEnemies" type="Node"]
|
||||||
|
|
||||||
[node name="Player" parent="." instance=ExtResource( 2 )]
|
[node name="Player" parent="." instance=ExtResource( 2 )]
|
||||||
position = Vector2( 80, 488 )
|
position = Vector2( 156, 438 )
|
||||||
|
collision/safe_margin = 0.12
|
||||||
|
|
||||||
[node name="Camera2D" type="Camera2D" parent="Player"]
|
[node name="Camera2D" type="Camera2D" parent="Player"]
|
||||||
current = true
|
current = true
|
||||||
@ -49,6 +50,7 @@ centered = false
|
|||||||
script = ExtResource( 1 )
|
script = ExtResource( 1 )
|
||||||
|
|
||||||
[node name="Enemies" type="Node" parent="."]
|
[node name="Enemies" type="Node" parent="."]
|
||||||
|
unique_name_in_owner = true
|
||||||
|
|
||||||
[node name="Spikeball" parent="Enemies" instance=ExtResource( 8 )]
|
[node name="Spikeball" parent="Enemies" instance=ExtResource( 8 )]
|
||||||
position = Vector2( 106, 547 )
|
position = Vector2( 106, 547 )
|
||||||
@ -57,16 +59,25 @@ position = Vector2( 106, 547 )
|
|||||||
position = Vector2( 92, 516 )
|
position = Vector2( 92, 516 )
|
||||||
|
|
||||||
[node name="Blockface" parent="Enemies" instance=ExtResource( 10 )]
|
[node name="Blockface" parent="Enemies" instance=ExtResource( 10 )]
|
||||||
position = Vector2( 169, 518 )
|
position = Vector2( 206, 404 )
|
||||||
|
|
||||||
[node name="Dreadtooth" parent="Enemies" instance=ExtResource( 6 )]
|
[node name="Dreadtooth" parent="Enemies" instance=ExtResource( 6 )]
|
||||||
position = Vector2( 212, 546 )
|
position = Vector2( 316, 379 )
|
||||||
|
|
||||||
|
[node name="Dreadtooth2" parent="Enemies" instance=ExtResource( 6 )]
|
||||||
|
position = Vector2( 350, 263 )
|
||||||
|
direction = 1
|
||||||
|
detect_edges = false
|
||||||
|
|
||||||
[node name="Gravevine" parent="Enemies" instance=ExtResource( 5 )]
|
[node name="Gravevine" parent="Enemies" instance=ExtResource( 5 )]
|
||||||
position = Vector2( 250, 550 )
|
position = Vector2( 250, 550 )
|
||||||
|
|
||||||
[node name="Shelly" parent="Enemies" instance=ExtResource( 9 )]
|
[node name="Shelly" parent="Enemies" instance=ExtResource( 9 )]
|
||||||
position = Vector2( 138, 546 )
|
position = Vector2( 247, 439 )
|
||||||
|
|
||||||
[node name="SuperShelly" parent="Enemies" instance=ExtResource( 7 )]
|
[node name="SuperShelly" parent="Enemies" instance=ExtResource( 7 )]
|
||||||
position = Vector2( 62, 546 )
|
position = Vector2( 62, 546 )
|
||||||
|
|
||||||
|
[connection signal="player_touched" from="Enemies/Blockface" to="Player" method="_on_player_touched"]
|
||||||
|
[connection signal="player_touched" from="Enemies/Shelly" to="Player" method="_on_player_touched"]
|
||||||
|
[connection signal="player_touched" from="Enemies/SuperShelly" to="Player" method="_on_player_touched"]
|
||||||
|
@ -101,6 +101,7 @@ Send={
|
|||||||
2d_physics/layer_1="Player"
|
2d_physics/layer_1="Player"
|
||||||
2d_physics/layer_2="Tiles"
|
2d_physics/layer_2="Tiles"
|
||||||
2d_physics/layer_4="Enemies"
|
2d_physics/layer_4="Enemies"
|
||||||
|
2d_physics/layer_5="Platforms"
|
||||||
|
|
||||||
[physics]
|
[physics]
|
||||||
|
|
||||||
|
@ -6,6 +6,8 @@
|
|||||||
#include <SceneTree.hpp>
|
#include <SceneTree.hpp>
|
||||||
#include <Texture.hpp>
|
#include <Texture.hpp>
|
||||||
#include <Viewport.hpp>
|
#include <Viewport.hpp>
|
||||||
|
#include <RayCast2D.hpp>
|
||||||
|
#include <KinematicCollision2D.hpp>
|
||||||
|
|
||||||
using namespace godot;
|
using namespace godot;
|
||||||
using namespace player;
|
using namespace player;
|
||||||
@ -16,9 +18,11 @@ void Player::_register_methods()
|
|||||||
register_method("_physics_process", &Player::_physics_process);
|
register_method("_physics_process", &Player::_physics_process);
|
||||||
register_method("set_velocity", &Player::set_velocity);
|
register_method("set_velocity", &Player::set_velocity);
|
||||||
register_method("get_velocity", &Player::get_velocity);
|
register_method("get_velocity", &Player::get_velocity);
|
||||||
|
register_method("_on_player_touched", &Player::_on_player_touched);
|
||||||
//register_property<Player, Ref<SpriteFrames>>("sprite_frames", &Player::set_sprite_frames, &Player::get_sprite_frames, Ref<SpriteFrames>(), GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, String("SpriteFrames"));
|
//register_property<Player, Ref<SpriteFrames>>("sprite_frames", &Player::set_sprite_frames, &Player::get_sprite_frames, Ref<SpriteFrames>(), GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, String("SpriteFrames"));
|
||||||
register_property<Player, float>("speed", &Player::set_speed, &Player::get_speed, player::speed);
|
register_property<Player, float>("speed", &Player::set_speed, &Player::get_speed, player::speed);
|
||||||
register_property<Player, float>("jump_force", &Player::set_jump_force, &Player::get_jump_force, player::jump_force);
|
register_property<Player, float>("jump_force", &Player::set_jump_force, &Player::get_jump_force, player::jump_force);
|
||||||
|
register_property<Player, float>("bounce_force", &Player::set_bounce_force, &Player::get_bounce_force, player::bounce_force);
|
||||||
register_property<Player, float>("gravity", &Player::set_gravity, &Player::get_gravity, player::gravity);
|
register_property<Player, float>("gravity", &Player::set_gravity, &Player::get_gravity, player::gravity);
|
||||||
register_property<Player, float>("run_speed", &Player::set_run_speed, &Player::get_run_speed, player::run_speed);
|
register_property<Player, float>("run_speed", &Player::set_run_speed, &Player::get_run_speed, player::run_speed);
|
||||||
register_property<Player, bool>("double_jump", &Player::set_double_jump, &Player::get_double_jump, player::double_jump);
|
register_property<Player, bool>("double_jump", &Player::set_double_jump, &Player::get_double_jump, player::double_jump);
|
||||||
@ -42,6 +46,7 @@ void Player::_init()
|
|||||||
//sprite_frames = _resource_loader->load(player::sprite_frames);
|
//sprite_frames = _resource_loader->load(player::sprite_frames);
|
||||||
set_speed(player::speed);
|
set_speed(player::speed);
|
||||||
set_jump_force(player::jump_force);
|
set_jump_force(player::jump_force);
|
||||||
|
set_bounce_force(player::bounce_force);
|
||||||
set_gravity(player::gravity);
|
set_gravity(player::gravity);
|
||||||
set_run_speed(player::run_speed);
|
set_run_speed(player::run_speed);
|
||||||
set_double_jump(player::double_jump);
|
set_double_jump(player::double_jump);
|
||||||
@ -73,7 +78,7 @@ void Player::_ready()
|
|||||||
WARN_PRINT("Middleground not found!");
|
WARN_PRINT("Middleground not found!");
|
||||||
}
|
}
|
||||||
|
|
||||||
auto object_node = get_tree()->get_root()->get_node("Main")->find_node("Monitor");
|
auto object_node = get_tree()->get_root()->get_node("Main")->find_node("Monitor", true);
|
||||||
if (object_node != nullptr)
|
if (object_node != nullptr)
|
||||||
{
|
{
|
||||||
auto state = get_node("StateMachine")->get_child(0);
|
auto state = get_node("StateMachine")->get_child(0);
|
||||||
@ -99,9 +104,54 @@ void Player::_physics_process(float delta)
|
|||||||
{
|
{
|
||||||
velocity.y += get_gravity();
|
velocity.y += get_gravity();
|
||||||
|
|
||||||
velocity = move_and_slide(velocity, Vector2::UP, true);
|
auto snap_vector = Vector2::ZERO;
|
||||||
|
if (!is_on_floor())
|
||||||
|
{
|
||||||
|
snap_vector = Vector2::DOWN * 20.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
auto platform_detector = get_node<RayCast2D>("PlatformDetector");
|
||||||
|
auto is_on_platform = platform_detector->is_colliding();
|
||||||
|
|
||||||
|
velocity = move_and_slide_with_snap(velocity, snap_vector, Vector2::UP, !is_on_platform, 4, 0.9, false);
|
||||||
|
//velocity = move_and_slide(velocity, Vector2::UP, !is_on_platform);
|
||||||
velocity.x = Math::lerp((float) velocity.x, (float) 0, (float) 0.2);
|
velocity.x = Math::lerp((float) velocity.x, (float) 0, (float) 0.2);
|
||||||
|
|
||||||
|
auto count = get_slide_count();
|
||||||
|
for (int64_t i = 0; i < count; i++)
|
||||||
|
{
|
||||||
|
auto collision = get_slide_collision(i);
|
||||||
|
auto collision_object = collision->get_collider();
|
||||||
|
auto collider = Object::cast_to<Node>(collision_object);
|
||||||
|
if (collider->is_in_group("squashable") && Vector2::UP.dot(collision->get_normal()) > 0.1)
|
||||||
|
{
|
||||||
|
collider->call_deferred("squash");
|
||||||
|
/*auto dup_node = collider->duplicate();
|
||||||
|
auto dup = Object::cast_to<KinematicBody2D>(dup_node);
|
||||||
|
auto dup_pos = dup->get_position();
|
||||||
|
dup_pos.x += 24;
|
||||||
|
dup->set_position(dup_pos);
|
||||||
|
auto enemies = get_tree()->get_root()->get_node("Main")->find_node("Enemies", true, false);
|
||||||
|
if (enemies != nullptr) {
|
||||||
|
enemies->add_child(dup);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
WARN_PRINT("Enemies not found!");
|
||||||
|
dup->queue_free();
|
||||||
|
}*/
|
||||||
|
velocity.y = -get_bounce_force();
|
||||||
|
}
|
||||||
|
else if (collider->is_in_group("enemy") && (collider->is_in_group("rideable") && Vector2::DOWN.dot(collision->get_normal()) > 0.1))
|
||||||
|
{
|
||||||
|
_on_player_touched();
|
||||||
|
}
|
||||||
|
else if (collider->is_in_group("enemy") && !collider->is_in_group("rideable"))
|
||||||
|
{
|
||||||
|
_on_player_touched();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Clamp the player's position inside the camera's limits
|
// Clamp the player's position inside the camera's limits
|
||||||
auto camera = get_node<Camera2D>("Camera2D");
|
auto camera = get_node<Camera2D>("Camera2D");
|
||||||
auto position = get_global_position();
|
auto position = get_global_position();
|
||||||
@ -176,6 +226,16 @@ float Player::get_jump_force()
|
|||||||
return this->jump_force;
|
return this->jump_force;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Player::set_bounce_force(float bounce_force)
|
||||||
|
{
|
||||||
|
this->bounce_force = bounce_force;
|
||||||
|
}
|
||||||
|
|
||||||
|
float Player::get_bounce_force()
|
||||||
|
{
|
||||||
|
return this->bounce_force;
|
||||||
|
}
|
||||||
|
|
||||||
void Player::set_gravity(float gravity)
|
void Player::set_gravity(float gravity)
|
||||||
{
|
{
|
||||||
this->gravity = gravity;
|
this->gravity = gravity;
|
||||||
@ -215,3 +275,12 @@ Vector2 Player::get_velocity()
|
|||||||
{
|
{
|
||||||
return this->velocity;
|
return this->velocity;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Player::_on_player_touched()
|
||||||
|
{
|
||||||
|
auto error = get_tree()->change_scene("res://Main.tscn");
|
||||||
|
if (error != Error::OK)
|
||||||
|
{
|
||||||
|
ERR_PRINT(String().num((int) error) + " Could not load scene!");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
@ -31,6 +31,11 @@ namespace godot
|
|||||||
*
|
*
|
||||||
*/
|
*/
|
||||||
const float jump_force = 300.0;
|
const float jump_force = 300.0;
|
||||||
|
/**
|
||||||
|
* @brief The default bounce force applied when bouncing on something.
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
const float bounce_force = 200.0;
|
||||||
/**
|
/**
|
||||||
* @brief The default gravity applied to the player.
|
* @brief The default gravity applied to the player.
|
||||||
*
|
*
|
||||||
@ -93,6 +98,11 @@ namespace godot
|
|||||||
*
|
*
|
||||||
*/
|
*/
|
||||||
float jump_force;
|
float jump_force;
|
||||||
|
/**
|
||||||
|
* @brief The force applied to the player when bouncing off something.
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
float bounce_force;
|
||||||
/**
|
/**
|
||||||
* @brief The gravity applied to the player.
|
* @brief The gravity applied to the player.
|
||||||
*
|
*
|
||||||
@ -194,6 +204,20 @@ namespace godot
|
|||||||
*/
|
*/
|
||||||
float get_jump_force();
|
float get_jump_force();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Set the bounce force object.
|
||||||
|
*
|
||||||
|
* @param[in] bounce_force The new force applied to the player to make him bounce.
|
||||||
|
*/
|
||||||
|
void set_bounce_force(float bounce_force);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Get the bounce force object.
|
||||||
|
*
|
||||||
|
* @return float The current force being applied to the player.
|
||||||
|
*/
|
||||||
|
float get_bounce_force();
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @brief Set the gravity object.
|
* @brief Set the gravity object.
|
||||||
*
|
*
|
||||||
@ -250,6 +274,8 @@ namespace godot
|
|||||||
* @return Vector2 Returns the velocity of the player.
|
* @return Vector2 Returns the velocity of the player.
|
||||||
*/
|
*/
|
||||||
Vector2 get_velocity();
|
Vector2 get_velocity();
|
||||||
|
|
||||||
|
void _on_player_touched();
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user