Merge branch 'develop' into feature/Coin

# Conflicts:
#	godot/Main.tscn
#	godot/project.godot
This commit is contained in:
Chris Cromer 2022-08-26 13:54:25 -04:00
commit a9f26a8408
Signed by: cromer
GPG Key ID: FA91071797BEEEC2
33 changed files with 979 additions and 28 deletions

2
.gitmodules vendored
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@ -1,4 +1,4 @@
[submodule "godot-cpp"]
path = godot-cpp
url = https://github.com/godotengine/godot-cpp
branch = 3.4
branch = 3.5

@ -1 +1 @@
Subproject commit ced274fbe62c07dd9bb6791a77392f4bdc625152
Subproject commit 867374da404887337909e8b7b9de5a8acbc47569

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@ -1,11 +1,12 @@
[gd_scene load_steps=4 format=2]
[gd_scene load_steps=3 format=2]
[ext_resource path="res://Main.gdns" type="Script" id=1]
[ext_resource path="res://levels/Prototype.tscn" type="PackedScene" id=2]
[ext_resource path="res://monitor/Monitor.tscn" type="PackedScene" id=3]
[node name="Main" type="Node"]
pause_mode = 2
script = ExtResource( 1 )
level = ExtResource( 2 )
[node name="Monitor" parent="." instance=ExtResource( 3 )]
[node name="Level" type="Node" parent="."]
pause_mode = 1

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@ -0,0 +1,38 @@
extends KinematicBody2D
signal player_touched
var velocity = Vector2()
export var direction = -1
export var detect_edges = true
export var speed = 25
export var gravity = 9.8
func _ready() -> void:
if direction == 1:
$AnimatedSprite.flip_h = true
$FloorChecker.position.x = $CollisionShape2D.shape.get_extents().x * direction
$FloorChecker.enabled = detect_edges
func _physics_process(_delta: float) -> void:
if is_on_wall() or not $FloorChecker.is_colliding() and is_on_floor() and $FloorChecker.enabled:
direction *= -1
$AnimatedSprite.flip_h = not $AnimatedSprite.flip_h
$FloorChecker.position.x = $CollisionShape2D.shape.get_extents().x * direction
velocity.y += gravity
velocity.x = speed * direction
velocity = move_and_slide(velocity, Vector2.UP)
for i in get_slide_count():
var collision = get_slide_collision(i)
if collision.collider.name == "Player":
emit_signal("player_touched")
func squash() -> void:
queue_free()

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extends KinematicBody2D
signal player_touched
export var direction = -1
export var speed = 50
export var follow_path = false
var target: Vector2 = Vector2(0, 0)
var target_id = 0
var start_position = Vector2()
func _ready() -> void:
start_position = position
if follow_path:
if $Path.get_child_count() == 0:
follow_path = false
else:
target = $Path.get_child(0).position
if direction == 1:
$AnimatedSprite.flip_h = true
func _physics_process(delta: float) -> void:
if $LeftWallChecker.is_colliding():
wall_checker_collided($LeftWallChecker)
elif $RightWallChecker.is_colliding():
wall_checker_collided($RightWallChecker)
if not follow_path:
var target_position = position
target_position.x *= 2 * direction
position = position.move_toward(target_position, round(speed * delta))
var velocity = get_velocity_towards_target(delta)
var collision = move_and_collide(velocity, true, true, true)
if collision and collision.collider.name != "Player":
var _collision = move_and_collide(velocity)
else:
var velocity = get_velocity_towards_target(delta)
var collision = move_and_collide(velocity, true, true, true)
if collision and collision.collider.name != "Player":
var _collision = move_and_collide(velocity)
else:
position = position.move_toward(start_position + target, round(speed * delta))
if position == start_position + target:
if $Path.get_child_count() - 1 == target_id:
target_id = -1
target = $Path.position
else:
target_id += 1
target = $Path.get_child(target_id).position
if start_position.x + target.x > position.x:
$AnimatedSprite.flip_h = true
elif start_position.x + target.x < position.x:
$AnimatedSprite.flip_h = false
func get_velocity_towards_target(delta: float) -> Vector2:
var velocity = Vector2(0, 0)
if start_position.x + target.x > position.x:
velocity.x = speed * delta
elif start_position.x + target.x < position.x:
velocity.x = -speed * delta
if start_position.y + target.y > position.y:
velocity.y = speed * delta
elif start_position.y + target.y < position.y:
velocity.y = -speed * delta
return velocity
func wall_checker_collided(wall_checker: RayCast2D) -> void:
if wall_checker.get_collider().name == "Player":
emit_signal("player_touched")
direction *= -1
$AnimatedSprite.flip_h = not $AnimatedSprite.flip_h

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@ -0,0 +1,55 @@
[gd_scene load_steps=8 format=2]
[ext_resource path="res://assets/characters/characters.png" type="Texture" id=1]
[ext_resource path="res://characters/enemies/blightwing/Blightwing.gd" type="Script" id=2]
[sub_resource type="AtlasTexture" id=1]
atlas = ExtResource( 1 )
region = Rect2( 144, 48, 24, 24 )
[sub_resource type="AtlasTexture" id=2]
atlas = ExtResource( 1 )
region = Rect2( 168, 48, 24, 24 )
[sub_resource type="AtlasTexture" id=3]
atlas = ExtResource( 1 )
region = Rect2( 192, 48, 24, 24 )
[sub_resource type="SpriteFrames" id=4]
animations = [ {
"frames": [ SubResource( 1 ), SubResource( 2 ), SubResource( 3 ), SubResource( 2 ) ],
"loop": true,
"name": "fly",
"speed": 6.0
} ]
[sub_resource type="RectangleShape2D" id=5]
extents = Vector2( 4.5, 5 )
[node name="Blightwing" type="KinematicBody2D" groups=["enemy", "rideable"]]
collision_layer = 8
collision_mask = 11
script = ExtResource( 2 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
frames = SubResource( 4 )
animation = "fly"
frame = 3
playing = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2( 1.66894e-06, 1.5 )
rotation = 1.5708
shape = SubResource( 5 )
[node name="LeftWallChecker" type="RayCast2D" parent="."]
rotation = 1.5708
enabled = true
cast_to = Vector2( 0, 10 )
collision_mask = 11
[node name="RightWallChecker" type="RayCast2D" parent="."]
rotation = -1.5708
enabled = true
cast_to = Vector2( 0, 10 )
collision_mask = 11

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@ -0,0 +1,27 @@
extends KinematicBody2D
signal player_touched
onready var start_position = position
var velocity = Vector2()
export var speed = 50.0
export var fall_speed = 75.0
var return_to_start: bool = false
func _physics_process(delta: float) -> void:
if return_to_start:
position = position.move_toward(start_position, speed * delta)
else:
var collision = move_and_collide(Vector2(0, (position.y + fall_speed) * delta))
if collision:
return_to_start = true
$AnimatedSprite.play("normal")
if collision.collider.name == "Player":
emit_signal("player_touched")
if position.y <= start_position.y:
return_to_start = false
$AnimatedSprite.play("angry")

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@ -0,0 +1,40 @@
[gd_scene load_steps=7 format=2]
[ext_resource path="res://assets/characters/characters.png" type="Texture" id=1]
[ext_resource path="res://characters/enemies/blockface/Blockface.gd" type="Script" id=2]
[sub_resource type="AtlasTexture" id=1]
atlas = ExtResource( 1 )
region = Rect2( 96, 24, 24, 24 )
[sub_resource type="AtlasTexture" id=2]
atlas = ExtResource( 1 )
region = Rect2( 120, 24, 24, 24 )
[sub_resource type="SpriteFrames" id=3]
animations = [ {
"frames": [ SubResource( 1 ) ],
"loop": true,
"name": "normal",
"speed": 5.0
}, {
"frames": [ SubResource( 2 ) ],
"loop": true,
"name": "angry",
"speed": 5.0
} ]
[sub_resource type="RectangleShape2D" id=4]
extents = Vector2( 9, 9 )
[node name="Blockface" type="KinematicBody2D" groups=["enemy", "rideable"]]
collision_layer = 8
collision_mask = 11
script = ExtResource( 2 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
frames = SubResource( 3 )
animation = "normal"
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource( 4 )

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@ -0,0 +1 @@
extends "res://characters/enemies/WalkingEnemy.gd"

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@ -0,0 +1,55 @@
[gd_scene load_steps=8 format=2]
[ext_resource path="res://assets/characters/characters.png" type="Texture" id=1]
[ext_resource path="res://characters/enemies/dreadtooth/Dreadtooth.gd" type="Script" id=2]
[sub_resource type="AtlasTexture" id=1]
atlas = ExtResource( 1 )
region = Rect2( 192, 24, 24, 24 )
[sub_resource type="AtlasTexture" id=2]
atlas = ExtResource( 1 )
region = Rect2( 144, 24, 24, 24 )
[sub_resource type="AtlasTexture" id=3]
atlas = ExtResource( 1 )
region = Rect2( 168, 24, 24, 24 )
[sub_resource type="SpriteFrames" id=4]
animations = [ {
"frames": [ SubResource( 1 ) ],
"loop": true,
"name": "hide",
"speed": 5.0
}, {
"frames": [ SubResource( 2 ), SubResource( 3 ) ],
"loop": true,
"name": "walk",
"speed": 5.0
} ]
[sub_resource type="RectangleShape2D" id=5]
extents = Vector2( 7.5, 6.5 )
[node name="Dreadtooth" type="KinematicBody2D" groups=["enemy"]]
collision_layer = 8
collision_mask = 11
script = ExtResource( 2 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
frames = SubResource( 4 )
animation = "walk"
frame = 1
playing = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2( -0.5, 5.5 )
shape = SubResource( 5 )
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="."]
polygon = PoolVector2Array( 0, -7, 3, -4, 3, -1, -4, -1, -4, -4, -1, -7 )
[node name="FloorChecker" type="RayCast2D" parent="."]
enabled = true
cast_to = Vector2( 0, 20 )
collision_mask = 10

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@ -0,0 +1,35 @@
[gd_scene load_steps=6 format=2]
[ext_resource path="res://assets/characters/characters.png" type="Texture" id=1]
[sub_resource type="AtlasTexture" id=1]
atlas = ExtResource( 1 )
region = Rect2( 48, 24, 24, 24 )
[sub_resource type="AtlasTexture" id=2]
atlas = ExtResource( 1 )
region = Rect2( 72, 24, 24, 24 )
[sub_resource type="SpriteFrames" id=3]
animations = [ {
"frames": [ SubResource( 1 ), SubResource( 2 ) ],
"loop": true,
"name": "default",
"speed": 5.0
} ]
[sub_resource type="RectangleShape2D" id=4]
extents = Vector2( 5.5, 7.5 )
[node name="Gravevine" type="KinematicBody2D" groups=["enemy"]]
collision_layer = 8
collision_mask = 11
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
frames = SubResource( 3 )
frame = 1
playing = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2( -0.5, 0.5 )
shape = SubResource( 4 )

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@ -0,0 +1 @@
extends "res://characters/enemies/WalkingEnemy.gd"

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@ -0,0 +1,51 @@
[gd_scene load_steps=8 format=2]
[ext_resource path="res://assets/characters/characters.png" type="Texture" id=1]
[ext_resource path="res://characters/enemies/shelly/Shelly.gd" type="Script" id=2]
[sub_resource type="AtlasTexture" id=1]
atlas = ExtResource( 1 )
region = Rect2( 48, 48, 24, 24 )
[sub_resource type="AtlasTexture" id=2]
atlas = ExtResource( 1 )
region = Rect2( 0, 48, 24, 24 )
[sub_resource type="AtlasTexture" id=3]
atlas = ExtResource( 1 )
region = Rect2( 24, 48, 24, 24 )
[sub_resource type="SpriteFrames" id=4]
animations = [ {
"frames": [ SubResource( 1 ) ],
"loop": true,
"name": "hide",
"speed": 5.0
}, {
"frames": [ SubResource( 2 ), SubResource( 3 ) ],
"loop": true,
"name": "walk",
"speed": 3.0
} ]
[sub_resource type="RectangleShape2D" id=5]
extents = Vector2( 7.5, 6.5 )
[node name="Shelly" type="KinematicBody2D" groups=["enemy", "squashable"]]
collision_layer = 8
collision_mask = 11
script = ExtResource( 2 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
frames = SubResource( 4 )
animation = "walk"
playing = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2( 1, 5.5 )
shape = SubResource( 5 )
[node name="FloorChecker" type="RayCast2D" parent="."]
enabled = true
cast_to = Vector2( 0, 20 )
collision_mask = 10

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@ -0,0 +1,28 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://assets/characters/characters.png" type="Texture" id=1]
[sub_resource type="AtlasTexture" id=1]
atlas = ExtResource( 1 )
region = Rect2( 192, 0, 24, 24 )
[sub_resource type="SpriteFrames" id=2]
animations = [ {
"frames": [ SubResource( 1 ) ],
"loop": true,
"name": "default",
"speed": 5.0
} ]
[sub_resource type="CircleShape2D" id=3]
radius = 9.05539
[node name="Spikeball" type="KinematicBody2D" groups=["enemy"]]
collision_layer = 8
collision_mask = 11
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
frames = SubResource( 2 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource( 3 )

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@ -0,0 +1 @@
extends "res://characters/enemies/WalkingEnemy.gd"

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@ -0,0 +1,52 @@
[gd_scene load_steps=8 format=2]
[ext_resource path="res://assets/characters/characters.png" type="Texture" id=1]
[ext_resource path="res://characters/enemies/super_shelly/SuperShelly.gd" type="Script" id=2]
[sub_resource type="AtlasTexture" id=1]
atlas = ExtResource( 1 )
region = Rect2( 120, 48, 24, 24 )
[sub_resource type="AtlasTexture" id=2]
atlas = ExtResource( 1 )
region = Rect2( 72, 48, 24, 24 )
[sub_resource type="AtlasTexture" id=3]
atlas = ExtResource( 1 )
region = Rect2( 96, 48, 24, 24 )
[sub_resource type="SpriteFrames" id=4]
animations = [ {
"frames": [ SubResource( 1 ) ],
"loop": true,
"name": "hide",
"speed": 5.0
}, {
"frames": [ SubResource( 2 ), SubResource( 3 ) ],
"loop": true,
"name": "walk",
"speed": 3.0
} ]
[sub_resource type="RectangleShape2D" id=5]
extents = Vector2( 12, 10.5 )
[node name="SuperShelly" type="KinematicBody2D" groups=["enemy", "squashable"]]
collision_layer = 8
collision_mask = 11
script = ExtResource( 2 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
frames = SubResource( 4 )
animation = "walk"
frame = 1
playing = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2( 0, 1.5 )
shape = SubResource( 5 )
[node name="FloorChecker" type="RayCast2D" parent="."]
enabled = true
cast_to = Vector2( 0, 20 )
collision_mask = 10

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@ -13,7 +13,7 @@
extents = Vector2( 7, 12 )
[node name="Player" type="KinematicBody2D"]
collision_mask = 2
collision_mask = 10
script = ExtResource( 5 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
@ -42,6 +42,12 @@ script = ExtResource( 6 )
[node name="Fall" type="Node" parent="StateMachine"]
script = ExtResource( 7 )
[node name="PlatformDetector" type="RayCast2D" parent="."]
position = Vector2( 12, 0 )
enabled = true
cast_to = Vector2( 0, 32 )
collision_mask = 24
[node name="Sounds" type="Node" parent="."]
[node name="Jump" type="AudioStreamPlayer" parent="Sounds"]

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@ -0,0 +1,40 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.8" tiledversion="1.8.6" orientation="orthogonal" renderorder="right-down" width="128" height="32" tilewidth="18" tileheight="18" infinite="0" nextlayerid="2" nextobjectid="1">
<tileset firstgid="1" source="../tilesets/tiles.tsx"/>
<layer id="1" name="Middleground" width="128" height="32">
<data encoding="csv">
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[remap]
importer="vnen.tiled_importer"
type="PackedScene"
path="res://.import/PrototypeEnemies.tmx-5728a1d35b5e3ba88a2df2406b1cd931.scn"
[deps]
source_file="res://levels/PrototypeEnemies.tmx"
dest_files=[ "res://.import/PrototypeEnemies.tmx-5728a1d35b5e3ba88a2df2406b1cd931.scn" ]
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custom_properties=true
tile_metadata=false
uv_clip=false
y_sort=false
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collision_layer=2
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add_background=true
post_import_script=""

View File

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[gd_scene load_steps=12 format=2]
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position = Vector2( 156, 438 )
collision/safe_margin = 0.12
[node name="Camera2D" type="Camera2D" parent="Player"]
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limit_top = 0
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limit_bottom = 288
drag_margin_h_enabled = true
drag_margin_v_enabled = true
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rect = Rect2( 0, 0, 24, 24 )
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motion_offset = Vector2( 0, -288 )
motion_mirroring = Vector2( 528, 0 )
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unique_name_in_owner = true
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position = Vector2( -128, 96 )
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position = Vector2( 247, 439 )
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position = Vector2( 62, 546 )
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[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"]

View File

@ -114,6 +114,10 @@ func show_error_message(message: String) -> void:
func _on_PopupDialog_gui_input(event: InputEvent) -> void:
if event.is_pressed():
var popup = get_node("%PopupDialog")
popup.hide()
var popup = get_node("%PopupDialog")
if popup.visible and event.is_pressed():
popup.call_deferred("hide")
func _on_text_entered(_new_text: String) -> void:
call_deferred("_on_Button_pressed")

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=17 format=2]
[gd_scene load_steps=18 format=2]
[ext_resource path="res://assets/fonts/data/PixelOperator.tres" type="DynamicFontData" id=1]
[ext_resource path="res://assets/fonts/data/PixelOperator-Bold.tres" type="DynamicFontData" id=2]
@ -7,12 +7,14 @@
[ext_resource path="res://monitor/EnterButton.gd" type="Script" id=5]
[ext_resource path="res://assets/sounds/ui_popup.wav" type="AudioStream" id=6]
[ext_resource path="res://assets/sounds/ui_select.wav" type="AudioStream" id=7]
[ext_resource path="res://monitor/MonitorGUI.gd" type="Script" id=8]
[sub_resource type="DynamicFont" id=1]
font_data = ExtResource( 1 )
[sub_resource type="DynamicFont" id=14]
size = 8
extra_spacing_top = 4
font_data = ExtResource( 1 )
[sub_resource type="StyleBoxFlat" id=13]
@ -68,6 +70,7 @@ font_data = ExtResource( 2 )
[node name="MonitorGUI" type="CanvasLayer"]
pause_mode = 2
script = ExtResource( 8 )
[node name="ColorRect" type="ColorRect" parent="."]
margin_right = 40.0
@ -234,9 +237,12 @@ valign = 1
autowrap = true
[connection signal="focus_entered" from="GUI/VBoxContainer/CenterContainer2/VBoxContainer2/Name" to="GUI/Sounds" method="_play_ui_select_sound"]
[connection signal="text_entered" from="GUI/VBoxContainer/CenterContainer2/VBoxContainer2/Name" to="GUI/VBoxContainer/CenterContainer3/Button" method="_on_text_entered"]
[connection signal="focus_entered" from="GUI/VBoxContainer/CenterContainer2/VBoxContainer2/Rut" to="GUI/Sounds" method="_play_ui_select_sound"]
[connection signal="text_changed" from="GUI/VBoxContainer/CenterContainer2/VBoxContainer2/Rut" to="GUI/VBoxContainer/CenterContainer2/VBoxContainer2/Rut" method="_on_Rut_text_changed"]
[connection signal="text_entered" from="GUI/VBoxContainer/CenterContainer2/VBoxContainer2/Rut" to="GUI/VBoxContainer/CenterContainer3/Button" method="_on_text_entered"]
[connection signal="focus_entered" from="GUI/VBoxContainer/CenterContainer2/VBoxContainer2/Email" to="GUI/Sounds" method="_play_ui_select_sound"]
[connection signal="text_entered" from="GUI/VBoxContainer/CenterContainer2/VBoxContainer2/Email" to="GUI/VBoxContainer/CenterContainer3/Button" method="_on_text_entered"]
[connection signal="focus_entered" from="GUI/VBoxContainer/CenterContainer3/Button" to="GUI/Sounds" method="_play_ui_select_sound"]
[connection signal="pressed" from="GUI/VBoxContainer/CenterContainer3/Button" to="GUI/VBoxContainer/CenterContainer3/Button" method="_on_Button_pressed"]
[connection signal="focus_entered" from="PopupDialog" to="GUI/Sounds" method="_play_popup_sound"]

View File

@ -1,6 +1,9 @@
extends Node
signal monitor_loaded()
export var monitor_enabled: bool = false
export var development_url: String = "http://localhost:4050/api/v1"
var url_real: String = "https://alai.cromer.cl/api/v1"
@ -85,7 +88,7 @@ func _ready() -> void:
game["screen_size"] = screen_size
game["game_version"] = game_version
game["won"] = false
game["timestamp"] = OS.get_unix_time()
game["timestamp"] = int(Time.get_unix_time_from_system())
game["frames"] = frames
var err = $HTTPRequest.connect("request_completed", self, "_on_request_completed")
@ -101,13 +104,14 @@ func _physics_process(_delta: float) -> void:
if monitor_enabled:
if has_node("MonitorGUI") and not $MonitorGUI.visible:
$MonitorGUI.visible = true
emit_signal("monitor_loaded")
if started and not get_tree().paused:
var frame = empty_frame.duplicate(true)
frame["coins"] = coins
frame["points"] = points
frame["fps"] = Engine.get_frames_per_second()
frame["elapsed_time"] = OS.get_ticks_msec() - start_time
frame["elapsed_time"] = Time.get_ticks_msec() - start_time
var frame_objects = objects.duplicate()
frame["objects"] = frame_objects
@ -122,6 +126,7 @@ func _physics_process(_delta: float) -> void:
start_monitor()
else:
get_tree().paused = false
emit_signal("monitor_loaded")
queue_free()
@ -129,21 +134,22 @@ func _on_input_validated(validated_player: Dictionary) -> void:
$MonitorGUI.queue_free()
get_tree().paused = false
player = validated_player.duplicate(true)
game["player"] = player
func _object_created(name: String, state: String, position: Vector2, velocity: Vector2) -> void:
if monitor_enabled and started:
if monitor_enabled:
add_object(name, state, position, velocity)
func _object_updated(name: String, state: String, position: Vector2, velocity: Vector2) -> void:
if monitor_enabled and started:
if monitor_enabled:
remove_object(name)
add_object(name, state, position, velocity)
func _object_removed(name: String) -> void:
if monitor_enabled and started:
if monitor_enabled:
remove_object(name)
@ -151,8 +157,8 @@ func start_monitor() -> void:
frames.clear()
game["level_id"] = 2 # PrototypeR
game["won"] = false
game["timestamp"] = OS.get_unix_time()
start_time = OS.get_ticks_msec()
game["timestamp"] = int(Time.get_unix_time_from_system())
start_time = Time.get_ticks_msec()
started = true
@ -174,8 +180,8 @@ func add_object(name: String, state: String, position: Vector2, velocity: Vector
func remove_object(name: String) -> void:
for i in range(0, objects.size()):
if objects[i]["name"] == name:
objects.remove(i)
if objects[i]["name"] == name:
objects.remove(i)
func _on_coin_update(amount: int) -> void:

View File

@ -6,10 +6,9 @@
[node name="Monitor" type="Node"]
pause_mode = 2
script = ExtResource( 1 )
monitor_enabled = true
use_development_url = true
[node name="MonitorGUI" parent="." instance=ExtResource( 3 )]
visible = false
[node name="HTTPRequest" type="HTTPRequest" parent="."]
pause_mode = 2

View File

@ -0,0 +1,12 @@
extends CanvasLayer
export var default_name = ""
export var default_rut = ""
export var default_email = ""
func _ready() -> void:
get_node("%Name").text = default_name
get_node("%Rut").text = default_rut
get_node("%Email").text = default_email

View File

@ -19,7 +19,7 @@ config/icon="res://icon.png"
window/size/width=512
window/size/height=288
window/stretch/mode="viewport"
window/stretch/mode="2d"
window/stretch/aspect="keep"
[editor]
@ -101,6 +101,8 @@ Send={
2d_physics/layer_1="Player"
2d_physics/layer_2="Tiles"
2d_physics/layer_3="Collectables"
2d_physics/layer_4="Enemies"
2d_physics/layer_5="Platforms"
2d_physics/layer_6="End Level"
[physics]

View File

@ -0,0 +1,73 @@
shader_type canvas_item;
const float PI = 3.14159;
uniform vec2 resolution = vec2(1024.0, 576.0);
uniform bool show_curve = false;
uniform bool show_vignette = false;
uniform bool show_horizontal_scan_lines = true;
uniform bool show_vertical_scan_lines = false;
uniform bool gray_scale = false;
uniform float curvature_x_amount : hint_range(3.0, 15.0, 0.01) = 6.0;
uniform float curvature_y_amount : hint_range(3.0, 15.0, 0.01) = 6.0;
uniform vec4 corner_color : hint_color = vec4(0.0, 0.0, 0.0, 1.0);
uniform float vignette_size : hint_range(1, 300, 0.1) = 4.0;
uniform float vignette_opacity : hint_range(0.0, 1.0, 0.01) = 1.0;
const float brightness = 3.0;
vec2 uv_curve(vec2 uv) {
if (show_curve) {
uv = uv * 2.0 - 1.0;
vec2 offset = abs(uv.yx) / vec2(curvature_x_amount, curvature_y_amount);
uv = uv + uv * offset * offset;
uv = uv * 0.5 + 0.5;
}
return uv;
}
void fragment() {
vec2 screen_uv = uv_curve(SCREEN_UV);
vec3 color = texture(SCREEN_TEXTURE, screen_uv).rgb;
if (show_horizontal_scan_lines || show_vertical_scan_lines) {
color.r = texture(SCREEN_TEXTURE, uv_curve(SCREEN_UV) + vec2(SCREEN_PIXEL_SIZE.x * 0.0), 0.0).r;
color.g = texture(SCREEN_TEXTURE, uv_curve(SCREEN_UV) + vec2(SCREEN_PIXEL_SIZE.x * 0.0), 0.0).g;
color.b = texture(SCREEN_TEXTURE, uv_curve(SCREEN_UV) + vec2(SCREEN_PIXEL_SIZE.x * 0.0), 0.0).b;
}
if (show_vignette) {
float vignette = UV.x * UV.y * (1.0 - UV.x) * (1.0 - UV.y);
vignette = clamp(pow((resolution.x / vignette_size) * vignette, vignette_opacity), 0.0, 1.0);
color *= vignette;
}
if (show_horizontal_scan_lines) {
float s = sin(uv_curve(SCREEN_UV).y * resolution.y / 2.0 * PI);
s = (s * 0.5 + 0.5) * 0.9 + 0.1;
vec4 scan_line = vec4(vec3(pow(s, 0.25)), 1.0);
color *= scan_line.rgb;
}
if (show_vertical_scan_lines) {
float s = sin(uv_curve(SCREEN_UV).x * resolution.x / 2.0 * PI);
s = (s * 0.5 + 0.5) * 0.9 + 0.1;
vec4 scan_line = vec4(vec3(pow(s, 0.25)), 1.0);
color *= scan_line.rgb;
}
if (show_curve) {
if (screen_uv.x < 0.0 || screen_uv.x > 1.0 || screen_uv.y < 0.0 || screen_uv.y > 1.0) {
color = corner_color.rgb;
}
}
if (gray_scale) {
float avg = (color.r + color.g + color.b) / brightness;
color = vec3(avg);
}
COLOR = vec4(color, 1.0);
}

View File

@ -0,0 +1,17 @@
[gd_resource type="ShaderMaterial" load_steps=2 format=2]
[ext_resource path="res://shaders/crt/crt.shader" type="Shader" id=1]
[resource]
shader = ExtResource( 1 )
shader_param/resolution = Vector2( 1280, 720 )
shader_param/show_curve = false
shader_param/show_vignette = false
shader_param/show_horizontal_scan_lines = true
shader_param/show_vertical_scan_lines = false
shader_param/gray_scale = false
shader_param/curvature_x_amount = 6.0
shader_param/curvature_y_amount = 6.0
shader_param/corner_color = Color( 0, 0, 0, 1 )
shader_param/vignette_size = 4.0
shader_param/vignette_opacity = 1.0

View File

@ -0,0 +1,11 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://shaders/crt/crt.tres" type="Material" id=1]
[node name="CRT" type="CanvasLayer"]
[node name="ColorRect" type="ColorRect" parent="."]
material = ExtResource( 1 )
anchor_right = 1.0
anchor_bottom = 1.0
mouse_filter = 2

View File

@ -9,11 +9,13 @@ void Main::_register_methods()
{
register_method("_ready", &Main::_ready);
register_method("_physics_process", &Main::_physics_process);
register_method("_on_monitor_loaded", &Main::_on_monitor_loaded);
register_property<Main, String>("game_version", &Main::set_game_version, &Main::get_game_version, String(main::game_version.c_str()));
register_property<Main, Ref<PackedScene>>("level", &Main::set_level, &Main::get_level, NULL, GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, String("PackedScene"));
register_property<Main, bool>("full_screen", &Main::set_full_screen, &Main::get_full_screen, main::full_screen);
register_property<Main, Vector2>("window_size", &Main::set_window_size, &Main::get_window_size, main::window_size);
register_property<Main, int8_t>("launch_screen", &Main::set_launch_screen, &Main::get_launch_screen, main::launch_screen);
register_signal<Main>("monitor_loaded");
}
Main::Main()
@ -28,6 +30,8 @@ void Main::_init()
{
_os = OS::get_singleton();
_input = Input::get_singleton();
_project_settings = ProjectSettings::get_singleton();
_resource_loader = ResourceLoader::get_singleton();
game_version = String(main::game_version.c_str());
full_screen = main::full_screen;
@ -37,7 +41,24 @@ void Main::_init()
void Main::_ready()
{
get_tree()->set_pause(true);
auto success = _project_settings->load_resource_pack("monitor.pck");
if (success)
{
// Load monitor from pck
Godot::print("Monitor pck found, loading...");
load_monitor();
}
else if (_resource_loader->exists("res://monitor/Monitor.tscn"))
{
// Load monitor from alai's pck
load_monitor();
}
else
{
// There is no monitor included
_on_monitor_loaded();
}
if (get_full_screen())
{
_os->set_window_fullscreen(true);
@ -50,10 +71,52 @@ void Main::_ready()
);
}
if (level != NULL)
success = _project_settings->load_resource_pack("crt.pck");
if (success)
{
add_child(level->instance());
// Load crt from pck
Godot::print("CRT pck found, loading...");
Ref<PackedScene> crt_scene = _resource_loader->load("res://shaders/crt/crt.tscn");
add_child(crt_scene->instance());
}
else if (_resource_loader->exists("res://shaders/crt/crt.tscn"))
{
// Load crt from alai's pck
Ref<PackedScene> crt_scene = _resource_loader->load("res://shaders/crt/crt.tscn");
add_child(crt_scene->instance());
}
}
void Main::_on_monitor_loaded()
{
if (level != nullptr)
{
auto level_node = load_level();
connect("monitor_loaded", level_node->get_child(0)->find_node("Player", true, false), "_on_monitor_loaded");
emit_signal("monitor_loaded");
}
}
void Main::load_monitor()
{
Ref<PackedScene> monitor_scene = _resource_loader->load("res://monitor/Monitor.tscn");
add_child(monitor_scene->instance());
auto monitor = get_node("Monitor");
monitor->connect("monitor_loaded", this, "_on_monitor_loaded");
get_tree()->set_pause(true);
}
Node *Main::load_level()
{
if (level != nullptr)
{
auto path = level->get_path();
auto loaded_level = level->instance();
auto level_node = get_node("Level");
level_node->add_child(loaded_level);
return level_node;
}
return nullptr;
}
void Main::_physics_process(float delta)

View File

@ -8,6 +8,8 @@
#include <Input.hpp>
#include <PackedScene.hpp>
#include <Ref.hpp>
#include <ProjectSettings.hpp>
#include <ResourceLoader.hpp>
/**
* @brief This is the godot namespace for all the code included in the library.
@ -64,6 +66,16 @@ namespace godot
*
*/
Input *_input;
/**
* @brief ProjectSettings singleton.
*
*/
ProjectSettings *_project_settings;
/**
* @brief ResourceLoader singleton.
*
*/
ResourceLoader *_resource_loader;
/**
* @brief The first level to load
@ -204,6 +216,11 @@ namespace godot
* @return int8_t The launch screen.
*/
int8_t get_launch_screen();
void _on_monitor_loaded();
void load_monitor();
Node *load_level();
};
}
}

View File

@ -6,6 +6,8 @@
#include <SceneTree.hpp>
#include <Texture.hpp>
#include <Viewport.hpp>
#include <RayCast2D.hpp>
#include <KinematicCollision2D.hpp>
using namespace godot;
using namespace player;
@ -16,9 +18,12 @@ void Player::_register_methods()
register_method("_physics_process", &Player::_physics_process);
register_method("set_velocity", &Player::set_velocity);
register_method("get_velocity", &Player::get_velocity);
register_method("_on_player_touched", &Player::_on_player_touched);
register_method("_on_monitor_loaded", &Player::_on_monitor_loaded);
//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>("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>("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);
@ -42,6 +47,7 @@ void Player::_init()
//sprite_frames = _resource_loader->load(player::sprite_frames);
set_speed(player::speed);
set_jump_force(player::jump_force);
set_bounce_force(player::bounce_force);
set_gravity(player::gravity);
set_run_speed(player::run_speed);
set_double_jump(player::double_jump);
@ -72,8 +78,10 @@ void Player::_ready()
{
WARN_PRINT("Middleground not found!");
}
}
auto object_node = get_tree()->get_root()->get_node("Main")->find_node("Monitor");
void Player::_on_monitor_loaded() {
auto object_node = get_tree()->get_root()->find_node("Monitor", true, false);
if (object_node != nullptr)
{
auto state = get_node("StateMachine")->get_child(0);
@ -89,19 +97,66 @@ void Player::_ready()
WARN_PRINT("State not found!");
}
}
#ifndef NDEBUG
else
{
WARN_PRINT("Data not found!");
WARN_PRINT("Monitor not found!");
}
#endif
}
void Player::_physics_process(float delta)
{
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);
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))
{
_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
auto camera = get_node<Camera2D>("Camera2D");
auto position = get_global_position();
@ -176,6 +231,16 @@ float Player::get_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)
{
this->gravity = gravity;
@ -215,3 +280,12 @@ Vector2 Player::get_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!");
}
}

View File

@ -31,6 +31,11 @@ namespace godot
*
*/
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.
*
@ -93,6 +98,11 @@ namespace godot
*
*/
float jump_force;
/**
* @brief The force applied to the player when bouncing off something.
*
*/
float bounce_force;
/**
* @brief The gravity applied to the player.
*
@ -194,6 +204,20 @@ namespace godot
*/
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.
*
@ -250,6 +274,14 @@ namespace godot
* @return Vector2 Returns the velocity of the player.
*/
Vector2 get_velocity();
/**
* @brief This function is called when an enemy touches the player.
*
*/
void _on_player_touched();
void _on_monitor_loaded();
};
}
}