develop #30

Merged
cromer merged 55 commits from develop into master 2022-08-26 10:53:59 -04:00
20 changed files with 738 additions and 3 deletions
Showing only changes of commit 0ca95eacce - Show all commits

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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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[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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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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[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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[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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[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">
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</data>
</layer>
</map>

View File

@ -0,0 +1,24 @@
[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" ]
[params]
custom_properties=true
tile_metadata=false
uv_clip=false
y_sort=false
image_flags=0
collision_layer=2
collision_mask=0
embed_internal_images=false
save_tiled_properties=false
add_background=true
post_import_script=""

View File

@ -0,0 +1,98 @@
[gd_scene load_steps=12 format=2]
[ext_resource path="res://CameraLimit.gdns" type="Script" id=1]
[ext_resource path="res://characters/player/Player.tscn" type="PackedScene" id=2]
[ext_resource path="res://levels/PrototypeEnemies.tmx" type="PackedScene" id=3]
[ext_resource path="res://assets/backgrounds/mountains.png" type="Texture" id=4]
[ext_resource path="res://characters/enemies/gravevine/Gravevine.tscn" type="PackedScene" id=5]
[ext_resource path="res://characters/enemies/dreadtooth/Dreadtooth.tscn" type="PackedScene" id=6]
[ext_resource path="res://characters/enemies/super_shelly/SuperShelly.tscn" type="PackedScene" id=7]
[ext_resource path="res://characters/enemies/spikeball/Spikeball.tscn" type="PackedScene" id=8]
[ext_resource path="res://characters/enemies/shelly/Shelly.tscn" type="PackedScene" id=9]
[ext_resource path="res://characters/enemies/blockface/Blockface.tscn" type="PackedScene" id=10]
[ext_resource path="res://characters/enemies/blightwing/Blightwing.tscn" type="PackedScene" id=11]
[node name="PrototypeEnemies" type="Node"]
[node name="Player" parent="." instance=ExtResource( 2 )]
position = Vector2( 156, 438 )
collision/safe_margin = 0.12
[node name="Camera2D" type="Camera2D" parent="Player"]
current = true
limit_left = 0
limit_top = 0
limit_right = 512
limit_bottom = 288
drag_margin_h_enabled = true
drag_margin_v_enabled = true
__meta__ = {
"_edit_bone_": true
}
[node name="VisibilityNotifier2D" type="VisibilityNotifier2D" parent="Player/Camera2D"]
rect = Rect2( 0, 0, 24, 24 )
[node name="ParallaxBackground" type="ParallaxBackground" parent="."]
[node name="ParallaxLayer" type="ParallaxLayer" parent="ParallaxBackground"]
motion_scale = Vector2( 0.2, 0.1 )
motion_offset = Vector2( 0, -288 )
motion_mirroring = Vector2( 528, 0 )
[node name="Sprite" type="Sprite" parent="ParallaxBackground/ParallaxLayer"]
texture = ExtResource( 4 )
centered = false
[node name="Map" type="Node" parent="."]
[node name="PrototypeEnemies" parent="Map" instance=ExtResource( 3 )]
script = ExtResource( 1 )
[node name="Enemies" type="Node" parent="."]
unique_name_in_owner = true
[node name="Spikeball" parent="Enemies" instance=ExtResource( 8 )]
position = Vector2( 106, 547 )
[node name="Blightwing" parent="Enemies" instance=ExtResource( 11 )]
position = Vector2( 488, 400 )
follow_path = true
[node name="Path" type="Node2D" parent="Enemies/Blightwing"]
[node name="Node2D" type="Node2D" parent="Enemies/Blightwing/Path"]
position = Vector2( 0, 96 )
[node name="Node2D2" type="Node2D" parent="Enemies/Blightwing/Path"]
position = Vector2( -128, 96 )
[node name="Node2D3" type="Node2D" parent="Enemies/Blightwing/Path"]
position = Vector2( -128, 0 )
[node name="Blockface" parent="Enemies" instance=ExtResource( 10 )]
position = Vector2( 206, 404 )
[node name="Dreadtooth" parent="Enemies" instance=ExtResource( 6 )]
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 )]
position = Vector2( 250, 550 )
[node name="Shelly" parent="Enemies" instance=ExtResource( 9 )]
position = Vector2( 247, 439 )
[node name="SuperShelly" parent="Enemies" instance=ExtResource( 7 )]
position = Vector2( 62, 546 )
[connection signal="player_touched" from="Enemies/Blightwing" to="Player" method="_on_player_touched"]
[connection signal="player_touched" from="Enemies/Blockface" to="Player" method="_on_player_touched"]
[connection signal="player_touched" from="Enemies/Dreadtooth" to="Player" method="_on_player_touched"]
[connection signal="player_touched" from="Enemies/Dreadtooth2" 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"]

View File

@ -100,6 +100,8 @@ Send={
2d_physics/layer_1="Player"
2d_physics/layer_2="Tiles"
2d_physics/layer_4="Enemies"
2d_physics/layer_5="Platforms"
[physics]

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 +18,11 @@ 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_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 +46,7 @@ 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);
@ -73,7 +78,7 @@ void Player::_ready()
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)
{
auto state = get_node("StateMachine")->get_child(0);
@ -99,9 +104,54 @@ 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 +226,16 @@ 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 +275,12 @@ 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 +274,12 @@ 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();
};
}
}