Level 3 Polished
This commit is contained in:
parent
690f174ed3
commit
5307c54d10
|
@ -5,7 +5,7 @@ resource_name = "Hit"
|
|||
length = 0.1
|
||||
step = 0.05
|
||||
tracks/0/type = "value"
|
||||
tracks/0/path = NodePath("../Ogre/Skeleton Enemy3:modulate")
|
||||
tracks/0/path = NodePath("Sprite:modulate")
|
||||
tracks/0/interp = 1
|
||||
tracks/0/loop_wrap = true
|
||||
tracks/0/imported = false
|
||||
|
|
|
@ -5,7 +5,7 @@ resource_name = "Run"
|
|||
length = 0.35
|
||||
loop = true
|
||||
tracks/0/type = "value"
|
||||
tracks/0/path = NodePath("../Ogre/Skeleton Enemy3:frame")
|
||||
tracks/0/path = NodePath("Sprite:frame")
|
||||
tracks/0/interp = 1
|
||||
tracks/0/loop_wrap = true
|
||||
tracks/0/imported = false
|
||||
|
|
|
@ -26,7 +26,7 @@ tracks/0/keys = {
|
|||
|
||||
[node name="Demon" type="KinematicBody2D"]
|
||||
collision_layer = 4
|
||||
collision_mask = 15
|
||||
collision_mask = 7
|
||||
script = ExtResource( 2 )
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
||||
|
|
|
@ -26,7 +26,7 @@ tracks/0/keys = {
|
|||
|
||||
[node name="Skeleton Enemy" type="KinematicBody2D"]
|
||||
collision_layer = 4
|
||||
collision_mask = 15
|
||||
collision_mask = 7
|
||||
script = ExtResource( 1 )
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
||||
|
|
|
@ -5,8 +5,8 @@
|
|||
[ext_resource path="res://Music and Fonts(Misc.)/Ogre Hit.tres" type="Animation" id=3]
|
||||
[ext_resource path="res://Music and Fonts(Misc.)/Ogre Run.tres" type="Animation" id=4]
|
||||
|
||||
[sub_resource type="CapsuleShape2D" id=1]
|
||||
height = 4.0
|
||||
[sub_resource type="RectangleShape2D" id=3]
|
||||
extents = Vector2( 10, 11 )
|
||||
|
||||
[sub_resource type="CapsuleShape2D" id=2]
|
||||
radius = 12.0
|
||||
|
@ -14,19 +14,18 @@ height = 6.0
|
|||
|
||||
[node name="Ogre" type="KinematicBody2D"]
|
||||
collision_layer = 4
|
||||
collision_mask = 2147483663
|
||||
collision_mask = 2147483655
|
||||
script = ExtResource( 1 )
|
||||
|
||||
[node name="Sprite" type="Sprite" parent="."]
|
||||
position = Vector2( 0, -17 )
|
||||
texture = ExtResource( 2 )
|
||||
hframes = 4
|
||||
frame = 3
|
||||
frame = 2
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
||||
visible = false
|
||||
position = Vector2( 1, -12 )
|
||||
shape = SubResource( 1 )
|
||||
position = Vector2( 1, -11 )
|
||||
shape = SubResource( 3 )
|
||||
|
||||
[node name="DamageCD" type="Timer" parent="."]
|
||||
wait_time = 0.5
|
||||
|
|
|
@ -23,7 +23,7 @@ func _physics_process(_delta):
|
|||
PlayerRaycast.cast_to = player_position - global_position
|
||||
var collider = PlayerRaycast.get_collider()
|
||||
|
||||
if dist <= 200:
|
||||
if dist >= 200:
|
||||
if collider != null && collider.has_method("get_type") && collider.get_type() == "player":
|
||||
shoot_fireball(position.direction_to(player_position))
|
||||
|
||||
|
|
|
@ -1,12 +1,14 @@
|
|||
extends Enemy
|
||||
|
||||
var contact_damage = 0.5
|
||||
export var stationary: bool = false
|
||||
|
||||
onready var Spr = $Sprite
|
||||
onready var DamageCD = $DamageCD
|
||||
onready var Hurtbox = $Area2D
|
||||
|
||||
func _ready():
|
||||
gravity = 100
|
||||
speed = 50
|
||||
health = 5
|
||||
|
||||
|
@ -19,18 +21,23 @@ func _physics_process(delta):
|
|||
return
|
||||
var player = Player.position
|
||||
var distance = global_position.distance_to(player)
|
||||
if distance <= 200:
|
||||
if distance <= 200 and is_on_floor():
|
||||
if player.x > global_position.x:
|
||||
Spr.flip_h = false
|
||||
velocity.x = speed
|
||||
elif player.x < global_position.x:
|
||||
Spr.flip_h = true
|
||||
velocity.x = -speed
|
||||
if stationary:
|
||||
velocity.x = 0
|
||||
if health <= 0:
|
||||
queue_free()
|
||||
if not is_on_floor():
|
||||
velocity.y = 50
|
||||
velocity = move_and_slide(velocity)
|
||||
velocity.y = gravity
|
||||
if is_on_floor() and is_on_wall():
|
||||
velocity.y = -100
|
||||
print("jump")
|
||||
velocity = move_and_slide(velocity, Vector2.UP)
|
||||
deal_damage()
|
||||
|
||||
func deal_damage():
|
||||
|
|
File diff suppressed because one or more lines are too long
4
levels/Campaign/Level 3/DisappearingTiles.gd
Normal file
4
levels/Campaign/Level 3/DisappearingTiles.gd
Normal file
|
@ -0,0 +1,4 @@
|
|||
extends TileMap
|
||||
|
||||
func _on_Lever_on():
|
||||
queue_free()
|
File diff suppressed because one or more lines are too long
|
@ -3,4 +3,5 @@ extends TileMap
|
|||
|
||||
|
||||
func _on_Lever_on():
|
||||
queue_free()
|
||||
collision_layer = 2
|
||||
visible = true
|
||||
|
|
|
@ -29,7 +29,7 @@ collision_mask = 2
|
|||
[node name="Area2D" type="Area2D" parent="."]
|
||||
monitorable = false
|
||||
collision_layer = 0
|
||||
collision_mask = 4
|
||||
collision_mask = 2147483652
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
|
||||
modulate = Color( 0.945313, 1, 0, 1 )
|
||||
|
|
|
@ -13,3 +13,4 @@ func _on_body_entered(body):
|
|||
body.play_hit()
|
||||
body.health -= damage * damage_mod
|
||||
|
||||
|
||||
|
|
|
@ -12,7 +12,7 @@ radius = 4.0
|
|||
height = 7.99999
|
||||
|
||||
[node name="PhantomProjectile" type="KinematicBody2D"]
|
||||
collision_layer = 8
|
||||
collision_layer = 2147483648
|
||||
collision_mask = 2
|
||||
script = ExtResource( 2 )
|
||||
|
||||
|
@ -27,7 +27,7 @@ shape = SubResource( 1 )
|
|||
[node name="Area2D" type="Area2D" parent="."]
|
||||
monitorable = false
|
||||
collision_layer = 0
|
||||
collision_mask = 4
|
||||
collision_mask = 2147483652
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
|
||||
rotation = 1.5708
|
||||
|
|
|
@ -25,7 +25,7 @@ func get_wand_type(wand_id):
|
|||
Globals.Conduit2:
|
||||
is_triple = true
|
||||
print("triple")
|
||||
var damage_mod = 0.75
|
||||
var damage_mod = 0.5
|
||||
Globals.Conduit3:
|
||||
is_bounce = true
|
||||
print("bounce")
|
||||
|
@ -48,6 +48,7 @@ func launch(wand, mod = 1):
|
|||
return energy_cost * energy_mod
|
||||
|
||||
func on_impact(collision):
|
||||
print(collision.collider)
|
||||
if collision.collider.has_method("get_type") && collision.collider.get_type() == "enemy":
|
||||
var c = collision.collider
|
||||
c.health -= damage * damage_mod
|
||||
|
|
|
@ -42,6 +42,9 @@ func fire(projectile):
|
|||
return beam.energy_cost
|
||||
|
||||
func _input(event):
|
||||
if Player.energy <= 0:
|
||||
for c in $ProjectileSpawn.get_children():
|
||||
c.deactivate()
|
||||
if event.is_action_released("shoot"):
|
||||
for c in $ProjectileSpawn.get_children():
|
||||
c.deactivate()
|
||||
|
|
Loading…
Reference in a new issue