Too much stuff

This commit is contained in:
Diego 2020-07-18 02:27:01 -05:00
parent a58e3fa0c8
commit 789bf1e33d
13 changed files with 203 additions and 35 deletions

16
KinematicBody2D.gd Normal file
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@ -0,0 +1,16 @@
extends KinematicBody2D
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

27
Skeleton Enemy.gd Normal file
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@ -0,0 +1,27 @@
extends KinematicBody2D
var speed = 60
var gravity =500
const UP = Vector2(0, -1)
var velocity = Vector2()
func apply_gravity(delta, modifier = 1):
velocity.y += gravity * delta * modifier
func _physics_process(_delta):
if Globals.player != null:
if $RayCast2D.get_collider() != null && $RayCast2D.get_collider().has_method("get_type") and $RayCast2D.get_collider().get_type() == "player":
velocity = Vector2(0, 0)
elif $RayCast2D2.get_collider() != null && $RayCast2D2.get_collider().has_method("get_type") and $RayCast2D2.get_collider().get_type() == "player":
velocity = Vector2(0, 0)
else:
velocity.x = position.direction_to(Globals.player).normalized().x
apply_gravity(_delta)
velocity.x *= speed
velocity = move_and_slide(velocity, UP)
if is_on_wall() and is_on_floor():
velocity.y = -150

32
Skeleton.gd Normal file
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@ -0,0 +1,32 @@
extends RigidBody2D
var speed = 45
var gravity = 500
const UP = Vector2(0, -1)
var is_grounded
var touching_wall = 0
var velocity = Vector2()
func apply_gravity(delta, modifier = 1):
velocity.y += gravity * delta * modifier
func _physics_process(_delta):
if Globals.player != null:
velocity.x = position.direction_to(Globals.player).normalized().x
apply_gravity(_delta)
velocity = move_and_slide(velocity * speed)
if is_on_wall():
if velocity.x > -1 and velocity.x < 1:
velocity.x = 0
var was_on_floor = is_on_floor()
velocity = move_and_slide(velocity, Vector2.UP)
if !was_on_floor and is_on_floor():
emit_signal("grounded_updated", is_on_floor())
var was_grounded = is_grounded
is_grounded = is_on_floor()
if Vector2.ZERO == velocity:
velocity.y = -10

28
ai/Skeleton Enemy.tscn Normal file
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@ -0,0 +1,28 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://Skeleton Enemy.gd" type="Script" id=1]
[ext_resource path="res://art/unknown.png" type="Texture" id=2]
[sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 5, 7 )
[node name="Skeleton Enemy" type="KinematicBody2D"]
collision_layer = 4
collision_mask = 3
script = ExtResource( 1 )
[node name="Sprite" type="Sprite" parent="."]
texture = ExtResource( 2 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource( 1 )
[node name="RayCast2D" type="RayCast2D" parent="."]
enabled = true
cast_to = Vector2( -80, 0 )
collision_mask = 3
[node name="RayCast2D2" type="RayCast2D" parent="."]
enabled = true
cast_to = Vector2( 80, 0 )
collision_mask = 3

BIN
art/unknown.png Normal file

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Width:  |  Height:  |  Size: 220 B

34
art/unknown.png.import Normal file
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@ -0,0 +1,34 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/unknown.png-7a4eff0f343d686ce2bdb9afaa03b634.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://art/unknown.png"
dest_files=[ "res://.import/unknown.png-7a4eff0f343d686ce2bdb9afaa03b634.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=false
svg/scale=1.0

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@ -1,4 +1,4 @@
[gd_scene load_steps=11 format=2]
[gd_scene load_steps=10 format=2]
[ext_resource path="res://script/player.gd" type="Script" id=1]
[ext_resource path="res://ui/PlayerStats.tscn" type="PackedScene" id=2]
@ -9,10 +9,6 @@
[sub_resource type="OccluderPolygon2D" id=1]
polygon = PoolVector2Array( -7, 0, -7, -2, -6, -2, -6, -3, -5, -3, -5, -5, -6, -5, -6, -10, -7, -10, -7, -12, -6, -12, -6, -19, -4, -19, -4, -18, -3, -18, -3, -17, 1, -17, 1, -16, 3, -16, 3, -15, 4, -15, 4, -14, 5, -14, 5, -13, 6, -13, 6, -12, 7, -12, 7, -10, 6, -10, 6, -9, 5, -9, 5, -8, 6, -8, 6, -4, 5, -4, 5, 0, -7, 0 )
[sub_resource type="CapsuleShape2D" id=2]
radius = 6.0
height = 2.0
[sub_resource type="Animation" id=3]
resource_name = "Idle"
length = 0.8
@ -94,11 +90,6 @@ visible = false
position = Vector2( 0, 12 )
occluder = SubResource( 1 )
[node name="WorldCollision" type="CollisionShape2D" parent="."]
visible = false
position = Vector2( 0, -7 )
shape = SubResource( 2 )
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
anims/Idle = SubResource( 3 )
anims/Jumping = SubResource( 4 )
@ -118,5 +109,8 @@ position = Vector2( 0, -7 )
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Hitbox"]
visible = false
polygon = PoolVector2Array( -6, -12, -6, -5, -7, -5, -7, -3, -6, -3, -6, 2, -5, 2, -5, 4, -6, 4, -6, 5, -7, 5, -7, 7, 5, 7, 5, 3, 6, 3, 6, -1, 5, -1, 5, -2, 6, -2, 6, -3, 7, -3, 7, -5, 6, -5, 6, -6, 5, -6, 5, -7, 4, -7, 4, -8, 3, -8, 3, -9, 1, -9, 1, -10, -3, -10, -3, -11, -4, -11, -4, -12, -6, -12 )
polygon = PoolVector2Array( -6, -12, -6, -5, -7, -5, -7, -3, -6, -3, -6, -0.52261, -6, 2, -5, 2, -5, 4, -6, 4, -6, 5, -7, 5, -7, 7, -3.9179, 7, 0.0151539, 7, 5, 7, 5, 5.0024, 5, 3, 6, 3, 6, 0.882053, 6, -1, 5, -1, 5, -2, 6, -2, 6, -3, 7, -3, 7, -5, 6, -5, 6, -6, 5, -6, 5, -7, 4, -7, 4, -8, 3, -8, 3, -9, 1, -9, 1, -10, -3, -10, -3, -11, -4, -11, -4, -12, -6, -12 )
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="."]
polygon = PoolVector2Array( 5, 0, 5, -4, 6, -4, 6, -8, 5, -8, 5, -9, 6, -9, 6, -10, 7, -10, 7, -12, 6, -12, 6, -13, 5, -13, 5, -14, 4, -14, 4, -15, 3, -15, 3, -16, 1, -16, 1, -17, -3, -17, -3, -18, -4, -18, -4, -19, -6, -19, -6, -12, -7, -12, -7, -10, -6, -10, -6, -5, -5, -5, -5, -3, -6, -3, -6, -2, -7, -2, -7, 0 )
[connection signal="grounded_updated" from="." to="Camera" method="_on_grounded_updated"]

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@ -1,4 +1,4 @@
[gd_scene load_steps=4 format=2]
[gd_scene load_steps=5 format=2]
[ext_resource path="res://script/Projectile.gd" type="Script" id=1]
[ext_resource path="res://art/WhiteProjectile.png" type="Texture" id=2]
@ -6,6 +6,15 @@
[sub_resource type="CircleShape2D" id=1]
radius = 4.0
[sub_resource type="Environment" id=2]
background_mode = 4
glow_enabled = true
glow_intensity = 0.25
glow_bloom = 0.15
glow_blend_mode = 0
glow_hdr_threshold = 3.29
glow_bicubic_upscale = true
[node name="WhiteProjectile" type="KinematicBody2D"]
collision_layer = 8
collision_mask = 2
@ -16,3 +25,6 @@ shape = SubResource( 1 )
[node name="WhiteProjectile" type="Sprite" parent="."]
texture = ExtResource( 2 )
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource( 2 )

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@ -116,19 +116,13 @@ shoot={
]
}
<<<<<<< HEAD
=======
[layer_names]
2d_render/layer_1="Player"
2d_physics/layer_1="Player"
2d_render/layer_2="World"
2d_physics/layer_2="World"
2d_physics/layer_3="Enemy"
2d_physics/layer_4="Projectiles"
>>>>>>> master
[rendering]
quality/driver/fallback_to_gles2=true
environment/default_environment="res://default_env.tres"

20
script/Skeleton Enemy.gd Normal file
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@ -0,0 +1,20 @@
extends KinematicBody2D
var speed = 75
var gravity = 500
const UP = Vector2(0, -1)
var velocity = Vector2()
func apply_gravity(delta, modifier = 1):
velocity.y += gravity * delta * modifier
func _physics_process(_delta):
if Globals.player != null:
velocity.x = position.direction_to(Globals.player).normalized().x
apply_gravity(_delta)
velocity = move_and_slide(velocity * speed)
if is_on_wall():
velocity.y = -50
velocity = move_and_slide(velocity, UP)

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@ -32,6 +32,9 @@ onready var Stats = $Stats
onready var health = Stats.health setget set_health, get_health
onready var energy = Stats.energy setget set_energy, get_energy
func get_type():
return "player"
func set_health(value):
Stats.set_health(value)
@ -56,7 +59,6 @@ func _physics_process(delta):
Globals.player = position
emit_signal("grounded_updated", is_on_floor())
func handle_move_input():
input_direction = int(Input.is_action_pressed("right")) - int(Input.is_action_pressed("left"))
velocity.x = lerp(velocity.x, speed * input_direction, get_movement_weight())