update
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@@ -1,41 +1,76 @@
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extends KinematicBody2D
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const ACCELERATION = 1000
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const MAX_SPEED = 120
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const FRICTION = 1000
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export var ACCELERATION: int = 1000
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export var MAX_SPEED: int = 120
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export var FRICTION: int = 1000
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const HEALTH_SLICES: Array = [0, 18, 35, 50, 65, 82, 100]
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var health_index: int = 6
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var hud: CanvasLayer = null
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var velocity: Vector2 = Vector2.ZERO
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var isDash = false
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var counter = 0
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func _physics_process(delta) -> void:
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var input_vector: Vector2 = Vector2.ZERO
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func _physics_process(delta: float) -> void:
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var input_vector: Vector2 = Vector2.ZERO
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input_vector.x = Input.get_action_strength('player_right') - Input.get_action_strength('player_left')
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input_vector.y = Input.get_action_strength('player_down') - Input.get_action_strength('player_up')
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input_vector = input_vector.normalized()
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input_vector.x = Input.get_action_strength('player_right') \
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- Input.get_action_strength('player_left')
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input_vector.y = Input.get_action_strength('player_down') \
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- Input.get_action_strength('player_up')
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input_vector = input_vector.normalized()
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if input_vector != Vector2.ZERO:
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$AnimationTree.set('parameters/Idle/blend_position', input_vector)
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velocity = velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
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else:
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velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
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# if dashing, increase velocity by 4 for one frame
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if Input.is_action_just_pressed("player_dash") and input_vector != Vector2.ZERO and isDash == false:
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velocity = velocity * 4
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isDash = true
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# If the dash was previously pressed, start a counter
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if isDash:
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counter += 1
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# wait time before you can dash again
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if counter > 60:
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counter = 0
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isDash = false
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if input_vector != Vector2.ZERO:
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$AnimationTree.set('parameters/Idle/blend_position', input_vector)
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velocity = velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
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else:
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velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
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velocity = move_and_slide(velocity)
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return
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velocity = move_and_slide(velocity)
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return
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func load_hud(node: CanvasLayer) -> void:
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hud = node
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if hud.connect('add_currency', self, 'add_currency') != OK:
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print('ERROR: HUD "add_currency" signal already connected.')
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hud.update_health(HEALTH_SLICES[health_index])
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hud.update_currency($Inventory.get_currency())
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return
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func add_currency(amount: int) -> void:
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$Inventory.add_currency(amount)
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return
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func _on_Inventory_update_currency(amount: int) -> void:
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hud.update_currency(amount)
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return
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func _on_Hitbox_body_entered(body: Node) -> void:
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if not 'enemies' in body.get_groups():
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return
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if health_index != 0:
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health_index -= 1
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hud.update_health(HEALTH_SLICES[health_index])
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return
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed('screenshot'):
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var img: Image = get_viewport().get_texture().get_data()
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yield(get_tree(), "idle_frame")
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yield(get_tree(), "idle_frame")
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img.flip_y()
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var time: Dictionary = OS.get_datetime_from_unix_time(OS.get_unix_time())
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var time_msecs: int = OS.get_system_time_msecs()
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if img.save_png('user://Screenshot_%d%d%d_%d.png' % [time.year, time.month, time.day, time_msecs]) != OK:
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print('ERROR: Failed saving screenshot.')
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return
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@@ -1,22 +1,23 @@
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[gd_scene load_steps=19 format=2]
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[gd_scene load_steps=20 format=2]
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[ext_resource path="res://Player/Player.gd" type="Script" id=1]
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[ext_resource path="res://Sprites/Player.png" type="Texture" id=2]
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[ext_resource path="res://Sprites/Player_Down.png" type="Texture" id=3]
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[ext_resource path="res://Sprites/Player_Up.png" type="Texture" id=4]
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[ext_resource path="res://Sprites/Player/Player.png" type="Texture" id=2]
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[ext_resource path="res://Sprites/Player/Player_Down.png" type="Texture" id=3]
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[ext_resource path="res://Sprites/Player/Player_Up.png" type="Texture" id=4]
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[ext_resource path="res://Player/Inventory.tscn" type="PackedScene" id=5]
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[sub_resource type="SpriteFrames" id=1]
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animations = [ {
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"frames": [ ExtResource( 4 ) ],
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"loop": false,
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"name": "look_up",
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"speed": 5.0
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}, {
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"frames": [ ExtResource( 2 ) ],
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"loop": false,
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"name": "look_right",
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"speed": 5.0
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}, {
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"frames": [ ExtResource( 4 ) ],
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"loop": false,
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"name": "look_up",
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"speed": 5.0
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}, {
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"frames": [ ExtResource( 2 ) ],
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"loop": false,
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"name": "look_left",
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@@ -160,14 +161,14 @@ animation = "Look Up"
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[sub_resource type="AnimationNodeBlendSpace2D" id=12]
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blend_point_0/node = SubResource( 8 )
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blend_point_0/pos = Vector2( -1.01, 0 )
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blend_point_0/pos = Vector2( -1, 0 )
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blend_point_1/node = SubResource( 9 )
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blend_point_1/pos = Vector2( 0, 1.1 )
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blend_point_2/node = SubResource( 10 )
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blend_point_2/pos = Vector2( 1, 0 )
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blend_point_3/node = SubResource( 11 )
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blend_point_3/pos = Vector2( 0, -1.1 )
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min_space = Vector2( -1.01, -1.1 )
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min_space = Vector2( -1, -1.1 )
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max_space = Vector2( 1, 1.1 )
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blend_mode = 1
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@@ -180,19 +181,25 @@ graph_offset = Vector2( -3591.37, -302.6 )
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[sub_resource type="AnimationNodeStateMachinePlayback" id=14]
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[node name="Player" type="KinematicBody2D"]
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collision_layer = 2
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script = ExtResource( 1 )
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[node name="Sprite" type="AnimatedSprite" parent="."]
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position = Vector2( 0, -5 )
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light_mask = 2
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frames = SubResource( 1 )
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animation = "look_right"
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offset = Vector2( 0, -5 )
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[node name="Collision" type="CollisionShape2D" parent="."]
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visible = false
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rotation = 1.5708
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shape = SubResource( 2 )
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[node name="Hitbox" type="CollisionShape2D" parent="."]
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[node name="Hitbox" type="Area2D" parent="."]
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collision_layer = 2
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collision_mask = 2
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Hitbox"]
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visible = false
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position = Vector2( 0, -5 )
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shape = SubResource( 3 )
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@@ -209,4 +216,9 @@ tree_root = SubResource( 13 )
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anim_player = NodePath("../AnimationPlayer")
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active = true
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parameters/playback = SubResource( 14 )
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parameters/Idle/blend_position = Vector2( 0.993787, 0.0189655 )
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parameters/Idle/blend_position = Vector2( 0.0760697, 0 )
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[node name="Inventory" parent="." instance=ExtResource( 5 )]
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[connection signal="body_entered" from="Hitbox" to="." method="_on_Hitbox_body_entered"]
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[connection signal="update_currency" from="Inventory" to="." method="_on_Inventory_update_currency"]
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