Code cleanup and minor fixes to Level 3

This commit is contained in:
VoidTwo
2021-12-09 04:08:28 -06:00
parent 9dce1e02cf
commit 2147d38874
27 changed files with 418 additions and 437 deletions

View File

@@ -1,10 +1,10 @@
extends KinematicBody2D
signal frozen
export var ACCELERATION: int = 1000
export var MAX_SPEED: int = 120
export var FRICTION: int = 1000
signal frozen
const HEALTH_SLICES: Array = [0, 18, 35, 50, 65, 82, 100]
var health_index: int = 6
@@ -14,157 +14,135 @@ var velocity: Vector2 = Vector2.ZERO
func _ready() -> void:
set_weapon_position(Vector2(1, 0))
return
set_weapon_position(Vector2(1, 0))
return
func _physics_process(delta: float) -> void:
var input_vector: Vector2 = Vector2.ZERO
var input_vector: Vector2 = Vector2.ZERO
input_vector.x = Input.get_action_strength('player_right') \
- Input.get_action_strength('player_left')
input_vector.y = Input.get_action_strength('player_down') \
- Input.get_action_strength('player_up')
input_vector = input_vector.normalized()
input_vector.x = Input.get_action_strength('player_right') \
- Input.get_action_strength('player_left')
input_vector.y = Input.get_action_strength('player_down') \
- Input.get_action_strength('player_up')
input_vector = input_vector.normalized()
if input_vector != Vector2.ZERO:
$AnimationTree.set('parameters/Idle/blend_position', input_vector)
velocity = velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
set_weapon_position(input_vector)
else:
velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
if input_vector != Vector2.ZERO:
$AnimationTree.set('parameters/Idle/blend_position', input_vector)
velocity = velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
set_weapon_position(input_vector)
else:
velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
velocity = move_and_slide(velocity)
return
velocity = move_and_slide(velocity)
return
func load_hud(node: CanvasLayer) -> void:
hud = node
if hud.connect('add_currency', self, 'add_currency') != OK:
print('ERROR: HUD "add_currency" signal already connected.')
hud = node
if hud.connect('add_currency', self, 'add_currency') != OK:
print('ERROR: HUD "add_currency" signal already connected.')
hud.update_health(HEALTH_SLICES[health_index])
hud.update_currency($Inventory.get_currency())
return
hud.update_health(HEALTH_SLICES[health_index])
hud.update_currency($Inventory.get_currency())
return
func set_weapon_position(pos: Vector2) -> void:
# facing left
if pos[0] < 0:
$Sword.rotation_degrees = -90
$Javelin.rotation_degrees = -90
# Facing left
if pos[0] < 0:
$Sword.rotation_degrees = -90
$Javelin.rotation_degrees = -90
# facing right
elif pos[0] > 0:
$Sword.rotation_degrees = 90
$Javelin.rotation_degrees = 90
# Facing right
elif pos[0] > 0:
$Sword.rotation_degrees = 90
$Javelin.rotation_degrees = 90
# facing up
elif pos[1] < 0:
$Sword.rotation_degrees = 0
$Javelin.rotation_degrees = 0
# Facing up
elif pos[1] < 0:
$Sword.rotation_degrees = 0
$Javelin.rotation_degrees = 0
# facing down
elif pos[1] > 0:
$Sword.rotation_degrees = 180
$Javelin.rotation_degrees = 180
return
# Facing down
elif pos[1] > 0:
$Sword.rotation_degrees = 180
$Javelin.rotation_degrees = 180
return
func add_currency(amount: int) -> void:
$Inventory.add_currency(amount)
return
$Inventory.add_currency(amount)
return
func has_item(item: String) -> bool:
return $Inventory.contains(item)
return $Inventory.contains(item)
func add_item(item: String) -> void:
$Inventory.add(item)
return
$Inventory.add(item)
return
func remove_item(item: String) -> void:
$Inventory.remove(item)
return
$Inventory.remove(item)
return
func _on_Inventory_update_currency(amount: int) -> void:
hud.update_currency(amount)
return
hud.update_currency(amount)
return
func _on_hitbox_area_entered(area: Area2D) -> void:
var hit: int = 0
var hit: int = 0
if area.is_in_group('enemy_hitbox_1') or area.is_in_group('enemy_projectile_1'):
hit = 1
elif area.is_in_group('enemy_hitbox_2') or area.is_in_group('enemy_projectile_2'):
hit = 2
elif area.is_in_group('enemy_hitbox_3') or area.is_in_group('enemy_projectile_3'):
hit = 3
elif area.is_in_group('freeze'):
emit_signal('frozen')
modulate = Color(0,.5,1)
else:
return
if area.is_in_group('enemy_hitbox_1') or area.is_in_group('enemy_projectile_1'):
hit = 1
elif area.is_in_group('enemy_hitbox_2') or area.is_in_group('enemy_projectile_2'):
hit = 2
elif area.is_in_group('enemy_hitbox_3') or area.is_in_group('enemy_projectile_3'):
hit = 3
elif area.is_in_group('freeze'):
emit_signal('frozen')
$Sprite.self_modulate = Color(0, 0.5, 1)
else:
return
if health_index != 0:
health_index -= hit
if health_index < 0:
health_index = 0
hud.update_health(HEALTH_SLICES[health_index])
else:
get_tree().change_scene('res://Levels/Hub World.tscn')
return
if health_index != 0:
health_index -= hit
if health_index < 0:
health_index = 0
hud.update_health(HEALTH_SLICES[health_index])
else:
get_tree().change_scene('res://Levels/Hub World.tscn')
return
func _input(event: InputEvent) -> void:
if event.is_action_pressed('player_attack'):
if hud.weapon == 'sword':
$'Sword/Sword Animation'.play('swing')
elif hud.weapon == 'javelin':
$'Javelin/Javelin Animation'.play('swing')
if event.is_action_pressed('player_attack'):
if hud.weapon == 'sword':
$'Sword/Sword Animation'.play('swing')
elif hud.weapon == 'javelin':
$'Javelin/Javelin Animation'.play('swing')
if event.is_action_pressed('screenshot'):
var img: Image = get_viewport().get_texture().get_data()
yield(get_tree(), 'idle_frame')
yield(get_tree(), 'idle_frame')
elif event.is_action_pressed('screenshot'):
var img: Image = get_viewport().get_texture().get_data()
yield(get_tree(), 'idle_frame')
yield(get_tree(), 'idle_frame')
img.flip_y()
img.flip_y()
var time: Dictionary = OS.get_datetime_from_unix_time(OS.get_unix_time())
var time_msecs: int = OS.get_system_time_msecs()
var time: Dictionary = OS.get_datetime_from_unix_time(OS.get_unix_time())
var time_msecs: int = OS.get_system_time_msecs()
if img.save_png('user://Screenshot_%d%d%d_%d.png' % [time.year, time.month, time.day, time_msecs]) != OK:
print('ERROR: Failed saving screenshot.')
return
func _on_Hitbox_area_entered(area: Area2D) -> void:
print(area.name)
if area.name == 'detection':
return
if 'freeze' in area.get_parent().get_groups():
emit_signal('frozen')
return
if 'enemies' in area.get_parent().get_groups() or area.name != 'detection' or 'damage' in area.get_groups():
if health_index != 0:
health_index -= 1
hud.update_health(HEALTH_SLICES[health_index])
else:
get_tree().change_scene('res://Levels/Hub World.tscn')
return
if img.save_png('user://Screenshot_%d%d%d_%d.png' % [time.year, time.month, time.day, time_msecs]) != OK:
print('ERROR: Failed saving screenshot.')
return
func _on_SlowTime_unfreeze() -> void:
modulate = Color(1,1,1)
$Sprite.self_modulate = Color(1, 1, 1)
return

View File

@@ -10,9 +10,9 @@
[sub_resource type="SpriteFrames" id=1]
animations = [ {
"frames": [ ExtResource( 2 ) ],
"frames": [ ExtResource( 4 ) ],
"loop": false,
"name": "look_left",
"name": "look_up",
"speed": 5.0
}, {
"frames": [ ExtResource( 2 ) ],
@@ -20,15 +20,15 @@ animations = [ {
"name": "look_right",
"speed": 5.0
}, {
"frames": [ ExtResource( 4 ) ],
"loop": false,
"name": "look_up",
"speed": 5.0
}, {
"frames": [ ExtResource( 3 ) ],
"loop": false,
"name": "look_down",
"speed": 5.0
}, {
"frames": [ ExtResource( 2 ) ],
"loop": false,
"name": "look_left",
"speed": 5.0
} ]
[sub_resource type="CapsuleShape2D" id=2]
@@ -182,9 +182,7 @@ graph_offset = Vector2( -3591.37, -302.6 )
[sub_resource type="AnimationNodeStateMachinePlayback" id=14]
[node name="Player" type="KinematicBody2D" groups=[
"player",
]]
[node name="Player" type="KinematicBody2D" groups=["player"]]
collision_layer = 2
script = ExtResource( 1 )
@@ -200,12 +198,10 @@ visible = false
rotation = 1.5708
shape = SubResource( 2 )
[node name="Hitbox" type="Area2D" parent="." groups=[
"player_hitbox",
]]
input_pickable = false
[node name="Hitbox" type="Area2D" parent="." groups=["player_hitbox"]]
collision_layer = 2
collision_mask = 4
input_pickable = false
[node name="CollisionShape2D" type="CollisionShape2D" parent="Hitbox"]
visible = false