merge daniel-hell-level branch into main

This commit is contained in:
2021-12-08 20:43:20 -06:00
17 changed files with 542 additions and 158 deletions

View File

@@ -5,18 +5,20 @@
[ext_resource path="res://Sprites/Enemies/Chasing_Glowing_Ghost.png" type="Texture" id=3]
[ext_resource path="res://Enemies/Chasing Glowing Ghost.gd" type="Script" id=4]
[sub_resource type="CapsuleShape2D" id=3]
[sub_resource type="CapsuleShape2D" id=1]
radius = 1.5
height = 3.0
[sub_resource type="CapsuleShape2D" id=1]
[sub_resource type="CapsuleShape2D" id=2]
radius = 3.0
height = 2.0
[sub_resource type="CircleShape2D" id=2]
[sub_resource type="CircleShape2D" id=3]
radius = 50.0
[node name="Chasing Glowing Ghost" type="KinematicBody2D" groups=["enemy"]]
[node name="Chasing Glowing Ghost" type="KinematicBody2D" groups=[
"enemy",
]]
light_mask = 0
collision_layer = 4
collision_mask = 5
@@ -32,9 +34,11 @@ offset = Vector2( 0, 0.5 )
visible = false
light_mask = 0
rotation = 1.5708
shape = SubResource( 3 )
shape = SubResource( 1 )
[node name="Hitbox" type="Area2D" parent="." groups=["enemy_hitbox_1"]]
[node name="Hitbox" type="Area2D" parent="." groups=[
"enemy_hitbox_1",
]]
light_mask = 0
collision_layer = 4
collision_mask = 2
@@ -43,19 +47,19 @@ collision_mask = 2
visible = false
light_mask = 0
position = Vector2( 0, -2.5 )
shape = SubResource( 1 )
shape = SubResource( 2 )
[node name="Player Detector" type="Area2D" parent="."]
light_mask = 0
collision_layer = 0
collision_mask = 2
input_pickable = false
monitorable = false
collision_layer = 0
collision_mask = 2
[node name="CollisionShape2D" type="CollisionShape2D" parent="Player Detector"]
visible = false
light_mask = 0
shape = SubResource( 2 )
shape = SubResource( 3 )
[node name="Light" type="Light2D" parent="."]
texture = ExtResource( 2 )

78
Enemies/Dark Matter.gd Normal file
View File

@@ -0,0 +1,78 @@
extends KinematicBody2D
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
#onready var label = get_node("Label")
onready var timer = get_node("Timer")
var speed : = 0.5
var position_tracker = 0.0
var player = null
var obstacle = null
var DisplayValue = 10
var health: int = 2
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
func _physics_process(_delta):
if player == null:
translate(Vector2(speed, 0))
position_tracker += speed
if position_tracker >= 50 or position_tracker <=0:#enemy move back and forth
speed *= -1
if player:
translate(Vector2(position.direction_to(player.position) * abs(speed))) #enemy follow player
if obstacle == null:
$Sprite.texture = load("res://Sprites/Enemies/DarkMatter_barrier.png")
if obstacle:
$Sprite.texture = load("res://Sprites/Enemies/DarkMatter.png")
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass
func _on_Player_detect_body_entered(body):
#print("player entered") # Replace with function body.
#print(body.name)#"Player"
if body.name == 'Player': #sometimes map_boundary is detected
#if body.get_parent().name == 'Player':
player = body
func _on_Player_detect_body_exited(_body):
#print("player exit")
if _body.name == 'Player':
player = null
func _on_Star_detect_body_entered(body_star):
#print("obstacle entered")
#print(body_star.name)#Obstacle
if 'Star' in body_star.name:
obstacle = body_star
timer.set_wait_time(DisplayValue)
timer.start()
#print("timer start")
func _on_Star_detect_body_exited(_body):
#if _body.name == 'Star':
#print("obstacle exited")
#if _body.name == 'Obstacle':
#obstacle = null
null
func _on_Timer_timeout():
#print("time out")
obstacle = null # Replace with function body.
func _on_Hitbox_area_entered(area: Area2D):
if obstacle: #when the enemy is vulnerable
if area.is_in_group('player_weapon_1'):
health -= 1
elif area.is_in_group('player_weapon_2'):
health -= 2
if health <= 0:
call_deferred('queue_free')
return

57
Enemies/Dark Matter.tscn Normal file
View File

@@ -0,0 +1,57 @@
[gd_scene load_steps=7 format=2]
[ext_resource path="res://Sprites/Enemies/DarkMatter_barrier.png" type="Texture" id=1]
[ext_resource path="res://Enemies/Dark Matter.gd" type="Script" id=2]
[sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 5.55527, 4.93821 )
[sub_resource type="CircleShape2D" id=2]
radius = 55.4916
[sub_resource type="RectangleShape2D" id=3]
extents = Vector2( 5.48996, 5.06427 )
[sub_resource type="RectangleShape2D" id=4]
extents = Vector2( 5.50204, 4.89798 )
[node name="Dark Matter" type="KinematicBody2D"]
collision_layer = 2
collision_mask = 6
script = ExtResource( 2 )
[node name="Enemy_body" type="CollisionShape2D" parent="."]
shape = SubResource( 1 )
[node name="Sprite" type="Sprite" parent="."]
texture = ExtResource( 1 )
[node name="Player_detect" type="Area2D" parent="."]
collision_layer = 2
collision_mask = 2
[node name="CollisionShape2D" type="CollisionShape2D" parent="Player_detect"]
shape = SubResource( 2 )
[node name="Star_detect" type="Area2D" parent="."]
collision_layer = 4
collision_mask = 4
[node name="CollisionShape2D" type="CollisionShape2D" parent="Star_detect"]
shape = SubResource( 3 )
[node name="Timer" type="Timer" parent="."]
[node name="Hitbox" type="Area2D" parent="."]
collision_layer = 4
collision_mask = 2
[node name="CollisionShape2D" type="CollisionShape2D" parent="Hitbox"]
shape = SubResource( 4 )
[connection signal="body_entered" from="Player_detect" to="." method="_on_Player_detect_body_entered"]
[connection signal="body_exited" from="Player_detect" to="." method="_on_Player_detect_body_exited"]
[connection signal="body_entered" from="Star_detect" to="." method="_on_Star_detect_body_entered"]
[connection signal="body_exited" from="Star_detect" to="." method="_on_Star_detect_body_exited"]
[connection signal="timeout" from="Timer" to="." method="_on_Timer_timeout"]
[connection signal="area_entered" from="Hitbox" to="." method="_on_Hitbox_area_entered"]