Implement level 1

Level 1 is now playable; more to be added
This commit is contained in:
Jane Cho
2021-12-08 02:21:21 -06:00
parent 05e04c7db9
commit 6e4284a792
24 changed files with 534 additions and 215 deletions

65
Enemies/Dark Matter.gd Normal file
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@@ -0,0 +1,65 @@
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
# 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 body_star.name == 'Star':
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.

46
Enemies/Dark Matter.tscn Normal file
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[gd_scene load_steps=6 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 )
[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="."]
[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"]

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@@ -8,43 +8,43 @@ var velocity: Vector2 = Vector2.ZERO
var status = "walk"
func _physics_process(_delta: float) -> void:
velocity = Vector2.ZERO
velocity = Vector2.ZERO
if player:
velocity = position.direction_to(player.position).normalized() * SPEED
var angle = position.angle_to_point(player.position)
if abs(angle) > PI/2:
$AnimatedSprite1.scale.x = -0.563
else:
$AnimatedSprite1.scale.x = 0.563
if player:
velocity = position.direction_to(player.position).normalized() * SPEED
var angle = position.angle_to_point(player.position)
if abs(angle) > PI/2:
$AnimatedSprite1.scale.x = -0.563
else:
$AnimatedSprite1.scale.x = 0.563
velocity = move_and_slide(velocity)
return
velocity = move_and_slide(velocity)
return
func _on_player_detector_area_entered(area: Area2D) -> void:
if area.get_parent().name == 'Player':
player = area.get_parent()
$AnimatedSprite1.animation = "Walk"
return
if area.get_parent().name == 'Player':
player = area.get_parent()
$AnimatedSprite1.animation = "Walk"
return
func _on_player_detector_area_exited(_area: Area2D):
player = null
$AnimatedSprite1.animation = "Idle"
return
player = null
$AnimatedSprite1.animation = "Idle"
return
func _on_Player_Attack_area_entered(area: Area2D) -> void:
if area.get_parent().name == 'Player':
player = area.get_parent()
$AnimatedSprite1.animation = "Attack"
status = "attack"
return
if area.get_parent().name == 'Player':
player = area.get_parent()
$AnimatedSprite1.animation = "Attack"
status = "attack"
return
func _on_Player_Attack_area_exited(area: Area2D) -> void:
player = null
if not status == "attack":
$AnimatedSprite1.animation = "Walk"
return
player = null
if not status == "attack":
$AnimatedSprite1.animation = "Walk"
return