added music/sounds

This commit is contained in:
2021-12-12 16:44:25 -06:00
parent 2c65c5f4b6
commit 877648dbc2
42 changed files with 715 additions and 548 deletions

View File

@@ -10,66 +10,66 @@ var counter: int = 0
signal demon_boss_death
func _physics_process(_delta: float) -> void:
velocity = Vector2.ZERO
velocity = Vector2.ZERO
if player and position.distance_to(player.position) > 1:
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 hit == true:
if counter < 15:
if counter % 5 == 0:
$AnimatedSprite1.visible = false
else:
$AnimatedSprite1.visible = true
counter += 1
velocity = Vector2.ZERO
else:
hit = false
counter = 0
if player and position.distance_to(player.position) > 1:
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 hit == true:
if counter < 15:
if counter % 5 == 0:
$AnimatedSprite1.visible = false
else:
$AnimatedSprite1.visible = true
counter += 1
velocity = Vector2.ZERO
else:
hit = false
counter = 0
velocity = move_and_slide(velocity)
return
velocity = move_and_slide(velocity)
return
func _on_player_detector_body_entered(body: Node) -> void:
if body.is_in_group('player'):
player = body
$AnimatedSprite1.animation = 'Walk'
return
if body.is_in_group('player'):
player = body
$AnimatedSprite1.animation = 'Walk'
return
func _on_player_detector_body_exited(body: Node) -> void:
if body.is_in_group('player'):
player = null
$AnimatedSprite1.animation = 'Idle'
return
if body.is_in_group('player'):
player = null
$AnimatedSprite1.animation = 'Idle'
return
func _on_hitbox_area_entered(area: Area2D) -> void:
if area.is_in_group('player_weapon_1'):
health -= 1
hit = true
elif area.is_in_group('player_weapon_2'):
health -= 2
hit = true
if area.is_in_group('player_weapon_1'):
health -= 1
hit = true
elif area.is_in_group('player_weapon_2'):
health -= 2
hit = true
if health <= 0:
call_deferred('queue_free')
emit_signal("demon_boss_death")
return
if health <= 0:
call_deferred('queue_free')
emit_signal("demon_boss_death")
return
func _on_Player_Detector__Attack_body_entered(body: Node) -> void:
if body.is_in_group('player'):
player = body
$AnimatedSprite1.animation = 'Attack'
if body.is_in_group('player'):
player = body
$AnimatedSprite1.animation = 'Attack'
func _on_Player_Detector__Attack_body_exited(body: Node) -> void:
if body.is_in_group('player'):
player = body
$AnimatedSprite1.animation = 'Walk'
if body.is_in_group('player'):
player = body
$AnimatedSprite1.animation = 'Walk'

View File

@@ -6,6 +6,50 @@
[ext_resource path="res://Sprites/Enemies/Demon_Slime_Spritesheet.png" type="Texture" id=5]
[ext_resource path="res://Sprites/Enemies/Chasing_Glowing_Ghost.png" type="Texture" id=7]
[sub_resource type="AtlasTexture" id=37]
atlas = ExtResource( 5 )
region = Rect2( 0, 0, 288, 160 )
[sub_resource type="AtlasTexture" id=38]
atlas = ExtResource( 5 )
region = Rect2( 288, 0, 288, 160 )
[sub_resource type="AtlasTexture" id=39]
atlas = ExtResource( 5 )
region = Rect2( 576, 0, 288, 160 )
[sub_resource type="AtlasTexture" id=40]
atlas = ExtResource( 5 )
region = Rect2( 864, 0, 288, 160 )
[sub_resource type="AtlasTexture" id=41]
atlas = ExtResource( 5 )
region = Rect2( 1152, 0, 288, 160 )
[sub_resource type="AtlasTexture" id=42]
atlas = ExtResource( 5 )
region = Rect2( 1440, 0, 288, 160 )
[sub_resource type="AtlasTexture" id=58]
atlas = ExtResource( 5 )
region = Rect2( 0, 480, 288, 160 )
[sub_resource type="AtlasTexture" id=59]
atlas = ExtResource( 5 )
region = Rect2( 288, 480, 288, 160 )
[sub_resource type="AtlasTexture" id=60]
atlas = ExtResource( 5 )
region = Rect2( 576, 480, 288, 160 )
[sub_resource type="AtlasTexture" id=61]
atlas = ExtResource( 5 )
region = Rect2( 864, 480, 288, 160 )
[sub_resource type="AtlasTexture" id=62]
atlas = ExtResource( 5 )
region = Rect2( 1152, 480, 288, 160 )
[sub_resource type="AtlasTexture" id=3]
atlas = ExtResource( 5 )
region = Rect2( 0, 640, 288, 160 )
@@ -94,6 +138,54 @@ region = Rect2( 5760, 640, 288, 160 )
atlas = ExtResource( 5 )
region = Rect2( 6048, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=25]
atlas = ExtResource( 5 )
region = Rect2( 0, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=26]
atlas = ExtResource( 5 )
region = Rect2( 288, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=27]
atlas = ExtResource( 5 )
region = Rect2( 576, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=28]
atlas = ExtResource( 5 )
region = Rect2( 864, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=29]
atlas = ExtResource( 5 )
region = Rect2( 1152, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=30]
atlas = ExtResource( 5 )
region = Rect2( 1440, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=31]
atlas = ExtResource( 5 )
region = Rect2( 1728, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=32]
atlas = ExtResource( 5 )
region = Rect2( 2016, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=33]
atlas = ExtResource( 5 )
region = Rect2( 2304, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=34]
atlas = ExtResource( 5 )
region = Rect2( 2592, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=35]
atlas = ExtResource( 5 )
region = Rect2( 2880, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=36]
atlas = ExtResource( 5 )
region = Rect2( 3168, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=43]
atlas = ExtResource( 5 )
region = Rect2( 0, 320, 288, 160 )
@@ -154,124 +246,32 @@ region = Rect2( 3744, 320, 288, 160 )
atlas = ExtResource( 5 )
region = Rect2( 4032, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=58]
atlas = ExtResource( 5 )
region = Rect2( 0, 480, 288, 160 )
[sub_resource type="AtlasTexture" id=59]
atlas = ExtResource( 5 )
region = Rect2( 288, 480, 288, 160 )
[sub_resource type="AtlasTexture" id=60]
atlas = ExtResource( 5 )
region = Rect2( 576, 480, 288, 160 )
[sub_resource type="AtlasTexture" id=61]
atlas = ExtResource( 5 )
region = Rect2( 864, 480, 288, 160 )
[sub_resource type="AtlasTexture" id=62]
atlas = ExtResource( 5 )
region = Rect2( 1152, 480, 288, 160 )
[sub_resource type="AtlasTexture" id=25]
atlas = ExtResource( 5 )
region = Rect2( 0, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=26]
atlas = ExtResource( 5 )
region = Rect2( 288, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=27]
atlas = ExtResource( 5 )
region = Rect2( 576, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=28]
atlas = ExtResource( 5 )
region = Rect2( 864, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=29]
atlas = ExtResource( 5 )
region = Rect2( 1152, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=30]
atlas = ExtResource( 5 )
region = Rect2( 1440, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=31]
atlas = ExtResource( 5 )
region = Rect2( 1728, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=32]
atlas = ExtResource( 5 )
region = Rect2( 2016, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=33]
atlas = ExtResource( 5 )
region = Rect2( 2304, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=34]
atlas = ExtResource( 5 )
region = Rect2( 2592, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=35]
atlas = ExtResource( 5 )
region = Rect2( 2880, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=36]
atlas = ExtResource( 5 )
region = Rect2( 3168, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=37]
atlas = ExtResource( 5 )
region = Rect2( 0, 0, 288, 160 )
[sub_resource type="AtlasTexture" id=38]
atlas = ExtResource( 5 )
region = Rect2( 288, 0, 288, 160 )
[sub_resource type="AtlasTexture" id=39]
atlas = ExtResource( 5 )
region = Rect2( 576, 0, 288, 160 )
[sub_resource type="AtlasTexture" id=40]
atlas = ExtResource( 5 )
region = Rect2( 864, 0, 288, 160 )
[sub_resource type="AtlasTexture" id=41]
atlas = ExtResource( 5 )
region = Rect2( 1152, 0, 288, 160 )
[sub_resource type="AtlasTexture" id=42]
atlas = ExtResource( 5 )
region = Rect2( 1440, 0, 288, 160 )
[sub_resource type="SpriteFrames" id=63]
animations = [ {
"frames": [ SubResource( 3 ), SubResource( 4 ), SubResource( 5 ), SubResource( 6 ), SubResource( 7 ), SubResource( 8 ), SubResource( 9 ), SubResource( 10 ), SubResource( 11 ), SubResource( 12 ), SubResource( 13 ), SubResource( 14 ), SubResource( 15 ), SubResource( 16 ), SubResource( 17 ), SubResource( 18 ), SubResource( 19 ), SubResource( 20 ), SubResource( 21 ), SubResource( 22 ), SubResource( 23 ), SubResource( 24 ) ],
"frames": [ SubResource( 37 ), SubResource( 38 ), SubResource( 39 ), SubResource( 40 ), SubResource( 41 ), SubResource( 42 ) ],
"loop": true,
"name": "Death",
"name": "Idle",
"speed": 5.0
}, {
"frames": [ SubResource( 43 ), SubResource( 44 ), SubResource( 45 ), SubResource( 46 ), SubResource( 47 ), SubResource( 48 ), SubResource( 49 ), SubResource( 50 ), SubResource( 51 ), SubResource( 52 ), SubResource( 53 ), SubResource( 54 ), SubResource( 55 ), SubResource( 56 ), SubResource( 57 ) ],
"loop": true,
"name": "Attack",
"speed": 15.0
}, {
"frames": [ SubResource( 58 ), SubResource( 59 ), SubResource( 60 ), SubResource( 61 ), SubResource( 62 ) ],
"loop": true,
"name": "Hit",
"speed": 5.0
}, {
"frames": [ SubResource( 3 ), SubResource( 4 ), SubResource( 5 ), SubResource( 6 ), SubResource( 7 ), SubResource( 8 ), SubResource( 9 ), SubResource( 10 ), SubResource( 11 ), SubResource( 12 ), SubResource( 13 ), SubResource( 14 ), SubResource( 15 ), SubResource( 16 ), SubResource( 17 ), SubResource( 18 ), SubResource( 19 ), SubResource( 20 ), SubResource( 21 ), SubResource( 22 ), SubResource( 23 ), SubResource( 24 ) ],
"loop": true,
"name": "Death",
"speed": 5.0
}, {
"frames": [ SubResource( 25 ), SubResource( 26 ), SubResource( 27 ), SubResource( 28 ), SubResource( 29 ), SubResource( 30 ), SubResource( 31 ), SubResource( 32 ), SubResource( 33 ), SubResource( 34 ), SubResource( 35 ), SubResource( 36 ) ],
"loop": true,
"name": "Walk",
"speed": 5.0
}, {
"frames": [ SubResource( 37 ), SubResource( 38 ), SubResource( 39 ), SubResource( 40 ), SubResource( 41 ), SubResource( 42 ) ],
"frames": [ SubResource( 43 ), SubResource( 44 ), SubResource( 45 ), SubResource( 46 ), SubResource( 47 ), SubResource( 48 ), SubResource( 49 ), SubResource( 50 ), SubResource( 51 ), SubResource( 52 ), SubResource( 53 ), SubResource( 54 ), SubResource( 55 ), SubResource( 56 ), SubResource( 57 ) ],
"loop": true,
"name": "Idle",
"speed": 5.0
"name": "Attack",
"speed": 15.0
} ]
[sub_resource type="CapsuleShape2D" id=64]
@@ -299,7 +299,7 @@ position = Vector2( 2, -15 )
scale = Vector2( 0.5, 0.5 )
frames = SubResource( 63 )
animation = "Idle"
frame = 5
frame = 1
playing = true
[node name="Sprite" type="Sprite" parent="."]

View File

@@ -10,49 +10,49 @@ var counter: int = 0
func _physics_process(_delta: float) -> void:
velocity = Vector2.ZERO
velocity = Vector2.ZERO
if player and position.distance_to(player.position) > 1:
velocity = position.direction_to(player.position).normalized() * SPEED
if player and position.distance_to(player.position) > 1:
velocity = position.direction_to(player.position).normalized() * SPEED
if hit == true:
if counter < 15:
if counter % 5 == 0:
$AnimatedSprite.visible = false
else:
$AnimatedSprite.visible = true
counter += 1
velocity = Vector2.ZERO
else:
counter = 0
hit = false
if hit == true:
if counter < 15:
if counter % 5 == 0:
$AnimatedSprite.visible = false
else:
$AnimatedSprite.visible = true
counter += 1
velocity = Vector2.ZERO
else:
counter = 0
hit = false
velocity = move_and_slide(velocity)
return
velocity = move_and_slide(velocity)
return
func _on_player_detector_body_entered(body: Node) -> void:
if body.is_in_group('player'):
player = body
return
if body.is_in_group('player'):
player = body
return
func _on_player_detector_body_exited(body: Node) -> void:
if body.is_in_group('player'):
player = null
return
if body.is_in_group('player'):
player = null
return
func _on_hitbox_area_entered(area: Area2D) -> void:
if area.is_in_group('player_weapon_1'):
health -= 1
hit = true
elif area.is_in_group('player_weapon_2'):
health -= 2
hit = true
if area.is_in_group('player_weapon_1'):
health -= 1
hit = true
elif area.is_in_group('player_weapon_2'):
health -= 2
hit = true
if health <= 0:
call_deferred('queue_free')
return
if health <= 0:
call_deferred('queue_free')
return

View File

@@ -10,65 +10,65 @@ var counter: int = 0
func _physics_process(_delta: float) -> void:
velocity = Vector2.ZERO
velocity = Vector2.ZERO
if player and position.distance_to(player.position) > 1:
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 and position.distance_to(player.position) > 1:
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 hit == true:
if counter < 15:
if counter % 5 == 0:
$AnimatedSprite1.visible = false
else:
$AnimatedSprite1.visible = true
counter += 1
velocity = Vector2.ZERO
else:
counter = 0
hit = false
if hit == true:
if counter < 15:
if counter % 5 == 0:
$AnimatedSprite1.visible = false
else:
$AnimatedSprite1.visible = true
counter += 1
velocity = Vector2.ZERO
else:
counter = 0
hit = false
velocity = move_and_slide(velocity)
return
velocity = move_and_slide(velocity)
return
func _on_player_detector_body_entered(body: Node) -> void:
if body.is_in_group('player'):
player = body
$AnimatedSprite1.animation = 'Running'
return
if body.is_in_group('player'):
player = body
$AnimatedSprite1.animation = 'Running'
return
func _on_player_detector_body_exited(body: Node) -> void:
if body.is_in_group('player'):
player = null
$AnimatedSprite1.animation = 'Idle'
return
if body.is_in_group('player'):
player = null
$AnimatedSprite1.animation = 'Idle'
return
func _on_hitbox_area_entered(area: Area2D) -> void:
if area.is_in_group('player_weapon_1'):
health -= 1
hit = true
elif area.is_in_group('player_weapon_2'):
health -= 2
hit = true
if area.is_in_group('player_weapon_1'):
health -= 1
hit = true
elif area.is_in_group('player_weapon_2'):
health -= 2
hit = true
if health <= 0:
call_deferred('queue_free')
return
if health <= 0:
call_deferred('queue_free')
return
func _on_Player_Detector__Attack_body_entered(body: Node) -> void:
if body.is_in_group('player'):
player = body
$AnimatedSprite1.animation = 'Jump'
if body.is_in_group('player'):
player = body
$AnimatedSprite1.animation = 'Jump'
func _on_Player_Detector__Attack_body_exited(body: Node) -> void:
if body.is_in_group('player'):
player = body
$AnimatedSprite1.animation = 'Running'
if body.is_in_group('player'):
player = body
$AnimatedSprite1.animation = 'Running'