Merge pull request #2 from CSE-4392-Game-Design/daniel-hell-level

Merge daniel-hell-level into main
This commit is contained in:
2021-12-08 20:44:58 -06:00
committed by GitHub
27 changed files with 721 additions and 620 deletions

View File

@@ -8,33 +8,33 @@ var health: int = 2
func _physics_process(_delta: float) -> void: func _physics_process(_delta: float) -> void:
velocity = Vector2.ZERO velocity = Vector2.ZERO
if player and position.distance_to(player.position) > 1: if player and position.distance_to(player.position) > 1:
velocity = position.direction_to(player.position).normalized() * SPEED velocity = position.direction_to(player.position).normalized() * SPEED
velocity = move_and_slide(velocity) velocity = move_and_slide(velocity)
return return
func _on_player_detector_body_entered(body: Node) -> void: func _on_player_detector_body_entered(body: Node) -> void:
if body.is_in_group('player'): if body.is_in_group('player'):
player = body player = body
return return
func _on_player_detector_body_exited(body: Node) -> void: func _on_player_detector_body_exited(body: Node) -> void:
if body.is_in_group('player'): if body.is_in_group('player'):
player = null player = null
return return
func _on_hitbox_area_entered(area: Area2D) -> void: func _on_hitbox_area_entered(area: Area2D) -> void:
if area.is_in_group('player_weapon_1'): if area.is_in_group('player_weapon_1'):
health -= 1 health -= 1
elif area.is_in_group('player_weapon_2'): elif area.is_in_group('player_weapon_2'):
health -= 2 health -= 2
if health <= 0: if health <= 0:
call_deferred('queue_free') call_deferred('queue_free')
return return

View File

@@ -10,44 +10,44 @@ var health: int = 1
func _physics_process(_delta: float) -> void: func _physics_process(_delta: float) -> void:
velocity = Vector2.ZERO velocity = Vector2.ZERO
if player: if player:
if position.distance_to(player.position) < 40: if position.distance_to(player.position) < 40:
velocity = position.direction_to(player.position).normalized() * -SPEED velocity = position.direction_to(player.position).normalized() * -SPEED
elif position.distance_to(player.position) > 41: elif position.distance_to(player.position) > 41:
velocity = position.direction_to(player.position).normalized() * SPEED velocity = position.direction_to(player.position).normalized() * SPEED
velocity = move_and_slide(velocity) velocity = move_and_slide(velocity)
return return
func _on_player_detector_body_entered(body: Node) -> void: func _on_player_detector_body_entered(body: Node) -> void:
if body.is_in_group('player'): if body.is_in_group('player'):
player = body player = body
return return
func _on_player_detector_body_exited(body: Node) -> void: func _on_player_detector_body_exited(body: Node) -> void:
if body.is_in_group('player'): if body.is_in_group('player'):
player = null player = null
return return
func _on_projectile_timer_timeout() -> void: func _on_projectile_timer_timeout() -> void:
if player: if player:
var projectile: Node = creepy_hand.instance() var projectile: Node = creepy_hand.instance()
projectile.init($Sprite.global_position, player.position) projectile.init($Sprite.global_position, player.position)
get_tree().get_current_scene().get_node('Projectiles').add_child(projectile) get_tree().get_current_scene().get_node('Projectiles').add_child(projectile)
return return
func _on_hitbox_area_entered(area: Area2D) -> void: func _on_hitbox_area_entered(area: Area2D) -> void:
if area.is_in_group('player_weapon_1'): if area.is_in_group('player_weapon_1'):
health -= 1 health -= 1
elif area.is_in_group('player_weapon_2'): elif area.is_in_group('player_weapon_2'):
health -= 2 health -= 2
if health <= 0: if health <= 0:
call_deferred('queue_free') call_deferred('queue_free')
return return

74
Enemies/Demon Boss.gd Normal file
View File

@@ -0,0 +1,74 @@
extends KinematicBody2D
const SPEED: int = 30
var player: KinematicBody2D = null
var velocity: Vector2 = Vector2.ZERO
var health: int = 15
var hit: bool = false
var counter: int = 0
func _physics_process(_delta: float) -> void:
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
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
func _on_player_detector_body_exited(body: Node) -> void:
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 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 = 'Attack'
func _on_Player_Detector__Attack_body_exited(body: Node) -> void:
if body.is_in_group('player'):
player = body
$AnimatedSprite1.animation = 'Walk'

View File

@@ -1,310 +1,251 @@
[gd_scene load_steps=68 format=2] [gd_scene load_steps=71 format=2]
[ext_resource path="res://Resources/Level_5_Enemy_Glowing_Ghost_Occluder.tres" type="OccluderPolygon2D" id=1] [ext_resource path="res://Resources/Level_5_Enemy_Glowing_Ghost_Occluder.tres" type="OccluderPolygon2D" id=1]
[ext_resource path="res://Sprites/Assets/Light.png" type="Texture" id=2] [ext_resource path="res://Sprites/Assets/Light.png" type="Texture" id=2]
[ext_resource path="res://Sprites/Enemies/Demon_Slime_Spritesheet.png" type="Texture" id=3] [ext_resource path="res://Enemies/Demon Boss.gd" type="Script" id=4]
[ext_resource path="res://Enemies/DemonBoss.gd" type="Script" id=4] [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=3] [sub_resource type="AtlasTexture" id=3]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 0, 640, 288, 160 ) region = Rect2( 0, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=4] [sub_resource type="AtlasTexture" id=4]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 288, 640, 288, 160 ) region = Rect2( 288, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=5] [sub_resource type="AtlasTexture" id=5]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 576, 640, 288, 160 ) region = Rect2( 576, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=6] [sub_resource type="AtlasTexture" id=6]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 864, 640, 288, 160 ) region = Rect2( 864, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=7] [sub_resource type="AtlasTexture" id=7]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 1152, 640, 288, 160 ) region = Rect2( 1152, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=8] [sub_resource type="AtlasTexture" id=8]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 1440, 640, 288, 160 ) region = Rect2( 1440, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=9] [sub_resource type="AtlasTexture" id=9]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 1728, 640, 288, 160 ) region = Rect2( 1728, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=10] [sub_resource type="AtlasTexture" id=10]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 2016, 640, 288, 160 ) region = Rect2( 2016, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=11] [sub_resource type="AtlasTexture" id=11]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 2304, 640, 288, 160 ) region = Rect2( 2304, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=12] [sub_resource type="AtlasTexture" id=12]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 2592, 640, 288, 160 ) region = Rect2( 2592, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=13] [sub_resource type="AtlasTexture" id=13]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 2880, 640, 288, 160 ) region = Rect2( 2880, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=14] [sub_resource type="AtlasTexture" id=14]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 3168, 640, 288, 160 ) region = Rect2( 3168, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=15] [sub_resource type="AtlasTexture" id=15]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 3456, 640, 288, 160 ) region = Rect2( 3456, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=16] [sub_resource type="AtlasTexture" id=16]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 3744, 640, 288, 160 ) region = Rect2( 3744, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=17] [sub_resource type="AtlasTexture" id=17]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 4032, 640, 288, 160 ) region = Rect2( 4032, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=18] [sub_resource type="AtlasTexture" id=18]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 4320, 640, 288, 160 ) region = Rect2( 4320, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=19] [sub_resource type="AtlasTexture" id=19]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 4608, 640, 288, 160 ) region = Rect2( 4608, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=20] [sub_resource type="AtlasTexture" id=20]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 4896, 640, 288, 160 ) region = Rect2( 4896, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=21] [sub_resource type="AtlasTexture" id=21]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 5184, 640, 288, 160 ) region = Rect2( 5184, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=22] [sub_resource type="AtlasTexture" id=22]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 5472, 640, 288, 160 ) region = Rect2( 5472, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=23] [sub_resource type="AtlasTexture" id=23]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 5760, 640, 288, 160 ) region = Rect2( 5760, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=24] [sub_resource type="AtlasTexture" id=24]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 6048, 640, 288, 160 ) region = Rect2( 6048, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=25]
flags = 4
atlas = ExtResource( 3 )
region = Rect2( 0, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=26]
flags = 4
atlas = ExtResource( 3 )
region = Rect2( 288, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=27]
flags = 4
atlas = ExtResource( 3 )
region = Rect2( 576, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=28]
flags = 4
atlas = ExtResource( 3 )
region = Rect2( 864, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=29]
flags = 4
atlas = ExtResource( 3 )
region = Rect2( 1152, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=30]
flags = 4
atlas = ExtResource( 3 )
region = Rect2( 1440, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=31]
flags = 4
atlas = ExtResource( 3 )
region = Rect2( 1728, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=32]
flags = 4
atlas = ExtResource( 3 )
region = Rect2( 2016, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=33]
flags = 4
atlas = ExtResource( 3 )
region = Rect2( 2304, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=34]
flags = 4
atlas = ExtResource( 3 )
region = Rect2( 2592, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=35]
flags = 4
atlas = ExtResource( 3 )
region = Rect2( 2880, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=36]
flags = 4
atlas = ExtResource( 3 )
region = Rect2( 3168, 160, 288, 160 )
[sub_resource type="AtlasTexture" id=37]
flags = 4
atlas = ExtResource( 3 )
region = Rect2( 0, 0, 288, 160 )
[sub_resource type="AtlasTexture" id=38]
flags = 4
atlas = ExtResource( 3 )
region = Rect2( 288, 0, 288, 160 )
[sub_resource type="AtlasTexture" id=39]
flags = 4
atlas = ExtResource( 3 )
region = Rect2( 576, 0, 288, 160 )
[sub_resource type="AtlasTexture" id=40]
flags = 4
atlas = ExtResource( 3 )
region = Rect2( 864, 0, 288, 160 )
[sub_resource type="AtlasTexture" id=41]
flags = 4
atlas = ExtResource( 3 )
region = Rect2( 1152, 0, 288, 160 )
[sub_resource type="AtlasTexture" id=42]
flags = 4
atlas = ExtResource( 3 )
region = Rect2( 1440, 0, 288, 160 )
[sub_resource type="AtlasTexture" id=43] [sub_resource type="AtlasTexture" id=43]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 0, 320, 288, 160 ) region = Rect2( 0, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=44] [sub_resource type="AtlasTexture" id=44]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 288, 320, 288, 160 ) region = Rect2( 288, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=45] [sub_resource type="AtlasTexture" id=45]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 576, 320, 288, 160 ) region = Rect2( 576, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=46] [sub_resource type="AtlasTexture" id=46]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 864, 320, 288, 160 ) region = Rect2( 864, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=47] [sub_resource type="AtlasTexture" id=47]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 1152, 320, 288, 160 ) region = Rect2( 1152, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=48] [sub_resource type="AtlasTexture" id=48]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 1440, 320, 288, 160 ) region = Rect2( 1440, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=49] [sub_resource type="AtlasTexture" id=49]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 1728, 320, 288, 160 ) region = Rect2( 1728, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=50] [sub_resource type="AtlasTexture" id=50]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 2016, 320, 288, 160 ) region = Rect2( 2016, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=51] [sub_resource type="AtlasTexture" id=51]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 2304, 320, 288, 160 ) region = Rect2( 2304, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=52] [sub_resource type="AtlasTexture" id=52]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 2592, 320, 288, 160 ) region = Rect2( 2592, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=53] [sub_resource type="AtlasTexture" id=53]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 2880, 320, 288, 160 ) region = Rect2( 2880, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=54] [sub_resource type="AtlasTexture" id=54]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 3168, 320, 288, 160 ) region = Rect2( 3168, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=55] [sub_resource type="AtlasTexture" id=55]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 3456, 320, 288, 160 ) region = Rect2( 3456, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=56] [sub_resource type="AtlasTexture" id=56]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 3744, 320, 288, 160 ) region = Rect2( 3744, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=57] [sub_resource type="AtlasTexture" id=57]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 4032, 320, 288, 160 ) region = Rect2( 4032, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=58] [sub_resource type="AtlasTexture" id=58]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 0, 480, 288, 160 ) region = Rect2( 0, 480, 288, 160 )
[sub_resource type="AtlasTexture" id=59] [sub_resource type="AtlasTexture" id=59]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 288, 480, 288, 160 ) region = Rect2( 288, 480, 288, 160 )
[sub_resource type="AtlasTexture" id=60] [sub_resource type="AtlasTexture" id=60]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 576, 480, 288, 160 ) region = Rect2( 576, 480, 288, 160 )
[sub_resource type="AtlasTexture" id=61] [sub_resource type="AtlasTexture" id=61]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 864, 480, 288, 160 ) region = Rect2( 864, 480, 288, 160 )
[sub_resource type="AtlasTexture" id=62] [sub_resource type="AtlasTexture" id=62]
flags = 4 atlas = ExtResource( 5 )
atlas = ExtResource( 3 )
region = Rect2( 1152, 480, 288, 160 ) 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] [sub_resource type="SpriteFrames" id=63]
animations = [ { 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( 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 ) ],
@@ -312,16 +253,6 @@ animations = [ {
"name": "Death", "name": "Death",
"speed": 5.0 "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 ) ],
"loop": true,
"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 ) ], "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, "loop": true,
"name": "Attack", "name": "Attack",
@@ -331,74 +262,127 @@ animations = [ {
"loop": true, "loop": true,
"name": "Hit", "name": "Hit",
"speed": 5.0 "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 ) ],
"loop": true,
"name": "Idle",
"speed": 5.0
} ] } ]
[sub_resource type="CapsuleShape2D" id=64]
radius = 1.5
height = 3.0
[sub_resource type="CapsuleShape2D" id=1] [sub_resource type="CapsuleShape2D" id=1]
radius = 3.0 radius = 26.0
height = 2.0 height = 2.0
[sub_resource type="CircleShape2D" id=2] [sub_resource type="CircleShape2D" id=2]
radius = 50.0 radius = 144.003
[node name="DemonBoss" type="KinematicBody2D" groups=["enemies"]] [sub_resource type="CircleShape2D" id=65]
collision_layer = 2 radius = 42.0
[node name="Demon Boss" type="KinematicBody2D" groups=["enemy"]]
light_mask = 0
collision_layer = 4
collision_mask = 5
script = ExtResource( 4 ) script = ExtResource( 4 )
[node name="AnimatedSprite1" type="AnimatedSprite" parent="."] [node name="AnimatedSprite1" type="AnimatedSprite" parent="."]
position = Vector2( 1, -3 ) position = Vector2( 2, -15 )
scale = Vector2( 0.5, 0.5 ) scale = Vector2( 0.5, 0.5 )
frames = SubResource( 63 ) frames = SubResource( 63 )
animation = "Idle" animation = "Idle"
frame = 5
playing = true playing = true
[node name="Hitbox" type="CollisionShape2D" parent="."] [node name="Sprite" type="Sprite" parent="."]
visible = false visible = false
light_mask = 4
position = Vector2( 0, -3 ) position = Vector2( 0, -3 )
texture = ExtResource( 7 )
offset = Vector2( 0, 0.5 )
[node name="Collision" type="CollisionShape2D" parent="."]
visible = false
light_mask = 0
rotation = 1.5708
shape = SubResource( 64 )
[node name="Hitbox" type="Area2D" parent="." groups=["enemy_hitbox_1"]]
light_mask = 0
collision_layer = 4
collision_mask = 2
[node name="CollisionShape2D" type="CollisionShape2D" parent="Hitbox"]
visible = false
light_mask = 0
position = Vector2( 2, 5 )
shape = SubResource( 1 ) shape = SubResource( 1 )
[node name="Player Detector" type="Area2D" parent="."] [node name="Player Detector" type="Area2D" parent="."]
light_mask = 0
collision_layer = 0 collision_layer = 0
collision_mask = 2 collision_mask = 2
input_pickable = false input_pickable = false
monitorable = false monitorable = false
[node name="CollisionShape2D" type="CollisionShape2D" parent="Player Detector"] [node name="CollisionShape2D" type="CollisionShape2D" parent="Player Detector"]
scale = Vector2( 2, 2 ) light_mask = 0
shape = SubResource( 2 ) shape = SubResource( 2 )
[node name="Player Attack" type="Area2D" parent="."] [node name="Player Detector - Attack" type="Area2D" parent="."]
visible = false light_mask = 0
collision_layer = 0 collision_layer = 0
collision_mask = 2 collision_mask = 2
input_pickable = false input_pickable = false
monitorable = false monitorable = false
[node name="Attack" type="CollisionShape2D" parent="Player Attack"] [node name="CollisionShape2D" type="CollisionShape2D" parent="Player Detector - Attack"]
position = Vector2( 0, 7 ) shape = SubResource( 65 )
scale = Vector2( 1, 0.75 )
shape = SubResource( 2 )
[node name="Light2D" type="Light2D" parent="."] [node name="Player Detector - Attack2" type="Area2D" parent="."]
light_mask = 0
collision_layer = 0
collision_mask = 2
input_pickable = false
monitorable = false
[node name="CollisionShape2D" type="CollisionShape2D" parent="Player Detector - Attack2"]
visible = false
shape = SubResource( 65 )
[node name="Light" type="Light2D" parent="."]
visible = false visible = false
scale = Vector2( 0.5, 0.5 )
texture = ExtResource( 2 ) texture = ExtResource( 2 )
texture_scale = 0.5
color = Color( 0.984314, 0.94902, 0.211765, 0.392157 ) color = Color( 0.984314, 0.94902, 0.211765, 0.392157 )
energy = 2.0 energy = 2.0
range_item_cull_mask = 11 range_item_cull_mask = 11
[node name="Light2DEyes" type="Light2D" parent="."] [node name="Eyes" type="Light2D" parent="."]
visible = false visible = false
scale = Vector2( 0.1, 0.1 ) scale = Vector2( 0.1, 0.1 )
texture = ExtResource( 2 ) texture = ExtResource( 2 )
offset = Vector2( 5, -40 ) offset = Vector2( 5, -35 )
range_item_cull_mask = 4 range_item_cull_mask = 4
shadow_item_cull_mask = 0
[node name="LightOccluder2D" type="LightOccluder2D" parent="."] [node name="Occluder" type="LightOccluder2D" parent="."]
visible = false visible = false
show_behind_parent = true show_behind_parent = true
occluder = ExtResource( 1 ) occluder = ExtResource( 1 )
[connection signal="area_entered" from="Player Detector" to="." method="_on_player_detector_area_entered"] [connection signal="area_entered" from="Hitbox" to="." method="_on_hitbox_area_entered"]
[connection signal="area_exited" from="Player Detector" to="." method="_on_player_detector_area_exited"] [connection signal="body_entered" from="Player Detector" to="." method="_on_player_detector_body_entered"]
[connection signal="area_entered" from="Player Attack" to="." method="_on_Player_Attack_area_entered"] [connection signal="body_exited" from="Player Detector" to="." method="_on_player_detector_body_exited"]
[connection signal="area_exited" from="Player Attack" to="." method="_on_Player_Attack_area_exited"] [connection signal="body_entered" from="Player Detector - Attack" to="." method="_on_Player_Detector__Attack_body_entered"]
[connection signal="body_exited" from="Player Detector - Attack" to="." method="_on_Player_Detector__Attack_body_exited"]
[connection signal="body_entered" from="Player Detector - Attack2" to="." method="_on_Player_Detector__Attack_body_entered"]
[connection signal="body_exited" from="Player Detector - Attack2" to="." method="_on_Player_Detector__Attack_body_exited"]

View File

@@ -1,50 +0,0 @@
extends KinematicBody2D
const SPEED: int = 30
var player: KinematicBody2D = null
var velocity: Vector2 = Vector2.ZERO
var status = "walk"
func _physics_process(_delta: float) -> void:
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
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
func _on_player_detector_area_exited(_area: Area2D):
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
func _on_Player_Attack_area_exited(area: Area2D) -> void:
player = null
if not status == "attack":
$AnimatedSprite1.animation = "Walk"
return

View File

@@ -4,25 +4,55 @@ const SPEED: int = 50
var player: KinematicBody2D = null var player: KinematicBody2D = null
var velocity: Vector2 = Vector2.ZERO var velocity: Vector2 = Vector2.ZERO
var health: int = 2
var hit: bool = false
var counter: int = 0
func _physics_process(_delta: float) -> void: func _physics_process(_delta: float) -> void:
velocity = Vector2.ZERO velocity = Vector2.ZERO
if player: if player and position.distance_to(player.position) > 1:
velocity = position.direction_to(player.position).normalized() * SPEED 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
velocity = move_and_slide(velocity) velocity = move_and_slide(velocity)
return return
func _on_player_detector_area_entered(area: Area2D) -> void: func _on_player_detector_body_entered(body: Node) -> void:
if area.get_parent().name == 'Player': if body.is_in_group('player'):
player = area.get_parent() player = body
return
return
func _on_player_detector_area_exited(_area: Area2D): func _on_player_detector_body_exited(body: Node) -> void:
player = null if body.is_in_group('player'):
return 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 health <= 0:
call_deferred('queue_free')
return

View File

@@ -1,22 +1,18 @@
[gd_scene load_steps=11 format=2] [gd_scene load_steps=10 format=2]
[ext_resource path="res://Resources/Level_5_Enemy_Glowing_Ghost_Occluder.tres" type="OccluderPolygon2D" id=1] [ext_resource path="res://Sprites/Enemies/Chasing_Glowing_Ghost.png" type="Texture" id=3]
[ext_resource path="res://Sprites/Assets/Light.png" type="Texture" id=2]
[ext_resource path="res://Enemies/Flaming Skull.gd" type="Script" id=4] [ext_resource path="res://Enemies/Flaming Skull.gd" type="Script" id=4]
[ext_resource path="res://Sprites/Enemies/Flaming_Skull_Design.png" type="Texture" id=5] [ext_resource path="res://Sprites/Enemies/Flaming_Skull_Design.png" type="Texture" id=5]
[sub_resource type="AtlasTexture" id=3] [sub_resource type="AtlasTexture" id=3]
flags = 4
atlas = ExtResource( 5 ) atlas = ExtResource( 5 )
region = Rect2( 0, 0, 672, 672 ) region = Rect2( 0, 0, 672, 672 )
[sub_resource type="AtlasTexture" id=4] [sub_resource type="AtlasTexture" id=4]
flags = 4
atlas = ExtResource( 5 ) atlas = ExtResource( 5 )
region = Rect2( 672, 0, 672, 672 ) region = Rect2( 672, 0, 672, 672 )
[sub_resource type="AtlasTexture" id=5] [sub_resource type="AtlasTexture" id=5]
flags = 4
atlas = ExtResource( 5 ) atlas = ExtResource( 5 )
region = Rect2( 1344, 0, 672, 672 ) region = Rect2( 1344, 0, 672, 672 )
@@ -29,27 +25,50 @@ animations = [ {
} ] } ]
[sub_resource type="CapsuleShape2D" id=1] [sub_resource type="CapsuleShape2D" id=1]
radius = 3.0 radius = 5.0
height = 2.0 height = 12.0
[sub_resource type="CircleShape2D" id=2] [sub_resource type="CircleShape2D" id=2]
radius = 50.0 radius = 50.0
[node name="Flaming Skull" type="KinematicBody2D" groups=["enemies"]] [node name="Flaming Skull" type="KinematicBody2D" groups=["enemy"]]
collision_layer = 2 light_mask = 0
collision_layer = 4
collision_mask = 5
script = ExtResource( 4 ) script = ExtResource( 4 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."] [node name="AnimatedSprite" type="AnimatedSprite" parent="."]
scale = Vector2( 0.0446429, 0.0446429 ) position = Vector2( 4.76837e-07, -2.38419e-07 )
scale = Vector2( 0.0517113, 0.0517113 )
frames = SubResource( 6 ) frames = SubResource( 6 )
frame = 2
playing = true playing = true
offset = Vector2( 0, 0.5 )
[node name="Hitbox" type="CollisionShape2D" parent="."] [node name="Sprite" type="Sprite" parent="."]
visible = false visible = false
light_mask = 4
position = Vector2( 0, -3 ) position = Vector2( 0, -3 )
texture = ExtResource( 3 )
offset = Vector2( 0, 0.5 )
[node name="Collision" type="CollisionShape2D" parent="."]
visible = false
light_mask = 0
rotation = 1.5708
[node name="Hitbox" type="Area2D" parent="." groups=["enemy_hitbox_1"]]
light_mask = 0
collision_layer = 4
collision_mask = 2
[node name="CollisionShape2D" type="CollisionShape2D" parent="Hitbox"]
light_mask = 0
position = Vector2( -1, 1 )
shape = SubResource( 1 ) shape = SubResource( 1 )
[node name="Player Detector" type="Area2D" parent="."] [node name="Player Detector" type="Area2D" parent="."]
light_mask = 0
collision_layer = 0 collision_layer = 0
collision_mask = 2 collision_mask = 2
input_pickable = false input_pickable = false
@@ -57,27 +76,9 @@ monitorable = false
[node name="CollisionShape2D" type="CollisionShape2D" parent="Player Detector"] [node name="CollisionShape2D" type="CollisionShape2D" parent="Player Detector"]
visible = false visible = false
light_mask = 0
shape = SubResource( 2 ) shape = SubResource( 2 )
[node name="Light2D" type="Light2D" parent="."] [connection signal="area_entered" from="Hitbox" to="." method="_on_hitbox_area_entered"]
visible = false [connection signal="body_entered" from="Player Detector" to="." method="_on_player_detector_body_entered"]
scale = Vector2( 0.5, 0.5 ) [connection signal="body_exited" from="Player Detector" to="." method="_on_player_detector_body_exited"]
texture = ExtResource( 2 )
color = Color( 0.984314, 0.94902, 0.211765, 0.392157 )
energy = 2.0
range_item_cull_mask = 11
[node name="Light2DEyes" type="Light2D" parent="."]
visible = false
scale = Vector2( 0.1, 0.1 )
texture = ExtResource( 2 )
offset = Vector2( 5, -40 )
range_item_cull_mask = 4
[node name="LightOccluder2D" type="LightOccluder2D" parent="."]
visible = false
show_behind_parent = true
occluder = ExtResource( 1 )
[connection signal="area_entered" from="Player Detector" to="." method="_on_player_detector_area_entered"]
[connection signal="area_exited" from="Player Detector" to="." method="_on_player_detector_area_exited"]

View File

@@ -4,44 +4,71 @@ const SPEED: int = 60
var player: KinematicBody2D = null var player: KinematicBody2D = null
var velocity: Vector2 = Vector2.ZERO var velocity: Vector2 = Vector2.ZERO
var health: int = 2
var hit: bool = false
var counter: int = 0
func _physics_process(_delta: float) -> void: func _physics_process(_delta: float) -> void:
velocity = Vector2.ZERO velocity = Vector2.ZERO
if player: if player and position.distance_to(player.position) > 1:
velocity = position.direction_to(player.position).normalized() * SPEED velocity = position.direction_to(player.position).normalized() * SPEED
var angle = position.angle_to_point(player.position) var angle = position.angle_to_point(player.position)
if abs(angle) > PI/2: if abs(angle) > PI/2:
$AnimatedSprite1.scale.x = -0.563 $AnimatedSprite1.scale.x = -0.563
else: else:
$AnimatedSprite1.scale.x = 0.563 $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
velocity = move_and_slide(velocity) velocity = move_and_slide(velocity)
return return
func _on_player_detector_area_entered(area: Area2D) -> void: func _on_player_detector_body_entered(body: Node) -> void:
if area.get_parent().name == 'Player': if body.is_in_group('player'):
player = area.get_parent() player = body
$AnimatedSprite1.animation = 'Running' $AnimatedSprite1.animation = 'Running'
return return
func _on_player_detector_area_exited(_area: Area2D): func _on_player_detector_body_exited(body: Node) -> void:
player = null if body.is_in_group('player'):
$AnimatedSprite1.animation = 'Idle' player = null
return $AnimatedSprite1.animation = 'Idle'
return
func _on_Player_Attack_area_entered(area: Area2D) -> void: func _on_hitbox_area_entered(area: Area2D) -> void:
if area.get_parent().name == 'Player': if area.is_in_group('player_weapon_1'):
player = area.get_parent() health -= 1
$AnimatedSprite1.animation = 'Jump' hit = true
return elif area.is_in_group('player_weapon_2'):
health -= 2
hit = true
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'
func _on_Player_Attack_area_exited(area: Area2D) -> void: func _on_Player_Detector__Attack_body_exited(body: Node) -> void:
player = null if body.is_in_group('player'):
$AnimatedSprite1.animation = 'Running' player = body
return $AnimatedSprite1.animation = 'Running'

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=27 format=2] [gd_scene load_steps=30 format=2]
[ext_resource path="res://Resources/Level_5_Enemy_Glowing_Ghost_Occluder.tres" type="OccluderPolygon2D" id=1] [ext_resource path="res://Resources/Level_5_Enemy_Glowing_Ghost_Occluder.tres" type="OccluderPolygon2D" id=1]
[ext_resource path="res://Sprites/Assets/Light.png" type="Texture" id=2] [ext_resource path="res://Sprites/Assets/Light.png" type="Texture" id=2]
@@ -6,99 +6,78 @@
[ext_resource path="res://Enemies/Hellhound.gd" type="Script" id=4] [ext_resource path="res://Enemies/Hellhound.gd" type="Script" id=4]
[ext_resource path="res://Sprites/Enemies/Hell_Hound_Jump.png" type="Texture" id=5] [ext_resource path="res://Sprites/Enemies/Hell_Hound_Jump.png" type="Texture" id=5]
[ext_resource path="res://Sprites/Enemies/Hell_Hound_Run.png" type="Texture" id=6] [ext_resource path="res://Sprites/Enemies/Hell_Hound_Run.png" type="Texture" id=6]
[ext_resource path="res://Sprites/Enemies/Chasing_Glowing_Ghost.png" type="Texture" id=7]
[sub_resource type="AtlasTexture" id=9]
flags = 4
atlas = ExtResource( 3 )
region = Rect2( 0, 0, 64, 32 )
[sub_resource type="AtlasTexture" id=10]
flags = 4
atlas = ExtResource( 3 )
region = Rect2( 64, 0, 64, 32 )
[sub_resource type="AtlasTexture" id=11]
flags = 4
atlas = ExtResource( 3 )
region = Rect2( 128, 0, 64, 32 )
[sub_resource type="AtlasTexture" id=12]
flags = 4
atlas = ExtResource( 3 )
region = Rect2( 192, 0, 64, 32 )
[sub_resource type="AtlasTexture" id=13]
flags = 4
atlas = ExtResource( 3 )
region = Rect2( 256, 0, 64, 32 )
[sub_resource type="AtlasTexture" id=14]
flags = 4
atlas = ExtResource( 3 )
region = Rect2( 320, 0, 64, 32 )
[sub_resource type="AtlasTexture" id=3] [sub_resource type="AtlasTexture" id=3]
flags = 4
atlas = ExtResource( 5 ) atlas = ExtResource( 5 )
region = Rect2( 0, 0, 65, 48 ) region = Rect2( 0, 0, 65, 48 )
[sub_resource type="AtlasTexture" id=4] [sub_resource type="AtlasTexture" id=4]
flags = 4
atlas = ExtResource( 5 ) atlas = ExtResource( 5 )
region = Rect2( 65, 0, 65, 48 ) region = Rect2( 65, 0, 65, 48 )
[sub_resource type="AtlasTexture" id=5] [sub_resource type="AtlasTexture" id=5]
flags = 4
atlas = ExtResource( 5 ) atlas = ExtResource( 5 )
region = Rect2( 130, 0, 65, 48 ) region = Rect2( 130, 0, 65, 48 )
[sub_resource type="AtlasTexture" id=6] [sub_resource type="AtlasTexture" id=6]
flags = 4
atlas = ExtResource( 5 ) atlas = ExtResource( 5 )
region = Rect2( 195, 0, 65, 48 ) region = Rect2( 195, 0, 65, 48 )
[sub_resource type="AtlasTexture" id=7] [sub_resource type="AtlasTexture" id=7]
flags = 4
atlas = ExtResource( 5 ) atlas = ExtResource( 5 )
region = Rect2( 260, 0, 65, 48 ) region = Rect2( 260, 0, 65, 48 )
[sub_resource type="AtlasTexture" id=8] [sub_resource type="AtlasTexture" id=8]
flags = 4
atlas = ExtResource( 5 ) atlas = ExtResource( 5 )
region = Rect2( 325, 0, 65, 48 ) region = Rect2( 325, 0, 65, 48 )
[sub_resource type="AtlasTexture" id=15] [sub_resource type="AtlasTexture" id=15]
flags = 4
atlas = ExtResource( 6 ) atlas = ExtResource( 6 )
region = Rect2( 0, 0, 67, 32 ) region = Rect2( 0, 0, 67, 32 )
[sub_resource type="AtlasTexture" id=16] [sub_resource type="AtlasTexture" id=16]
flags = 4
atlas = ExtResource( 6 ) atlas = ExtResource( 6 )
region = Rect2( 67, 0, 67, 32 ) region = Rect2( 67, 0, 67, 32 )
[sub_resource type="AtlasTexture" id=17] [sub_resource type="AtlasTexture" id=17]
flags = 4
atlas = ExtResource( 6 ) atlas = ExtResource( 6 )
region = Rect2( 134, 0, 67, 32 ) region = Rect2( 134, 0, 67, 32 )
[sub_resource type="AtlasTexture" id=18] [sub_resource type="AtlasTexture" id=18]
flags = 4
atlas = ExtResource( 6 ) atlas = ExtResource( 6 )
region = Rect2( 201, 0, 67, 32 ) region = Rect2( 201, 0, 67, 32 )
[sub_resource type="AtlasTexture" id=19] [sub_resource type="AtlasTexture" id=19]
flags = 4
atlas = ExtResource( 6 ) atlas = ExtResource( 6 )
region = Rect2( 268, 0, 67, 32 ) region = Rect2( 268, 0, 67, 32 )
[sub_resource type="AtlasTexture" id=9]
atlas = ExtResource( 3 )
region = Rect2( 0, 0, 64, 32 )
[sub_resource type="AtlasTexture" id=10]
atlas = ExtResource( 3 )
region = Rect2( 64, 0, 64, 32 )
[sub_resource type="AtlasTexture" id=11]
atlas = ExtResource( 3 )
region = Rect2( 128, 0, 64, 32 )
[sub_resource type="AtlasTexture" id=12]
atlas = ExtResource( 3 )
region = Rect2( 192, 0, 64, 32 )
[sub_resource type="AtlasTexture" id=13]
atlas = ExtResource( 3 )
region = Rect2( 256, 0, 64, 32 )
[sub_resource type="AtlasTexture" id=14]
atlas = ExtResource( 3 )
region = Rect2( 320, 0, 64, 32 )
[sub_resource type="SpriteFrames" id=20] [sub_resource type="SpriteFrames" id=20]
animations = [ { animations = [ {
"frames": [ SubResource( 9 ), SubResource( 10 ), SubResource( 11 ), SubResource( 12 ), SubResource( 13 ), SubResource( 14 ) ],
"loop": true,
"name": "Idle",
"speed": 3.0
}, {
"frames": [ SubResource( 3 ), SubResource( 4 ), SubResource( 5 ), SubResource( 6 ), SubResource( 7 ), SubResource( 8 ) ], "frames": [ SubResource( 3 ), SubResource( 4 ), SubResource( 5 ), SubResource( 6 ), SubResource( 7 ), SubResource( 8 ) ],
"loop": true, "loop": true,
"name": "Jump", "name": "Jump",
@@ -108,33 +87,67 @@ animations = [ {
"loop": true, "loop": true,
"name": "Running", "name": "Running",
"speed": 5.0 "speed": 5.0
}, {
"frames": [ SubResource( 9 ), SubResource( 10 ), SubResource( 11 ), SubResource( 12 ), SubResource( 13 ), SubResource( 14 ) ],
"loop": true,
"name": "Idle",
"speed": 3.0
} ] } ]
[sub_resource type="CapsuleShape2D" id=21]
radius = 1.5
height = 3.0
[sub_resource type="CapsuleShape2D" id=1] [sub_resource type="CapsuleShape2D" id=1]
radius = 3.0 radius = 8.0
height = 2.0 height = 2.0
[sub_resource type="CircleShape2D" id=2] [sub_resource type="CircleShape2D" id=2]
radius = 50.0 radius = 82.0061
[node name="Hellhound" type="KinematicBody2D" groups=["enemies"]] [sub_resource type="CircleShape2D" id=22]
collision_layer = 2 radius = 25.02
[node name="Hellhound" type="KinematicBody2D" groups=["enemy"]]
light_mask = 0
collision_layer = 4
collision_mask = 5
script = ExtResource( 4 ) script = ExtResource( 4 )
[node name="AnimatedSprite1" type="AnimatedSprite" parent="."] [node name="AnimatedSprite1" type="AnimatedSprite" parent="."]
light_mask = 0
position = Vector2( 1, -3 ) position = Vector2( 1, -3 )
scale = Vector2( 0.5625, 0.5625 ) scale = Vector2( 0.5625, 0.5625 )
frames = SubResource( 20 ) frames = SubResource( 20 )
animation = "Idle" animation = "Idle"
frame = 5 frame = 3
playing = true playing = true
[node name="Hitbox" type="CollisionShape2D" parent="."] [node name="Sprite" type="Sprite" parent="."]
visible = false visible = false
light_mask = 4
position = Vector2( 0, -3 ) position = Vector2( 0, -3 )
texture = ExtResource( 7 )
offset = Vector2( 0, 0.5 )
[node name="Collision" type="CollisionShape2D" parent="."]
visible = false
light_mask = 0
rotation = 1.5708
shape = SubResource( 21 )
[node name="Hitbox" type="Area2D" parent="." groups=["enemy_hitbox_1"]]
light_mask = 0
collision_layer = 4
collision_mask = 2
[node name="CollisionShape2D" type="CollisionShape2D" parent="Hitbox"]
visible = false
light_mask = 0
shape = SubResource( 1 ) shape = SubResource( 1 )
[node name="Player Detector" type="Area2D" parent="."] [node name="Player Detector" type="Area2D" parent="."]
light_mask = 0
collision_layer = 0 collision_layer = 0
collision_mask = 2 collision_mask = 2
input_pickable = false input_pickable = false
@@ -142,42 +155,54 @@ monitorable = false
[node name="CollisionShape2D" type="CollisionShape2D" parent="Player Detector"] [node name="CollisionShape2D" type="CollisionShape2D" parent="Player Detector"]
visible = false visible = false
scale = Vector2( 1.5, 1.5 ) light_mask = 0
shape = SubResource( 2 ) shape = SubResource( 2 )
[node name="Player Attack" type="Area2D" parent="."] [node name="Player Detector - Attack" type="Area2D" parent="."]
visible = false light_mask = 0
collision_layer = 0 collision_layer = 0
collision_mask = 2 collision_mask = 2
input_pickable = false input_pickable = false
monitorable = false monitorable = false
[node name="Attack" type="CollisionShape2D" parent="Player Attack"] [node name="CollisionShape2D" type="CollisionShape2D" parent="Player Detector - Attack"]
visible = false shape = SubResource( 22 )
scale = Vector2( 0.5, 0.5 )
shape = SubResource( 2 )
[node name="Light2D" type="Light2D" parent="."] [node name="Player Detector - Attack2" type="Area2D" parent="."]
light_mask = 0
collision_layer = 0
collision_mask = 2
input_pickable = false
monitorable = false
[node name="CollisionShape2D" type="CollisionShape2D" parent="Player Detector - Attack2"]
shape = SubResource( 22 )
[node name="Light" type="Light2D" parent="."]
visible = false visible = false
scale = Vector2( 0.5, 0.5 )
texture = ExtResource( 2 ) texture = ExtResource( 2 )
texture_scale = 0.5
color = Color( 0.984314, 0.94902, 0.211765, 0.392157 ) color = Color( 0.984314, 0.94902, 0.211765, 0.392157 )
energy = 2.0 energy = 2.0
range_item_cull_mask = 11 range_item_cull_mask = 11
[node name="Light2DEyes" type="Light2D" parent="."] [node name="Eyes" type="Light2D" parent="."]
visible = false visible = false
scale = Vector2( 0.1, 0.1 ) scale = Vector2( 0.1, 0.1 )
texture = ExtResource( 2 ) texture = ExtResource( 2 )
offset = Vector2( 5, -40 ) offset = Vector2( 5, -35 )
range_item_cull_mask = 4 range_item_cull_mask = 4
shadow_item_cull_mask = 0
[node name="LightOccluder2D" type="LightOccluder2D" parent="."] [node name="Occluder" type="LightOccluder2D" parent="."]
visible = false visible = false
show_behind_parent = true show_behind_parent = true
occluder = ExtResource( 1 ) occluder = ExtResource( 1 )
[connection signal="area_entered" from="Player Detector" to="." method="_on_player_detector_area_entered"] [connection signal="area_entered" from="Hitbox" to="." method="_on_hitbox_area_entered"]
[connection signal="area_exited" from="Player Detector" to="." method="_on_player_detector_area_exited"] [connection signal="body_entered" from="Player Detector" to="." method="_on_player_detector_body_entered"]
[connection signal="area_entered" from="Player Attack" to="." method="_on_Player_Attack_area_entered"] [connection signal="body_exited" from="Player Detector" to="." method="_on_player_detector_body_exited"]
[connection signal="area_exited" from="Player Attack" to="." method="_on_Player_Attack_area_exited"] [connection signal="body_entered" from="Player Detector - Attack" to="." method="_on_Player_Detector__Attack_body_entered"]
[connection signal="body_exited" from="Player Detector - Attack" to="." method="_on_Player_Detector__Attack_body_exited"]
[connection signal="body_entered" from="Player Detector - Attack2" to="." method="_on_Player_Detector__Attack_body_entered"]
[connection signal="body_exited" from="Player Detector - Attack2" to="." method="_on_Player_Detector__Attack_body_exited"]

View File

@@ -2,5 +2,5 @@ extends Node2D
func _ready() -> void: func _ready() -> void:
$YSort/Player.load_hud($HUD) $YSort/Player.load_hud($HUD)
return return

View File

@@ -8,7 +8,7 @@ extends Node2D
# Called when the node enters the scene tree for the first time. # Called when the node enters the scene tree for the first time.
func _ready() -> void: func _ready() -> void:
pass # Replace with function body. pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame. # Called every frame. 'delta' is the elapsed time since the previous frame.
@@ -17,8 +17,8 @@ func _ready() -> void:
func _on_AnimationPlayer_animation_finished(anim_name: String) -> void: func _on_AnimationPlayer_animation_finished(anim_name: String) -> void:
$GemSprite.visible = false $GemSprite.visible = false
func _on_AnimationPlayer_animation_started(anim_name: String) -> void: func _on_AnimationPlayer_animation_started(anim_name: String) -> void:
$GemSprite.visible = true $GemSprite.visible = true

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=4 format=2] [gd_scene load_steps=4 format=2]
[ext_resource path="res://Sprites/Assets/Resources_Basic.png" type="Texture" id=1] [ext_resource path="res://Sprites/Assets/resources_basic.png" type="Texture" id=1]
[ext_resource path="res://Levels/Interactables/Gem.gd" type="Script" id=2] [ext_resource path="res://Levels/Interactables/Gem.gd" type="Script" id=2]
[sub_resource type="Animation" id=3] [sub_resource type="Animation" id=3]

View File

@@ -3,22 +3,22 @@ extends Node2D
var gems: int = 4 var gems: int = 4
func _ready() -> void: func _ready() -> void:
#$YSort/Player.position = get_viewport_rect().size / 2 #$YSort/Player.position = get_viewport_rect().size / 2
$YSort/Player.load_hud($HUD) $YSort/Player.load_hud($HUD)
return return
func _on_TreasureChest_gem_collected() -> void: func _on_TreasureChest_gem_collected() -> void:
gems -= 1 gems -= 1
if gems == 0: if gems == 0:
$YSort/Items/Door/doorClosed.visible = false $YSort/Items/Door/doorClosed.visible = false
$YSort/Items/Door/doorOpened.visible = true $YSort/Items/Door/doorOpened.visible = true
$DoorCollision.layers = 5 $DoorCollision.layers = 5
func _on_NextArea_area_entered(area: Area2D) -> void: func _on_NextArea_area_entered(area: Area2D) -> void:
if area.get_parent().name == 'Player': if area.get_parent().name == 'Player':
$YSort/Player.position.x = 195 $YSort/Player.position.x = 195
$YSort/Player.position.y = -335 $YSort/Player.position.y = -335

File diff suppressed because one or more lines are too long

88
Main.gd
View File

@@ -7,72 +7,72 @@ export var world_path: String
func _ready() -> void: func _ready() -> void:
var splash_screen: Node = play_splash_screen() var splash_screen: Node = play_splash_screen()
yield(splash_screen, 'complete') yield(splash_screen, 'complete')
splash_screen = null splash_screen = null
var main_menu: Node = play_main_menu() var main_menu: Node = play_main_menu()
yield(main_menu, 'complete') yield(main_menu, 'complete')
free_connected_node(main_menu, 'main_menu_option') free_connected_node(main_menu, 'main_menu_option')
main_menu = null main_menu = null
return return
func play_splash_screen() -> Node: func play_splash_screen() -> Node:
var splash_screen: Node = load(splash_screen_path).instance() var splash_screen: Node = load(splash_screen_path).instance()
if splash_screen.connect('complete', self, 'free_connected_node', if splash_screen.connect('complete', self, 'free_connected_node',
[splash_screen, 'free_connected_node']) != OK: [splash_screen, 'free_connected_node']) != OK:
print('ERROR: Splash Screen "complete" signal already connected.') print('ERROR: Splash Screen "complete" signal already connected.')
add_child(splash_screen) add_child(splash_screen)
return splash_screen return splash_screen
func play_main_menu() -> Node: func play_main_menu() -> Node:
var main_menu: Node = load(main_menu_path).instance() var main_menu: Node = load(main_menu_path).instance()
if main_menu.connect('complete', self, 'main_menu_option') != OK: if main_menu.connect('complete', self, 'main_menu_option') != OK:
print('ERROR: Main Menu "complete" signal already connected.') print('ERROR: Main Menu "complete" signal already connected.')
add_child(main_menu) add_child(main_menu)
return main_menu return main_menu
func main_menu_option(option: String) -> void: func main_menu_option(option: String) -> void:
if option == 'new game': if option == 'new game':
var level_select_menu: Node = play_level_select_menu() var level_select_menu: Node = play_level_select_menu()
yield(level_select_menu, 'complete') yield(level_select_menu, 'complete')
free_connected_node(level_select_menu, 'level_select_menu_option') free_connected_node(level_select_menu, 'level_select_menu_option')
level_select_menu = null level_select_menu = null
return return
func play_level_select_menu() -> Node: func play_level_select_menu() -> Node:
var level_select_menu: Node = load(level_select_menu_path).instance() var level_select_menu: Node = load(level_select_menu_path).instance()
if level_select_menu.connect('complete', self, 'level_select_menu_option') != OK: if level_select_menu.connect('complete', self, 'level_select_menu_option') != OK:
print('ERROR: Level Select Menu "complete" signal already connected.') print('ERROR: Level Select Menu "complete" signal already connected.')
add_child(level_select_menu) add_child(level_select_menu)
return level_select_menu return level_select_menu
func level_select_menu_option(option: String) -> void: func level_select_menu_option(option: String) -> void:
var level: String = 'res://Levels/' var level: String = 'res://Levels/'
if option == 'H': if option == 'H':
level += 'Hub World.tscn' level += 'Hub World.tscn'
else: else:
level += 'Level ' + option + '.tscn' level += 'Level ' + option + '.tscn'
new_game(level) new_game(level)
return return
func free_connected_node(node: Node, connected_function: String) -> void: func free_connected_node(node: Node, connected_function: String) -> void:
node.disconnect('complete', self, connected_function) node.disconnect('complete', self, connected_function)
node.queue_free() node.queue_free()
return return
func new_game(level: String) -> void: func new_game(level: String) -> void:
if get_tree().change_scene(level) != OK: if get_tree().change_scene(level) != OK:
print('ERROR: Main failed to change scene to Level.') print('ERROR: Main failed to change scene to Level.')
queue_free() queue_free()
return return

View File

@@ -7,131 +7,129 @@ export var FRICTION: int = 1000
const HEALTH_SLICES: Array = [0, 18, 35, 50, 65, 82, 100] const HEALTH_SLICES: Array = [0, 18, 35, 50, 65, 82, 100]
var health_index: int = 6 var health_index: int = 6
var l5_gems: int = 0
var hud: CanvasLayer = null var hud: CanvasLayer = null
var velocity: Vector2 = Vector2.ZERO var velocity: Vector2 = Vector2.ZERO
func _ready() -> void: func _ready() -> void:
set_weapon_position(Vector2(1, 0)) set_weapon_position(Vector2(1, 0))
return return
func _physics_process(delta: float) -> void: 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_vector.x = Input.get_action_strength('player_right') \
- Input.get_action_strength('player_left') - Input.get_action_strength('player_left')
input_vector.y = Input.get_action_strength('player_down') \ input_vector.y = Input.get_action_strength('player_down') \
- Input.get_action_strength('player_up') - Input.get_action_strength('player_up')
input_vector = input_vector.normalized() input_vector = input_vector.normalized()
if input_vector != Vector2.ZERO: if input_vector != Vector2.ZERO:
$AnimationTree.set('parameters/Idle/blend_position', input_vector) $AnimationTree.set('parameters/Idle/blend_position', input_vector)
velocity = velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta) velocity = velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
set_weapon_position(input_vector) set_weapon_position(input_vector)
else: else:
velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta) velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
velocity = move_and_slide(velocity) velocity = move_and_slide(velocity)
return return
func load_hud(node: CanvasLayer) -> void: func load_hud(node: CanvasLayer) -> void:
hud = node hud = node
if hud.connect('add_currency', self, 'add_currency') != OK: if hud.connect('add_currency', self, 'add_currency') != OK:
print('ERROR: HUD "add_currency" signal already connected.') print('ERROR: HUD "add_currency" signal already connected.')
hud.update_health(HEALTH_SLICES[health_index]) hud.update_health(HEALTH_SLICES[health_index])
hud.update_currency($Inventory.get_currency()) hud.update_currency($Inventory.get_currency())
return return
func set_weapon_position(pos: Vector2) -> void: func set_weapon_position(pos: Vector2) -> void:
# facing left # facing left
if pos[0] < 0: if pos[0] < 0:
$Sword.rotation_degrees = -90 $Sword.rotation_degrees = -90
$Javelin.rotation_degrees = -90 $Javelin.rotation_degrees = -90
# facing right # facing right
elif pos[0] > 0: elif pos[0] > 0:
$Sword.rotation_degrees = 90 $Sword.rotation_degrees = 90
$Javelin.rotation_degrees = 90 $Javelin.rotation_degrees = 90
# facing up # facing up
elif pos[1] < 0: elif pos[1] < 0:
$Sword.rotation_degrees = 0 $Sword.rotation_degrees = 0
$Javelin.rotation_degrees = 0 $Javelin.rotation_degrees = 0
# facing down # facing down
elif pos[1] > 0: elif pos[1] > 0:
$Sword.rotation_degrees = 180 $Sword.rotation_degrees = 180
$Javelin.rotation_degrees = 180 $Javelin.rotation_degrees = 180
return return
func add_currency(amount: int) -> void: func add_currency(amount: int) -> void:
$Inventory.add_currency(amount) $Inventory.add_currency(amount)
return return
func has_item(item: String) -> bool: func has_item(item: String) -> bool:
return $Inventory.contains(item) return $Inventory.contains(item)
func add_item(item: String) -> void: func add_item(item: String) -> void:
$Inventory.add(item) $Inventory.add(item)
return return
func remove_item(item: String) -> void: func remove_item(item: String) -> void:
$Inventory.remove(item) $Inventory.remove(item)
return return
func _on_Inventory_update_currency(amount: int) -> void: func _on_Inventory_update_currency(amount: int) -> void:
hud.update_currency(amount) hud.update_currency(amount)
return return
func _on_hitbox_area_entered(area: Area2D) -> void: 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'): if area.is_in_group('enemy_hitbox_1') or area.is_in_group('enemy_projectile_1'):
hit = 1 hit = 1
elif area.is_in_group('enemy_hitbox_2') or area.is_in_group('enemy_projectile_2'): elif area.is_in_group('enemy_hitbox_2') or area.is_in_group('enemy_projectile_2'):
hit = 2 hit = 2
elif area.is_in_group('enemy_hitbox_3') or area.is_in_group('enemy_projectile_3'): elif area.is_in_group('enemy_hitbox_3') or area.is_in_group('enemy_projectile_3'):
hit = 3 hit = 3
else: else:
return return
if health_index != 0: if health_index != 0:
health_index -= hit health_index -= hit
if health_index < 0: if health_index < 0:
health_index = 0 health_index = 0
hud.update_health(HEALTH_SLICES[health_index]) hud.update_health(HEALTH_SLICES[health_index])
return return
func _input(event: InputEvent) -> void: func _input(event: InputEvent) -> void:
if event.is_action_pressed('player_attack'): if event.is_action_pressed('player_attack'):
if hud.weapon == 'sword': if hud.weapon == 'sword':
$'Sword/Sword Animation'.play('swing') $'Sword/Sword Animation'.play('swing')
elif hud.weapon == 'javelin': elif hud.weapon == 'javelin':
$'Javelin/Javelin Animation'.play('swing') $'Javelin/Javelin Animation'.play('swing')
if event.is_action_pressed('screenshot'): if event.is_action_pressed('screenshot'):
var img: Image = get_viewport().get_texture().get_data() var img: Image = get_viewport().get_texture().get_data()
yield(get_tree(), 'idle_frame') yield(get_tree(), 'idle_frame')
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: Dictionary = OS.get_datetime_from_unix_time(OS.get_unix_time())
var time_msecs: int = OS.get_system_time_msecs() 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: 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.') print('ERROR: Failed saving screenshot.')
return return

View File

@@ -28,6 +28,7 @@ process/fix_alpha_border=true
process/premult_alpha=false process/premult_alpha=false
process/HDR_as_SRGB=false process/HDR_as_SRGB=false
process/invert_color=false process/invert_color=false
process/normal_map_invert_y=false
stream=false stream=false
size_limit=0 size_limit=0
detect_3d=true detect_3d=true

View File

@@ -28,6 +28,7 @@ process/fix_alpha_border=true
process/premult_alpha=false process/premult_alpha=false
process/HDR_as_SRGB=false process/HDR_as_SRGB=false
process/invert_color=false process/invert_color=false
process/normal_map_invert_y=false
stream=false stream=false
size_limit=0 size_limit=0
detect_3d=true detect_3d=true

View File

@@ -28,6 +28,7 @@ process/fix_alpha_border=false
process/premult_alpha=false process/premult_alpha=false
process/HDR_as_SRGB=false process/HDR_as_SRGB=false
process/invert_color=false process/invert_color=false
process/normal_map_invert_y=false
stream=false stream=false
size_limit=0 size_limit=0
detect_3d=false detect_3d=false

View File

@@ -28,6 +28,7 @@ process/fix_alpha_border=true
process/premult_alpha=false process/premult_alpha=false
process/HDR_as_SRGB=false process/HDR_as_SRGB=false
process/invert_color=false process/invert_color=false
process/normal_map_invert_y=false
stream=false stream=false
size_limit=0 size_limit=0
detect_3d=true detect_3d=true

View File

@@ -28,6 +28,7 @@ process/fix_alpha_border=true
process/premult_alpha=false process/premult_alpha=false
process/HDR_as_SRGB=false process/HDR_as_SRGB=false
process/invert_color=false process/invert_color=false
process/normal_map_invert_y=false
stream=false stream=false
size_limit=0 size_limit=0
detect_3d=true detect_3d=true

View File

@@ -28,6 +28,7 @@ process/fix_alpha_border=false
process/premult_alpha=false process/premult_alpha=false
process/HDR_as_SRGB=false process/HDR_as_SRGB=false
process/invert_color=false process/invert_color=false
process/normal_map_invert_y=false
stream=false stream=false
size_limit=0 size_limit=0
detect_3d=false detect_3d=false

View File

@@ -28,6 +28,7 @@ process/fix_alpha_border=false
process/premult_alpha=false process/premult_alpha=false
process/HDR_as_SRGB=false process/HDR_as_SRGB=false
process/invert_color=false process/invert_color=false
process/normal_map_invert_y=false
stream=false stream=false
size_limit=0 size_limit=0
detect_3d=false detect_3d=false

View File

@@ -28,6 +28,7 @@ process/fix_alpha_border=false
process/premult_alpha=false process/premult_alpha=false
process/HDR_as_SRGB=false process/HDR_as_SRGB=false
process/invert_color=false process/invert_color=false
process/normal_map_invert_y=false
stream=false stream=false
size_limit=0 size_limit=0
detect_3d=false detect_3d=false

View File

@@ -28,6 +28,7 @@ process/fix_alpha_border=false
process/premult_alpha=false process/premult_alpha=false
process/HDR_as_SRGB=false process/HDR_as_SRGB=false
process/invert_color=false process/invert_color=false
process/normal_map_invert_y=false
stream=false stream=false
size_limit=0 size_limit=0
detect_3d=false detect_3d=false

View File

@@ -28,6 +28,7 @@ process/fix_alpha_border=false
process/premult_alpha=false process/premult_alpha=false
process/HDR_as_SRGB=false process/HDR_as_SRGB=false
process/invert_color=false process/invert_color=false
process/normal_map_invert_y=false
stream=false stream=false
size_limit=0 size_limit=0
detect_3d=false detect_3d=false

View File

@@ -12,11 +12,11 @@ config_version=4
config/name="Embodiment" config/name="Embodiment"
run/main_scene="res://Main.tscn" run/main_scene="res://Main.tscn"
run/delta_sync_after_draw=true
boot_splash/image="res://Sprites/Assets/Black_Background.png" boot_splash/image="res://Sprites/Assets/Black_Background.png"
boot_splash/use_filter=false boot_splash/use_filter=false
boot_splash/bg_color=Color( 0, 0, 0, 1 ) boot_splash/bg_color=Color( 0, 0, 0, 1 )
config/icon="res://Sprites/Assets/icon.png" config/icon="res://Sprites/Assets/icon.png"
run/delta_sync_after_draw=true
[display] [display]
@@ -31,33 +31,33 @@ window/stretch/aspect="keep"
player_right={ player_right={
"deadzone": 0.5, "deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":68,"unicode":0,"echo":false,"script":null) "events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":68,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
] ]
} }
player_left={ player_left={
"deadzone": 0.5, "deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":65,"unicode":0,"echo":false,"script":null) "events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":65,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
] ]
} }
player_up={ player_up={
"deadzone": 0.5, "deadzone": 0.5,
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