Fixed weapon handling to be more consistent and increased the size for easier gameplay

This commit is contained in:
VoidTwo
2021-12-06 01:01:55 -06:00
parent 5269a32000
commit bae81b5b01
3 changed files with 66 additions and 28 deletions

View File

@@ -6,7 +6,7 @@ export var creepy_hand: PackedScene
var player: KinematicBody2D = null var player: KinematicBody2D = null
var velocity: Vector2 = Vector2.ZERO var velocity: Vector2 = Vector2.ZERO
var health: int = 3 var health: int = 1
func _physics_process(_delta: float) -> void: func _physics_process(_delta: float) -> void:

View File

@@ -3,7 +3,7 @@
[ext_resource path="res://Sprites/Items/Javelin.png" type="Texture" id=1] [ext_resource path="res://Sprites/Items/Javelin.png" type="Texture" id=1]
[sub_resource type="RectangleShape2D" id=3] [sub_resource type="RectangleShape2D" id=3]
extents = Vector2( 2.2, 3 ) extents = Vector2( 4, 9 )
[sub_resource type="Animation" id=2] [sub_resource type="Animation" id=2]
resource_name = "swing" resource_name = "swing"
@@ -15,34 +15,46 @@ tracks/0/loop_wrap = true
tracks/0/imported = false tracks/0/imported = false
tracks/0/enabled = true tracks/0/enabled = true
tracks/0/keys = { tracks/0/keys = {
"times": PoolRealArray( 0.01, 0.21 ), "times": PoolRealArray( 0, 0.2 ),
"transitions": PoolRealArray( 1, 1 ), "transitions": PoolRealArray( 1, 1 ),
"update": 0, "update": 1,
"values": [ Vector2( 0, 0 ), Vector2( 0, -7 ) ] "values": [ Vector2( 0, 0 ), Vector2( 0, -7 ) ]
} }
tracks/1/type = "value" tracks/1/type = "value"
tracks/1/path = NodePath("Animation/Javelin:visible") tracks/1/path = NodePath("Animation:position")
tracks/1/interp = 1 tracks/1/interp = 1
tracks/1/loop_wrap = true tracks/1/loop_wrap = true
tracks/1/imported = false tracks/1/imported = false
tracks/1/enabled = true tracks/1/enabled = true
tracks/1/keys = { tracks/1/keys = {
"times": PoolRealArray( 0, 0.01, 0.4 ), "times": PoolRealArray( 0.01, 0.19 ),
"transitions": PoolRealArray( 1, 1, 1 ), "transitions": PoolRealArray( 1, 1 ),
"update": 1, "update": 0,
"values": [ false, true, false ] "values": [ Vector2( 0, 0 ), Vector2( 0, -7 ) ]
} }
tracks/2/type = "value" tracks/2/type = "value"
tracks/2/path = NodePath("Animation:monitorable") tracks/2/path = NodePath("Animation/Javelin:visible")
tracks/2/interp = 1 tracks/2/interp = 1
tracks/2/loop_wrap = true tracks/2/loop_wrap = true
tracks/2/imported = false tracks/2/imported = false
tracks/2/enabled = true tracks/2/enabled = true
tracks/2/keys = { tracks/2/keys = {
"times": PoolRealArray( 0.02, 0.22 ), "times": PoolRealArray( 0, 0.01, 0.4 ),
"transitions": PoolRealArray( 1, 1, 1 ),
"update": 1,
"values": [ false, true, false ]
}
tracks/3/type = "value"
tracks/3/path = NodePath("Animation/CollisionShape2D:disabled")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/keys = {
"times": PoolRealArray( 0.01, 0.2 ),
"transitions": PoolRealArray( 1, 1 ), "transitions": PoolRealArray( 1, 1 ),
"update": 1, "update": 1,
"values": [ true, false ] "values": [ false, true ]
} }
[node name="Javelin" type="Node2D"] [node name="Javelin" type="Node2D"]
@@ -50,26 +62,24 @@ light_mask = 0
[node name="Animation" type="Area2D" parent="." groups=["player_weapon_2"]] [node name="Animation" type="Area2D" parent="." groups=["player_weapon_2"]]
light_mask = 0 light_mask = 0
position = Vector2( 0, -7 )
collision_layer = 0 collision_layer = 0
collision_mask = 4 collision_mask = 4
input_pickable = false input_pickable = false
monitoring = false monitoring = false
monitorable = false
[node name="Javelin" type="Sprite" parent="Animation"] [node name="Javelin" type="Sprite" parent="Animation"]
visible = false visible = false
light_mask = 8 light_mask = 8
position = Vector2( 0, -7 ) position = Vector2( 0, -10 )
rotation = 0.785398 rotation = 0.785398
scale = Vector2( 0.65, 0.65 )
texture = ExtResource( 1 ) texture = ExtResource( 1 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="Animation"] [node name="CollisionShape2D" type="CollisionShape2D" parent="Animation"]
visible = false visible = false
light_mask = 0 light_mask = 0
position = Vector2( 0, -11.5 ) position = Vector2( 0, -13 )
shape = SubResource( 3 ) shape = SubResource( 3 )
disabled = true
[node name="Javelin Animation" type="AnimationPlayer" parent="."] [node name="Javelin Animation" type="AnimationPlayer" parent="."]
anims/swing = SubResource( 2 ) anims/swing = SubResource( 2 )

View File

@@ -1,9 +1,24 @@
[gd_scene load_steps=4 format=2] [gd_scene load_steps=5 format=2]
[ext_resource path="res://Sprites/Items/Sword.png" type="Texture" id=1] [ext_resource path="res://Sprites/Items/Sword.png" type="Texture" id=1]
[sub_resource type="RectangleShape2D" id=6] [sub_resource type="RectangleShape2D" id=6]
extents = Vector2( 1.5, 4.2 ) extents = Vector2( 2.5, 10 )
[sub_resource type="Animation" id=7]
length = 0.001
tracks/0/type = "value"
tracks/0/path = NodePath("Animation:rotation_degrees")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 0,
"values": [ -45.0 ]
}
[sub_resource type="Animation" id=5] [sub_resource type="Animation" id=5]
resource_name = "swing" resource_name = "swing"
@@ -27,22 +42,34 @@ tracks/1/loop_wrap = true
tracks/1/imported = false tracks/1/imported = false
tracks/1/enabled = true tracks/1/enabled = true
tracks/1/keys = { tracks/1/keys = {
"times": PoolRealArray( 0.01, 0.19 ), "times": PoolRealArray( 0, 0.2 ),
"transitions": PoolRealArray( 1, 1 ), "transitions": PoolRealArray( 1, 1 ),
"update": 0, "update": 1,
"values": [ -45.0, 45.0 ] "values": [ -45.0, 45.0 ]
} }
tracks/2/type = "value" tracks/2/type = "value"
tracks/2/path = NodePath("Animation:monitorable") tracks/2/path = NodePath("Animation:rotation_degrees")
tracks/2/interp = 1 tracks/2/interp = 1
tracks/2/loop_wrap = true tracks/2/loop_wrap = true
tracks/2/imported = false tracks/2/imported = false
tracks/2/enabled = true tracks/2/enabled = true
tracks/2/keys = { tracks/2/keys = {
"times": PoolRealArray( 0.02, 0.2 ), "times": PoolRealArray( 0.01, 0.19 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 0,
"values": [ -45.0, 45.0 ]
}
tracks/3/type = "value"
tracks/3/path = NodePath("Animation/CollisionShape2D:disabled")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/keys = {
"times": PoolRealArray( 0.01, 0.2 ),
"transitions": PoolRealArray( 1, 1 ), "transitions": PoolRealArray( 1, 1 ),
"update": 1, "update": 1,
"values": [ true, false ] "values": [ false, true ]
} }
[node name="Sword" type="Node2D"] [node name="Sword" type="Node2D"]
@@ -50,26 +77,27 @@ light_mask = 0
[node name="Animation" type="Area2D" parent="." groups=["player_weapon_1"]] [node name="Animation" type="Area2D" parent="." groups=["player_weapon_1"]]
light_mask = 0 light_mask = 0
rotation = 0.785398 rotation = -0.785398
collision_layer = 0 collision_layer = 0
collision_mask = 4 collision_mask = 4
input_pickable = false input_pickable = false
monitoring = false monitoring = false
monitorable = false
[node name="Sword" type="Sprite" parent="Animation"] [node name="Sword" type="Sprite" parent="Animation"]
visible = false visible = false
light_mask = 8 light_mask = 8
rotation = 0.785398 rotation = 0.785398
scale = Vector2( 0.5, 0.5 ) scale = Vector2( 0.7, 0.7 )
texture = ExtResource( 1 ) texture = ExtResource( 1 )
offset = Vector2( -16, -16 ) offset = Vector2( -16, -16 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="Animation"] [node name="CollisionShape2D" type="CollisionShape2D" parent="Animation"]
visible = false visible = false
light_mask = 0 light_mask = 0
position = Vector2( 0, -13 ) position = Vector2( 0, -14 )
shape = SubResource( 6 ) shape = SubResource( 6 )
disabled = true
[node name="Sword Animation" type="AnimationPlayer" parent="."] [node name="Sword Animation" type="AnimationPlayer" parent="."]
anims/RESET = SubResource( 7 )
anims/swing = SubResource( 5 ) anims/swing = SubResource( 5 )