Level 1 implemented
Level 1 playable; more to be added
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@@ -5,18 +5,20 @@
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[ext_resource path="res://Sprites/Enemies/Chasing_Glowing_Ghost.png" type="Texture" id=3]
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[ext_resource path="res://Enemies/Chasing Glowing Ghost.gd" type="Script" id=4]
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[sub_resource type="CapsuleShape2D" id=3]
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[sub_resource type="CapsuleShape2D" id=1]
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radius = 1.5
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height = 3.0
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[sub_resource type="CapsuleShape2D" id=1]
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[sub_resource type="CapsuleShape2D" id=2]
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radius = 3.0
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height = 2.0
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[sub_resource type="CircleShape2D" id=2]
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[sub_resource type="CircleShape2D" id=3]
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radius = 50.0
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[node name="Chasing Glowing Ghost" type="KinematicBody2D" groups=["enemy"]]
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[node name="Chasing Glowing Ghost" type="KinematicBody2D" groups=[
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"enemy",
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]]
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light_mask = 0
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collision_layer = 4
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collision_mask = 5
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@@ -32,9 +34,11 @@ offset = Vector2( 0, 0.5 )
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visible = false
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light_mask = 0
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rotation = 1.5708
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shape = SubResource( 3 )
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shape = SubResource( 1 )
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[node name="Hitbox" type="Area2D" parent="." groups=["enemy_hitbox_1"]]
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[node name="Hitbox" type="Area2D" parent="." groups=[
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"enemy_hitbox_1",
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]]
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light_mask = 0
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collision_layer = 4
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collision_mask = 2
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@@ -43,19 +47,19 @@ collision_mask = 2
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visible = false
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light_mask = 0
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position = Vector2( 0, -2.5 )
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shape = SubResource( 1 )
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shape = SubResource( 2 )
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[node name="Player Detector" type="Area2D" parent="."]
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light_mask = 0
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collision_layer = 0
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collision_mask = 2
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input_pickable = false
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monitorable = false
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collision_layer = 0
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collision_mask = 2
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Player Detector"]
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visible = false
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light_mask = 0
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shape = SubResource( 2 )
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shape = SubResource( 3 )
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[node name="Light" type="Light2D" parent="."]
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texture = ExtResource( 2 )
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@@ -10,6 +10,7 @@ var position_tracker = 0.0
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var player = null
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var obstacle = null
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var DisplayValue = 10
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var health: int = 2
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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@@ -47,7 +48,7 @@ func _on_Player_detect_body_exited(_body):
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func _on_Star_detect_body_entered(body_star):
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#print("obstacle entered")
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#print(body_star.name)#Obstacle
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if body_star.name == 'Star':
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if 'Star' in body_star.name:
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obstacle = body_star
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timer.set_wait_time(DisplayValue)
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timer.start()
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@@ -63,3 +64,15 @@ func _on_Star_detect_body_exited(_body):
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func _on_Timer_timeout():
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#print("time out")
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obstacle = null # Replace with function body.
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func _on_Hitbox_area_entered(area: Area2D):
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if obstacle: #when the enemy is vulnerable
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if area.is_in_group('player_weapon_1'):
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health -= 1
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elif area.is_in_group('player_weapon_2'):
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health -= 2
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if health <= 0:
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call_deferred('queue_free')
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return
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=6 format=2]
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[gd_scene load_steps=7 format=2]
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[ext_resource path="res://Sprites/Enemies/DarkMatter_barrier.png" type="Texture" id=1]
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[ext_resource path="res://Enemies/Dark Matter.gd" type="Script" id=2]
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@@ -12,6 +12,9 @@ radius = 55.4916
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[sub_resource type="RectangleShape2D" id=3]
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extents = Vector2( 5.48996, 5.06427 )
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[sub_resource type="RectangleShape2D" id=4]
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extents = Vector2( 5.50204, 4.89798 )
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[node name="Dark Matter" type="KinematicBody2D"]
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collision_layer = 2
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collision_mask = 6
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@@ -39,8 +42,16 @@ shape = SubResource( 3 )
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[node name="Timer" type="Timer" parent="."]
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[node name="Hitbox" type="Area2D" parent="."]
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collision_layer = 4
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collision_mask = 2
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Hitbox"]
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shape = SubResource( 4 )
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[connection signal="body_entered" from="Player_detect" to="." method="_on_Player_detect_body_entered"]
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[connection signal="body_exited" from="Player_detect" to="." method="_on_Player_detect_body_exited"]
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[connection signal="body_entered" from="Star_detect" to="." method="_on_Star_detect_body_entered"]
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[connection signal="body_exited" from="Star_detect" to="." method="_on_Star_detect_body_exited"]
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[connection signal="timeout" from="Timer" to="." method="_on_Timer_timeout"]
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[connection signal="area_entered" from="Hitbox" to="." method="_on_Hitbox_area_entered"]
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