merge with main

This commit is contained in:
2021-12-08 23:06:13 -06:00
106 changed files with 1735 additions and 1277 deletions

View File

@@ -8,33 +8,33 @@ var health: int = 2
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
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
elif area.is_in_group('player_weapon_2'):
health -= 2
if area.is_in_group('player_weapon_1'):
health -= 1
elif area.is_in_group('player_weapon_2'):
health -= 2
if health <= 0:
call_deferred('queue_free')
return
if health <= 0:
call_deferred('queue_free')
return

View File

@@ -5,18 +5,20 @@
[ext_resource path="res://Sprites/Enemies/Chasing_Glowing_Ghost.png" type="Texture" id=3]
[ext_resource path="res://Enemies/Chasing Glowing Ghost.gd" type="Script" id=4]
[sub_resource type="CapsuleShape2D" id=3]
[sub_resource type="CapsuleShape2D" id=1]
radius = 1.5
height = 3.0
[sub_resource type="CapsuleShape2D" id=1]
[sub_resource type="CapsuleShape2D" id=2]
radius = 3.0
height = 2.0
[sub_resource type="CircleShape2D" id=2]
[sub_resource type="CircleShape2D" id=3]
radius = 50.0
[node name="Chasing Glowing Ghost" type="KinematicBody2D" groups=["enemy"]]
[node name="Chasing Glowing Ghost" type="KinematicBody2D" groups=[
"enemy",
]]
light_mask = 0
collision_layer = 4
collision_mask = 5
@@ -32,9 +34,11 @@ offset = Vector2( 0, 0.5 )
visible = false
light_mask = 0
rotation = 1.5708
shape = SubResource( 3 )
shape = SubResource( 1 )
[node name="Hitbox" type="Area2D" parent="." groups=["enemy_hitbox_1"]]
[node name="Hitbox" type="Area2D" parent="." groups=[
"enemy_hitbox_1",
]]
light_mask = 0
collision_layer = 4
collision_mask = 2
@@ -43,19 +47,19 @@ collision_mask = 2
visible = false
light_mask = 0
position = Vector2( 0, -2.5 )
shape = SubResource( 1 )
shape = SubResource( 2 )
[node name="Player Detector" type="Area2D" parent="."]
light_mask = 0
collision_layer = 0
collision_mask = 2
input_pickable = false
monitorable = false
collision_layer = 0
collision_mask = 2
[node name="CollisionShape2D" type="CollisionShape2D" parent="Player Detector"]
visible = false
light_mask = 0
shape = SubResource( 2 )
shape = SubResource( 3 )
[node name="Light" type="Light2D" parent="."]
texture = ExtResource( 2 )

View File

@@ -6,48 +6,48 @@ export var creepy_hand: PackedScene
var player: KinematicBody2D = null
var velocity: Vector2 = Vector2.ZERO
var health: int = 3
var health: int = 1
func _physics_process(_delta: float) -> void:
velocity = Vector2.ZERO
velocity = Vector2.ZERO
if player:
if position.distance_to(player.position) < 40:
velocity = position.direction_to(player.position).normalized() * -SPEED
elif position.distance_to(player.position) > 41:
velocity = position.direction_to(player.position).normalized() * SPEED
if player:
if position.distance_to(player.position) < 40:
velocity = position.direction_to(player.position).normalized() * -SPEED
elif position.distance_to(player.position) > 41:
velocity = position.direction_to(player.position).normalized() * SPEED
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_projectile_timer_timeout() -> void:
if player:
var projectile: Node = creepy_hand.instance()
projectile.init($Sprite.global_position, player.position)
get_tree().get_current_scene().get_node('Projectiles').add_child(projectile)
return
if player:
var projectile: Node = creepy_hand.instance()
projectile.init($Sprite.global_position, player.position)
get_tree().get_current_scene().get_node('Projectiles').add_child(projectile)
return
func _on_hitbox_area_entered(area: Area2D) -> void:
if area.is_in_group('player_weapon_1'):
health -= 1
elif area.is_in_group('player_weapon_2'):
health -= 2
if area.is_in_group('player_weapon_1'):
health -= 1
elif area.is_in_group('player_weapon_2'):
health -= 2
if health <= 0:
call_deferred('queue_free')
return
if health <= 0:
call_deferred('queue_free')
return

78
Enemies/Dark Matter.gd Normal file
View File

@@ -0,0 +1,78 @@
extends KinematicBody2D
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
#onready var label = get_node("Label")
onready var timer = get_node("Timer")
var speed : = 0.5
var position_tracker = 0.0
var player = null
var obstacle = null
var DisplayValue = 10
var health: int = 2
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
func _physics_process(_delta):
if player == null:
translate(Vector2(speed, 0))
position_tracker += speed
if position_tracker >= 50 or position_tracker <=0:#enemy move back and forth
speed *= -1
if player:
translate(Vector2(position.direction_to(player.position) * abs(speed))) #enemy follow player
if obstacle == null:
$Sprite.texture = load("res://Sprites/Enemies/DarkMatter_barrier.png")
if obstacle:
$Sprite.texture = load("res://Sprites/Enemies/DarkMatter.png")
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass
func _on_Player_detect_body_entered(body):
#print("player entered") # Replace with function body.
#print(body.name)#"Player"
if body.name == 'Player': #sometimes map_boundary is detected
#if body.get_parent().name == 'Player':
player = body
func _on_Player_detect_body_exited(_body):
#print("player exit")
if _body.name == 'Player':
player = null
func _on_Star_detect_body_entered(body_star):
#print("obstacle entered")
#print(body_star.name)#Obstacle
if 'Star' in body_star.name:
obstacle = body_star
timer.set_wait_time(DisplayValue)
timer.start()
#print("timer start")
func _on_Star_detect_body_exited(_body):
#if _body.name == 'Star':
#print("obstacle exited")
#if _body.name == 'Obstacle':
#obstacle = null
null
func _on_Timer_timeout():
#print("time out")
obstacle = null # Replace with function body.
func _on_Hitbox_area_entered(area: Area2D):
if obstacle: #when the enemy is vulnerable
if area.is_in_group('player_weapon_1'):
health -= 1
elif area.is_in_group('player_weapon_2'):
health -= 2
if health <= 0:
call_deferred('queue_free')
return

57
Enemies/Dark Matter.tscn Normal file
View File

@@ -0,0 +1,57 @@
[gd_scene load_steps=7 format=2]
[ext_resource path="res://Sprites/Enemies/DarkMatter_barrier.png" type="Texture" id=1]
[ext_resource path="res://Enemies/Dark Matter.gd" type="Script" id=2]
[sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 5.55527, 4.93821 )
[sub_resource type="CircleShape2D" id=2]
radius = 55.4916
[sub_resource type="RectangleShape2D" id=3]
extents = Vector2( 5.48996, 5.06427 )
[sub_resource type="RectangleShape2D" id=4]
extents = Vector2( 5.50204, 4.89798 )
[node name="Dark Matter" type="KinematicBody2D"]
collision_layer = 2
collision_mask = 6
script = ExtResource( 2 )
[node name="Enemy_body" type="CollisionShape2D" parent="."]
shape = SubResource( 1 )
[node name="Sprite" type="Sprite" parent="."]
texture = ExtResource( 1 )
[node name="Player_detect" type="Area2D" parent="."]
collision_layer = 2
collision_mask = 2
[node name="CollisionShape2D" type="CollisionShape2D" parent="Player_detect"]
shape = SubResource( 2 )
[node name="Star_detect" type="Area2D" parent="."]
collision_layer = 4
collision_mask = 4
[node name="CollisionShape2D" type="CollisionShape2D" parent="Star_detect"]
shape = SubResource( 3 )
[node name="Timer" type="Timer" parent="."]
[node name="Hitbox" type="Area2D" parent="."]
collision_layer = 4
collision_mask = 2
[node name="CollisionShape2D" type="CollisionShape2D" parent="Hitbox"]
shape = SubResource( 4 )
[connection signal="body_entered" from="Player_detect" to="." method="_on_Player_detect_body_entered"]
[connection signal="body_exited" from="Player_detect" to="." method="_on_Player_detect_body_exited"]
[connection signal="body_entered" from="Star_detect" to="." method="_on_Star_detect_body_entered"]
[connection signal="body_exited" from="Star_detect" to="." method="_on_Star_detect_body_exited"]
[connection signal="timeout" from="Timer" to="." method="_on_Timer_timeout"]
[connection signal="area_entered" from="Hitbox" to="." method="_on_Hitbox_area_entered"]

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://Sprites/Assets/Light.png" type="Texture" id=2]
[ext_resource path="res://Sprites/Enemies/demon_slime_FREE_v1.0_288x160_spritesheet.png" type="Texture" id=3]
[ext_resource path="res://Enemies/DemonBoss.gd" type="Script" id=4]
[ext_resource path="res://Enemies/Demon Boss.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]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 0, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=4]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 288, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=5]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 576, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=6]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 864, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=7]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 1152, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=8]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 1440, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=9]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 1728, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=10]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 2016, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=11]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 2304, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=12]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 2592, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=13]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 2880, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=14]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 3168, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=15]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 3456, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=16]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 3744, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=17]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 4032, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=18]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 4320, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=19]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 4608, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=20]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 4896, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=21]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 5184, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=22]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 5472, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=23]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 5760, 640, 288, 160 )
[sub_resource type="AtlasTexture" id=24]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
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]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 0, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=44]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 288, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=45]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 576, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=46]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 864, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=47]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 1152, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=48]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 1440, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=49]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 1728, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=50]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 2016, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=51]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 2304, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=52]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 2592, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=53]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 2880, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=54]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 3168, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=55]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 3456, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=56]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 3744, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=57]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 4032, 320, 288, 160 )
[sub_resource type="AtlasTexture" id=58]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 0, 480, 288, 160 )
[sub_resource type="AtlasTexture" id=59]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 288, 480, 288, 160 )
[sub_resource type="AtlasTexture" id=60]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 576, 480, 288, 160 )
[sub_resource type="AtlasTexture" id=61]
flags = 4
atlas = ExtResource( 3 )
atlas = ExtResource( 5 )
region = Rect2( 864, 480, 288, 160 )
[sub_resource type="AtlasTexture" id=62]
flags = 4
atlas = ExtResource( 3 )
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 ) ],
@@ -312,16 +253,6 @@ animations = [ {
"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 ) ],
"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 ) ],
"loop": true,
"name": "Attack",
@@ -331,74 +262,127 @@ animations = [ {
"loop": true,
"name": "Hit",
"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]
radius = 3.0
radius = 26.0
height = 2.0
[sub_resource type="CircleShape2D" id=2]
radius = 50.0
radius = 144.003
[node name="DemonBoss" type="KinematicBody2D" groups=["enemies"]]
collision_layer = 2
[sub_resource type="CircleShape2D" id=65]
radius = 42.0
[node name="Demon Boss" type="KinematicBody2D" groups=["enemy"]]
light_mask = 0
collision_layer = 4
collision_mask = 5
script = ExtResource( 4 )
[node name="AnimatedSprite1" type="AnimatedSprite" parent="."]
position = Vector2( 1, -3 )
position = Vector2( 2, -15 )
scale = Vector2( 0.5, 0.5 )
frames = SubResource( 63 )
animation = "Idle"
frame = 5
playing = true
[node name="Hitbox" type="CollisionShape2D" parent="."]
[node name="Sprite" type="Sprite" parent="."]
visible = false
light_mask = 4
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 )
[node name="Player Detector" 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"]
scale = Vector2( 2, 2 )
light_mask = 0
shape = SubResource( 2 )
[node name="Player Attack" type="Area2D" parent="."]
visible = false
[node name="Player Detector - Attack" type="Area2D" parent="."]
light_mask = 0
collision_layer = 0
collision_mask = 2
input_pickable = false
monitorable = false
[node name="Attack" type="CollisionShape2D" parent="Player Attack"]
position = Vector2( 0, 7 )
scale = Vector2( 1, 0.75 )
shape = SubResource( 2 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="Player Detector - Attack"]
shape = SubResource( 65 )
[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
scale = Vector2( 0.5, 0.5 )
texture = ExtResource( 2 )
texture_scale = 0.5
color = Color( 0.984314, 0.94902, 0.211765, 0.392157 )
energy = 2.0
range_item_cull_mask = 11
[node name="Light2DEyes" type="Light2D" parent="."]
[node name="Eyes" type="Light2D" parent="."]
visible = false
scale = Vector2( 0.1, 0.1 )
texture = ExtResource( 2 )
offset = Vector2( 5, -40 )
offset = Vector2( 5, -35 )
range_item_cull_mask = 4
shadow_item_cull_mask = 0
[node name="LightOccluder2D" type="LightOccluder2D" parent="."]
[node name="Occluder" 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"]
[connection signal="area_entered" from="Player Attack" to="." method="_on_Player_Attack_area_entered"]
[connection signal="area_exited" from="Player Attack" to="." method="_on_Player_Attack_area_exited"]
[connection signal="area_entered" from="Hitbox" to="." method="_on_hitbox_area_entered"]
[connection signal="body_entered" from="Player Detector" to="." method="_on_player_detector_body_entered"]
[connection signal="body_exited" from="Player Detector" to="." method="_on_player_detector_body_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 velocity: Vector2 = Vector2.ZERO
var health: int = 2
var hit: bool = false
var counter: int = 0
func _physics_process(_delta: float) -> void:
velocity = Vector2.ZERO
velocity = Vector2.ZERO
if player:
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
velocity = move_and_slide(velocity)
return
velocity = move_and_slide(velocity)
return
func _on_player_detector_area_entered(area: Area2D) -> void:
if area.get_parent().name == 'Player':
player = area.get_parent()
return
func _on_player_detector_body_entered(body: Node) -> void:
if body.is_in_group('player'):
player = body
return
func _on_player_detector_area_exited(_area: Area2D):
player = null
return
func _on_player_detector_body_exited(body: Node) -> void:
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 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/Assets/Light.png" type="Texture" id=2]
[ext_resource path="res://Sprites/Enemies/Chasing_Glowing_Ghost.png" type="Texture" id=3]
[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]
flags = 4
atlas = ExtResource( 5 )
region = Rect2( 0, 0, 672, 672 )
[sub_resource type="AtlasTexture" id=4]
flags = 4
atlas = ExtResource( 5 )
region = Rect2( 672, 0, 672, 672 )
[sub_resource type="AtlasTexture" id=5]
flags = 4
atlas = ExtResource( 5 )
region = Rect2( 1344, 0, 672, 672 )
@@ -29,27 +25,50 @@ animations = [ {
} ]
[sub_resource type="CapsuleShape2D" id=1]
radius = 3.0
height = 2.0
radius = 5.0
height = 12.0
[sub_resource type="CircleShape2D" id=2]
radius = 50.0
[node name="Flaming Skull" type="KinematicBody2D" groups=["enemies"]]
collision_layer = 2
[node name="Flaming Skull" type="KinematicBody2D" groups=["enemy"]]
light_mask = 0
collision_layer = 4
collision_mask = 5
script = ExtResource( 4 )
[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 )
frame = 2
playing = true
offset = Vector2( 0, 0.5 )
[node name="Hitbox" type="CollisionShape2D" parent="."]
[node name="Sprite" type="Sprite" parent="."]
visible = false
light_mask = 4
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 )
[node name="Player Detector" type="Area2D" parent="."]
light_mask = 0
collision_layer = 0
collision_mask = 2
input_pickable = false
@@ -57,27 +76,9 @@ monitorable = false
[node name="CollisionShape2D" type="CollisionShape2D" parent="Player Detector"]
visible = false
light_mask = 0
shape = SubResource( 2 )
[node name="Light2D" type="Light2D" parent="."]
visible = false
scale = Vector2( 0.5, 0.5 )
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"]
[connection signal="area_entered" from="Hitbox" to="." method="_on_hitbox_area_entered"]
[connection signal="body_entered" from="Player Detector" to="." method="_on_player_detector_body_entered"]
[connection signal="body_exited" from="Player Detector" to="." method="_on_player_detector_body_exited"]

View File

@@ -4,44 +4,71 @@ const SPEED: int = 60
var player: KinematicBody2D = null
var velocity: Vector2 = Vector2.ZERO
var health: int = 2
var hit: bool = false
var counter: int = 0
func _physics_process(_delta: float) -> void:
velocity = Vector2.ZERO
if player:
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
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 = "Running"
func _on_player_detector_body_entered(body: Node) -> void:
if body.is_in_group('player'):
player = body
$AnimatedSprite1.animation = 'Running'
return
func _on_player_detector_area_exited(_area: Area2D):
player = null
$AnimatedSprite1.animation = "Idle"
func _on_player_detector_body_exited(body: Node) -> void:
if body.is_in_group('player'):
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 = "Jump"
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 = 'Jump'
func _on_Player_Attack_area_exited(area: Area2D) -> void:
player = null
$AnimatedSprite1.animation = "Running"
return
func _on_Player_Detector__Attack_body_exited(body: Node) -> void:
if body.is_in_group('player'):
player = body
$AnimatedSprite1.animation = 'Running'

View File

@@ -1,104 +1,83 @@
[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://Sprites/Assets/Light.png" type="Texture" id=2]
[ext_resource path="res://Sprites/Enemies/hell-hound-idle.png" type="Texture" id=3]
[ext_resource path="res://Sprites/Enemies/Hell_Hound_Idle.png" type="Texture" id=3]
[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-run.png" type="Texture" id=6]
[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 )
[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/Chasing_Glowing_Ghost.png" type="Texture" id=7]
[sub_resource type="AtlasTexture" id=3]
flags = 4
atlas = ExtResource( 5 )
region = Rect2( 0, 0, 65, 48 )
[sub_resource type="AtlasTexture" id=4]
flags = 4
atlas = ExtResource( 5 )
region = Rect2( 65, 0, 65, 48 )
[sub_resource type="AtlasTexture" id=5]
flags = 4
atlas = ExtResource( 5 )
region = Rect2( 130, 0, 65, 48 )
[sub_resource type="AtlasTexture" id=6]
flags = 4
atlas = ExtResource( 5 )
region = Rect2( 195, 0, 65, 48 )
[sub_resource type="AtlasTexture" id=7]
flags = 4
atlas = ExtResource( 5 )
region = Rect2( 260, 0, 65, 48 )
[sub_resource type="AtlasTexture" id=8]
flags = 4
atlas = ExtResource( 5 )
region = Rect2( 325, 0, 65, 48 )
[sub_resource type="AtlasTexture" id=15]
flags = 4
atlas = ExtResource( 6 )
region = Rect2( 0, 0, 67, 32 )
[sub_resource type="AtlasTexture" id=16]
flags = 4
atlas = ExtResource( 6 )
region = Rect2( 67, 0, 67, 32 )
[sub_resource type="AtlasTexture" id=17]
flags = 4
atlas = ExtResource( 6 )
region = Rect2( 134, 0, 67, 32 )
[sub_resource type="AtlasTexture" id=18]
flags = 4
atlas = ExtResource( 6 )
region = Rect2( 201, 0, 67, 32 )
[sub_resource type="AtlasTexture" id=19]
flags = 4
atlas = ExtResource( 6 )
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]
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 ) ],
"loop": true,
"name": "Jump",
@@ -108,33 +87,67 @@ animations = [ {
"loop": true,
"name": "Running",
"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]
radius = 3.0
radius = 8.0
height = 2.0
[sub_resource type="CircleShape2D" id=2]
radius = 50.0
radius = 82.0061
[node name="Hellhound" type="KinematicBody2D" groups=["enemies"]]
collision_layer = 2
[sub_resource type="CircleShape2D" id=22]
radius = 25.02
[node name="Hellhound" type="KinematicBody2D" groups=["enemy"]]
light_mask = 0
collision_layer = 4
collision_mask = 5
script = ExtResource( 4 )
[node name="AnimatedSprite1" type="AnimatedSprite" parent="."]
light_mask = 0
position = Vector2( 1, -3 )
scale = Vector2( 0.5625, 0.5625 )
frames = SubResource( 20 )
animation = "Idle"
frame = 5
frame = 3
playing = true
[node name="Hitbox" type="CollisionShape2D" parent="."]
[node name="Sprite" type="Sprite" parent="."]
visible = false
light_mask = 4
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 )
[node name="Player Detector" type="Area2D" parent="."]
light_mask = 0
collision_layer = 0
collision_mask = 2
input_pickable = false
@@ -142,42 +155,54 @@ monitorable = false
[node name="CollisionShape2D" type="CollisionShape2D" parent="Player Detector"]
visible = false
scale = Vector2( 1.5, 1.5 )
light_mask = 0
shape = SubResource( 2 )
[node name="Player Attack" type="Area2D" parent="."]
visible = false
[node name="Player Detector - Attack" type="Area2D" parent="."]
light_mask = 0
collision_layer = 0
collision_mask = 2
input_pickable = false
monitorable = false
[node name="Attack" type="CollisionShape2D" parent="Player Attack"]
visible = false
scale = Vector2( 0.5, 0.5 )
shape = SubResource( 2 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="Player Detector - Attack"]
shape = SubResource( 22 )
[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
scale = Vector2( 0.5, 0.5 )
texture = ExtResource( 2 )
texture_scale = 0.5
color = Color( 0.984314, 0.94902, 0.211765, 0.392157 )
energy = 2.0
range_item_cull_mask = 11
[node name="Light2DEyes" type="Light2D" parent="."]
[node name="Eyes" type="Light2D" parent="."]
visible = false
scale = Vector2( 0.1, 0.1 )
texture = ExtResource( 2 )
offset = Vector2( 5, -40 )
offset = Vector2( 5, -35 )
range_item_cull_mask = 4
shadow_item_cull_mask = 0
[node name="LightOccluder2D" type="LightOccluder2D" parent="."]
[node name="Occluder" 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"]
[connection signal="area_entered" from="Player Attack" to="." method="_on_Player_Attack_area_entered"]
[connection signal="area_exited" from="Player Attack" to="." method="_on_Player_Attack_area_exited"]
[connection signal="area_entered" from="Hitbox" to="." method="_on_hitbox_area_entered"]
[connection signal="body_entered" from="Player Detector" to="." method="_on_player_detector_body_entered"]
[connection signal="body_exited" from="Player Detector" to="." method="_on_player_detector_body_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

@@ -9,58 +9,58 @@ var health: int = 2
func _physics_process(delta: float) -> void:
move = Vector2.ZERO
move = Vector2.ZERO
if player != null:
move = position.direction_to(player.position) * speed
else:
move = Vector2.ZERO
if player != null:
move = position.direction_to(player.position) * speed
else:
move = Vector2.ZERO
move = move.normalized()
move = move_and_collide(move)
move = move.normalized()
move = move_and_collide(move)
func _on_Area2D_body_entered(body: Node) -> void:
if body != self && !(body.name.begins_with("tree")) && !(body.name.begins_with("snowmen_enemy")) && !(body.name.begins_with("wall")):
player = body
if body != self && !(body.name.begins_with("tree")) && !(body.name.begins_with("snowmen_enemy")) && !(body.name.begins_with("wall")):
player = body
func _on_Area2D_body_exited(body: Node) -> void:
if !(body.name.begins_with("tree")) && !(body.name.begins_with("snowmen_enemy")) && !(body.name.begins_with("wall")):
player = null
if !(body.name.begins_with("tree")) && !(body.name.begins_with("snowmen_enemy")) && !(body.name.begins_with("wall")):
player = null
func fire():
var snowball = SNOWBALL_SCENE.instance()
snowball.position = get_global_position()
snowball.player = player
get_parent().add_child(snowball)
$Timer.set_wait_time(1)
var snowball = SNOWBALL_SCENE.instance()
snowball.position = get_global_position()
snowball.player = player
get_parent().add_child(snowball)
$Timer.set_wait_time(1)
func _on_Timer_timeout() -> void:
if player != null:
fire()
if player != null:
fire()
func _on_player_detector_area_entered(area: Area2D) -> void:
if area.get_parent().name == 'Player':
player = area.get_parent()
return
if area.get_parent().name == 'Player':
player = area.get_parent()
return
func _on_player_detector_area_exited(_area: Area2D):
player = null
return
player = null
return
func _on_hitbox_area_entered(area: Area2D) -> void:
print("HIT")
if area.is_in_group('player_weapon_1'):
health -= 1
elif area.is_in_group('player_weapon_2'):
health -= 2
print("HIT")
if area.is_in_group('player_weapon_1'):
health -= 1
elif area.is_in_group('player_weapon_2'):
health -= 2
if health <= 0:
call_deferred('queue_free')
return
if health <= 0:
call_deferred('queue_free')
return

View File

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

View File

@@ -1,7 +1,7 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://Sprites/Assets/resources_basic.png" type="Texture" id=1]
[ext_resource path="res://Levels/Objects/Gem.gd" type="Script" id=2]
[ext_resource path="res://Levels/Interactables/Gem.gd" type="Script" id=2]
[sub_resource type="Animation" id=3]
resource_name = "rise"

View File

@@ -0,0 +1,17 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://Sprites/Assets/blue_star.png" type="Texture" id=1]
[sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 7.95021, 8.07351 )
[node name="Star" type="RigidBody2D"]
collision_layer = 4
collision_mask = 0
mode = 1
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource( 1 )
[node name="Sprite" type="Sprite" parent="."]
texture = ExtResource( 1 )

View File

@@ -27,7 +27,7 @@ func _on_Player_Detector_area_entered(area: Area2D) -> void:
$chestClosed.visible = false
$chestOpened.visible = true
$Gem.visible = true
$Gem/AnimationPlayer.play("rise")
$Gem/AnimationPlayer.play('rise')
is_opened = true
has_gem = false
emit_signal("gem_collected")
emit_signal('gem_collected')

View File

@@ -1,9 +1,9 @@
[gd_scene load_steps=6 format=2]
[ext_resource path="res://Sprites/Levels/Interactables/treasureChestOpen.png" type="Texture" id=1]
[ext_resource path="res://Sprites/Levels/Interactables/treasureChest.png" type="Texture" id=2]
[ext_resource path="res://Levels/Objects/Gem.tscn" type="PackedScene" id=3]
[ext_resource path="res://Levels/Objects/TreasureChest.gd" type="Script" id=4]
[ext_resource path="res://Sprites/Levels/Interactables/Treasure_Chest_Open.png" type="Texture" id=1]
[ext_resource path="res://Sprites/Levels/Interactables/Treasure_Chest_Closed.png" type="Texture" id=2]
[ext_resource path="res://Levels/Interactables/Gem.tscn" type="PackedScene" id=3]
[ext_resource path="res://Levels/Interactables/Treasure Chest.gd" type="Script" id=4]
[sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 21.3333, 17.3333 )

17
Levels/Level 1.gd Normal file
View File

@@ -0,0 +1,17 @@
extends Node2D
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
$YSort/Player.load_hud($HUD)
return
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

66
Levels/Level 1.tscn Normal file
View File

@@ -0,0 +1,66 @@
[gd_scene load_steps=8 format=2]
[ext_resource path="res://Sprites/Assets/galaxy_background.png" type="Texture" id=1]
[ext_resource path="res://GUI/HUD.tscn" type="PackedScene" id=2]
[ext_resource path="res://GUI/Pause Screen.tscn" type="PackedScene" id=3]
[ext_resource path="res://Player/Player.tscn" type="PackedScene" id=4]
[ext_resource path="res://Levels/Level 1.gd" type="Script" id=5]
[ext_resource path="res://Enemies/Dark Matter.tscn" type="PackedScene" id=6]
[ext_resource path="res://Levels/Interactables/Star.tscn" type="PackedScene" id=7]
[node name="Space Level" type="Node2D"]
script = ExtResource( 5 )
[node name="TextureRect" type="TextureRect" parent="."]
margin_right = 160.0
margin_bottom = 90.0
rect_scale = Vector2( 2.5, 2.5 )
texture = ExtResource( 1 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="YSort" type="YSort" parent="."]
[node name="Player" parent="YSort" instance=ExtResource( 4 )]
position = Vector2( 178.673, 89.1493 )
[node name="Camera2D" type="Camera2D" parent="YSort/Player"]
current = true
limit_left = 0
limit_top = 0
limit_right = 400
limit_bottom = 225
[node name="Enemies" type="YSort" parent="YSort"]
[node name="Dark Matter" parent="YSort/Enemies" instance=ExtResource( 6 )]
position = Vector2( 97.0154, 82.0323 )
collision_mask = 0
[node name="Dark Matter2" parent="YSort/Enemies" instance=ExtResource( 6 )]
position = Vector2( 205.006, 50.8542 )
[node name="Dark Matter3" parent="YSort/Enemies" instance=ExtResource( 6 )]
position = Vector2( 321.547, 98.5301 )
[node name="Dark Matter4" parent="YSort/Enemies" instance=ExtResource( 6 )]
position = Vector2( 72.0435, 202.887 )
[node name="Dark Matter5" parent="YSort/Enemies" instance=ExtResource( 6 )]
position = Vector2( 289.233, 198.649 )
[node name="Stars" type="YSort" parent="YSort"]
[node name="Star" parent="YSort/Stars" instance=ExtResource( 7 )]
position = Vector2( 140.092, 133.724 )
[node name="Star2" parent="YSort/Stars" instance=ExtResource( 7 )]
position = Vector2( 278.639, 33.3731 )
[node name="Star3" parent="YSort/Stars" instance=ExtResource( 7 )]
position = Vector2( 323.666, 161.038 )
[node name="HUD" parent="." instance=ExtResource( 2 )]
[node name="Pause Screen" parent="." instance=ExtResource( 3 )]

View File

@@ -10,43 +10,43 @@ var screensize
var score = 0
func _ready() -> void:
$YSort/Player.load_hud($HUD)
screensize = get_viewport_rect().size
spawn_coins(8)
return
$YSort/Player.load_hud($HUD)
screensize = get_viewport_rect().size
spawn_coins(8)
return
func spawn_coins(num):
for i in range(num):
var g = coin.instance()
$'coin_container'.add_child(g)
g.connect("coin_grabbed", self, "_on_coin_grabbed")
#g.set_pos(Vector2(rand_range(0, screensize.x-40), rand_range(0, screensize.y-40)))
g.position = Vector2(rand_range(0, screensize.x-40), rand_range(0, screensize.y-40))
for i in range(num):
var g = coin.instance()
$'coin_container'.add_child(g)
g.connect("coin_grabbed", self, "_on_coin_grabbed")
#g.set_pos(Vector2(rand_range(0, screensize.x-40), rand_range(0, screensize.y-40)))
g.position = Vector2(rand_range(0, screensize.x-40), rand_range(0, screensize.y-40))
func _on_coin_grabbed():
score+=1
print(score)
score_label.set_text(str(score) + "/5")
score+=1
print(score)
score_label.set_text(str(score) + "/5")
func _timer_out():
get_tree().change_scene('res://Levels/Hub World.tscn')
get_tree().change_scene('res://Levels/Hub World.tscn')
func _on_TreasureChest_ice_key_collected() -> void:
$YSort/Door/doorClosed.visible = false
$YSort/Door/doorOpened.visible = true
$YSort/DoorCollision.layers = 5
$YSort/Door/doorClosed.visible = false
$YSort/Door/doorOpened.visible = true
$YSort/DoorCollision.layers = 5
func _on_DoorDetector_body_entered(body: Node) -> void:
if body.get_parent().name == 'Player':
print('WIN WIN WIN')
get_tree().change_scene('res://Levels/Hub World.tscn')
if body.get_parent().name == 'Player':
print('WIN WIN WIN')
get_tree().change_scene('res://Levels/Hub World.tscn')
func _on_DoorDetector_area_entered(area: Area2D) -> void:
if area.get_parent().name == 'Player':
print('WIN WIN WIN')
get_tree().change_scene('res://Levels/Hub World.tscn') # Replace with function body.
if area.get_parent().name == 'Player':
print('WIN WIN WIN')
get_tree().change_scene('res://Levels/Hub World.tscn') # Replace with function body.

View File

@@ -127,31 +127,23 @@ position = Vector2( 250.562, 86.6365 )
[node name="Enemies" type="YSort" parent="YSort"]
[node name="Snowman 1" parent="YSort/Enemies" groups=[
"enemies",
] instance=ExtResource( 4 )]
[node name="Snowman 1" parent="YSort/Enemies" groups=["enemies"] instance=ExtResource( 4 )]
position = Vector2( 268.977, 221.859 )
collision_layer = 4
collision_mask = 5
[node name="Snowman 2" parent="YSort/Enemies" groups=[
"enemies",
] instance=ExtResource( 4 )]
[node name="Snowman 2" parent="YSort/Enemies" groups=["enemies"] instance=ExtResource( 4 )]
position = Vector2( 124.417, 123.977 )
collision_layer = 4
collision_mask = 5
[node name="Blue Snowman 1" parent="YSort/Enemies" groups=[
"enemies",
] instance=ExtResource( 6 )]
[node name="Blue Snowman 1" parent="YSort/Enemies" groups=["enemies"] instance=ExtResource( 6 )]
position = Vector2( 252.747, 40.9419 )
collision_layer = 4
collision_mask = 5
script = ExtResource( 7 )
[node name="Blue Snowman 2" parent="YSort/Enemies" groups=[
"enemies",
] instance=ExtResource( 6 )]
[node name="Blue Snowman 2" parent="YSort/Enemies" groups=["enemies"] instance=ExtResource( 6 )]
position = Vector2( 105.053, 195.4 )
collision_layer = 4
collision_mask = 5

View File

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

File diff suppressed because one or more lines are too long

View File

@@ -1,7 +1,7 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://Sprites/Levels/Objects/DoorOpen.png" type="Texture" id=1]
[ext_resource path="res://Sprites/Levels/Objects/DoorClosed.png" type="Texture" id=2]
[ext_resource path="res://Sprites/Levels/Objects/Gate_Open.png" type="Texture" id=1]
[ext_resource path="res://Sprites/Levels/Objects/Gate_Closed.png" type="Texture" id=2]
[node name="Door" type="Sprite"]

View File

@@ -1,7 +1,7 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://Sprites/Levels/Objects/DoorOpen.png" type="Texture" id=1]
[ext_resource path="res://Sprites/Levels/Objects/DoorClosed.png" type="Texture" id=2]
[ext_resource path="res://Sprites/Levels/Objects/Gate_Open.png" type="Texture" id=1]
[ext_resource path="res://Sprites/Levels/Objects/Gate_Closed.png" type="Texture" id=2]
[node name="IceDoor" type="Sprite"]

View File

@@ -1,7 +1,7 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://Levels/Objects/icekey.png" type="Texture" id=1]
[ext_resource path="res://Levels/Objects/Gem.gd" type="Script" id=2]
[ext_resource path="res://Levels/Interactables/Gem.gd" type="Script" id=2]
[sub_resource type="Animation" id=1]
resource_name = "rise"

View File

@@ -1,17 +1,15 @@
[gd_scene load_steps=7 format=2]
[ext_resource path="res://Levels/Objects/TreasureChest.gd" type="Script" id=1]
[ext_resource path="res://Levels/Interactables/Treasure Chest.gd" type="Script" id=1]
[ext_resource path="res://Levels/Objects/Key.tscn" type="PackedScene" id=2]
[ext_resource path="res://Sprites/Levels/Interactables/treasureChest.png" type="Texture" id=3]
[ext_resource path="res://Sprites/Levels/Interactables/treasureChestOpen.png" type="Texture" id=4]
[ext_resource path="res://Sprites/Levels/Interactables/Treasure_Chest_Closed.png" type="Texture" id=3]
[ext_resource path="res://Sprites/Levels/Interactables/Treasure_Chest_Open.png" type="Texture" id=4]
[ext_resource path="res://Levels/Objects/Key.gd" type="Script" id=5]
[sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 21.3333, 17.3333 )
[node name="TreasureChest" type="Sprite" groups=[
"enemies",
]]
[node name="TreasureChest" type="Sprite" groups=["enemies"]]
script = ExtResource( 1 )
[node name="chestOpened" type="Sprite" parent="."]
@@ -26,10 +24,10 @@ visible = false
script = ExtResource( 5 )
[node name="Player Detector" type="Area2D" parent="."]
input_pickable = false
monitorable = false
collision_layer = 0
collision_mask = 2
input_pickable = false
monitorable = false
[node name="CollisionShape2D" type="CollisionShape2D" parent="Player Detector"]
visible = false

View File

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

90
Main.gd
View File

@@ -7,73 +7,73 @@ export var world_path: String
func _ready() -> void:
randomize()
var splash_screen: Node = play_splash_screen()
yield(splash_screen, 'complete')
splash_screen = null
randomize()
var splash_screen: Node = play_splash_screen()
yield(splash_screen, 'complete')
splash_screen = null
var main_menu: Node = play_main_menu()
yield(main_menu, 'complete')
free_connected_node(main_menu, 'main_menu_option')
main_menu = null
return
var main_menu: Node = play_main_menu()
yield(main_menu, 'complete')
free_connected_node(main_menu, 'main_menu_option')
main_menu = null
return
func play_splash_screen() -> Node:
var splash_screen: Node = load(splash_screen_path).instance()
if splash_screen.connect('complete', self, 'free_connected_node',
[splash_screen, 'free_connected_node']) != OK:
print('ERROR: Splash Screen "complete" signal already connected.')
var splash_screen: Node = load(splash_screen_path).instance()
if splash_screen.connect('complete', self, 'free_connected_node',
[splash_screen, 'free_connected_node']) != OK:
print('ERROR: Splash Screen "complete" signal already connected.')
add_child(splash_screen)
return splash_screen
add_child(splash_screen)
return splash_screen
func play_main_menu() -> Node:
var main_menu: Node = load(main_menu_path).instance()
if main_menu.connect('complete', self, 'main_menu_option') != OK:
print('ERROR: Main Menu "complete" signal already connected.')
var main_menu: Node = load(main_menu_path).instance()
if main_menu.connect('complete', self, 'main_menu_option') != OK:
print('ERROR: Main Menu "complete" signal already connected.')
add_child(main_menu)
return main_menu
add_child(main_menu)
return main_menu
func main_menu_option(option: String) -> void:
if option == 'new game':
var level_select_menu: Node = play_level_select_menu()
yield(level_select_menu, 'complete')
free_connected_node(level_select_menu, 'level_select_menu_option')
level_select_menu = null
return
if option == 'new game':
var level_select_menu: Node = play_level_select_menu()
yield(level_select_menu, 'complete')
free_connected_node(level_select_menu, 'level_select_menu_option')
level_select_menu = null
return
func play_level_select_menu() -> Node:
var level_select_menu: Node = load(level_select_menu_path).instance()
if level_select_menu.connect('complete', self, 'level_select_menu_option') != OK:
print('ERROR: Level Select Menu "complete" signal already connected.')
var level_select_menu: Node = load(level_select_menu_path).instance()
if level_select_menu.connect('complete', self, 'level_select_menu_option') != OK:
print('ERROR: Level Select Menu "complete" signal already connected.')
add_child(level_select_menu)
return level_select_menu
add_child(level_select_menu)
return level_select_menu
func level_select_menu_option(option: String) -> void:
var level: String = 'res://Levels/'
if option == 'H':
level += 'Hub World.tscn'
else:
level += 'Level ' + option + '.tscn'
var level: String = 'res://Levels/'
if option == 'H':
level += 'Hub World.tscn'
else:
level += 'Level ' + option + '.tscn'
new_game(level)
return
new_game(level)
return
func free_connected_node(node: Node, connected_function: String) -> void:
node.disconnect('complete', self, connected_function)
node.queue_free()
return
node.disconnect('complete', self, connected_function)
node.queue_free()
return
func new_game(level: String) -> void:
if get_tree().change_scene(level) != OK:
print('ERROR: Main failed to change scene to Level.')
queue_free()
return
if get_tree().change_scene(level) != OK:
print('ERROR: Main failed to change scene to Level.')
queue_free()
return

View File

@@ -9,168 +9,162 @@ signal frozen
const HEALTH_SLICES: Array = [0, 18, 35, 50, 65, 82, 100]
var health_index: int = 6
var l5_gems: int = 0
var hud: CanvasLayer = null
var velocity: Vector2 = Vector2.ZERO
func _ready() -> void:
set_weapon_position(Vector2(1, 0))
return
set_weapon_position(Vector2(1, 0))
return
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.get_action_strength('player_left')
input_vector.y = Input.get_action_strength('player_down') \
- Input.get_action_strength('player_up')
input_vector = input_vector.normalized()
input_vector.x = Input.get_action_strength('player_right') \
- Input.get_action_strength('player_left')
input_vector.y = Input.get_action_strength('player_down') \
- Input.get_action_strength('player_up')
input_vector = input_vector.normalized()
if input_vector != Vector2.ZERO:
$AnimationTree.set('parameters/Idle/blend_position', input_vector)
velocity = velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
set_weapon_position(input_vector)
else:
velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
if input_vector != Vector2.ZERO:
$AnimationTree.set('parameters/Idle/blend_position', input_vector)
velocity = velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
set_weapon_position(input_vector)
else:
velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
velocity = move_and_slide(velocity)
return
velocity = move_and_slide(velocity)
return
func load_hud(node: CanvasLayer) -> void:
hud = node
if hud.connect('add_currency', self, 'add_currency') != OK:
print('ERROR: HUD "add_currency" signal already connected.')
hud = node
if hud.connect('add_currency', self, 'add_currency') != OK:
print('ERROR: HUD "add_currency" signal already connected.')
hud.update_health(HEALTH_SLICES[health_index])
hud.update_currency($Inventory.get_currency())
return
hud.update_health(HEALTH_SLICES[health_index])
hud.update_currency($Inventory.get_currency())
return
func set_weapon_position(pos: Vector2) -> void:
# facing left
if pos[0] < 0:
$Sword.rotation_degrees = -90
$Javelin.rotation_degrees = -90
# facing left
if pos[0] < 0:
$Sword.rotation_degrees = -90
$Javelin.rotation_degrees = -90
# facing right
elif pos[0] > 0:
$Sword.rotation_degrees = 90
$Javelin.rotation_degrees = 90
# facing right
elif pos[0] > 0:
$Sword.rotation_degrees = 90
$Javelin.rotation_degrees = 90
# facing up
elif pos[1] < 0:
$Sword.rotation_degrees = 0
$Javelin.rotation_degrees = 0
# facing up
elif pos[1] < 0:
$Sword.rotation_degrees = 0
$Javelin.rotation_degrees = 0
# facing down
elif pos[1] > 0:
$Sword.rotation_degrees = 180
$Javelin.rotation_degrees = 180
return
# facing down
elif pos[1] > 0:
$Sword.rotation_degrees = 180
$Javelin.rotation_degrees = 180
return
func add_currency(amount: int) -> void:
$Inventory.add_currency(amount)
return
$Inventory.add_currency(amount)
return
func has_item(item: String) -> bool:
return $Inventory.contains(item)
return $Inventory.contains(item)
func add_item(item: String) -> void:
$Inventory.add(item)
return
$Inventory.add(item)
return
func remove_item(item: String) -> void:
$Inventory.remove(item)
return
$Inventory.remove(item)
return
func _on_Inventory_update_currency(amount: int) -> void:
hud.update_currency(amount)
return
hud.update_currency(amount)
return
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'):
hit = 1
elif area.is_in_group('enemy_hitbox_2') or area.is_in_group('enemy_projectile_2'):
hit = 2
elif area.is_in_group('enemy_hitbox_3') or area.is_in_group('enemy_projectile_3'):
hit = 3
elif area.is_in_group('freeze'):
emit_signal('frozen')
modulate = Color(0,.5,1)
else:
return
#var timer = Timer.new()
if area.is_in_group('enemy_hitbox_1') or area.is_in_group('enemy_projectile_1'):
hit = 1
elif area.is_in_group('enemy_hitbox_2') or area.is_in_group('enemy_projectile_2'):
hit = 2
elif area.is_in_group('enemy_hitbox_3') or area.is_in_group('enemy_projectile_3'):
hit = 3
elif area.is_in_group('freeze'):
emit_signal('frozen')
modulate = Color(0,.5,1)
else:
return
if health_index != 0:
health_index -= hit
if health_index < 0:
health_index = 0
#if body.name.begins_with("blue_snowman"):
# MAX_SPEED = 20
# yield(get_tree().create_timer(3.0), "timeout")
# MAX_SPEED = 120
hud.update_health(HEALTH_SLICES[health_index])
else:
get_tree().change_scene('res://Levels/Hub World.tscn')
if health_index != 0:
health_index -= hit
if health_index < 0:
health_index = 0
return
hud.update_health(HEALTH_SLICES[health_index])
else:
get_tree().change_scene('res://Levels/Hub World.tscn')
return
func _input(event: InputEvent) -> void:
if event.is_action_pressed('player_attack'):
if hud.weapon == 'sword':
$'Sword/Sword Animation'.play('swing')
elif hud.weapon == 'javelin':
$'Javelin/Javelin Animation'.play('swing')
if event.is_action_pressed('player_attack'):
if hud.weapon == 'sword':
$'Sword/Sword Animation'.play('swing')
elif hud.weapon == 'javelin':
$'Javelin/Javelin Animation'.play('swing')
if event.is_action_pressed('screenshot'):
var img: Image = get_viewport().get_texture().get_data()
yield(get_tree(), 'idle_frame')
yield(get_tree(), 'idle_frame')
if event.is_action_pressed('screenshot'):
var img: Image = get_viewport().get_texture().get_data()
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_msecs: int = OS.get_system_time_msecs()
var time: Dictionary = OS.get_datetime_from_unix_time(OS.get_unix_time())
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:
print('ERROR: Failed saving screenshot.')
return
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.')
return
func _on_Hitbox_area_entered(area: Area2D) -> void:
print(area.name)
print(area.name)
if area.name == 'detection':
return
if 'freeze' in area.get_parent().get_groups():
emit_signal('frozen')
return
if area.name == 'detection':
return
if 'freeze' in area.get_parent().get_groups():
emit_signal('frozen')
return
if 'enemies' in area.get_parent().get_groups() or area.name != 'detection' or 'damage' in area.get_groups():
if health_index != 0:
health_index -= 1
hud.update_health(HEALTH_SLICES[health_index])
else:
get_tree().change_scene('res://Levels/Hub World.tscn')
return
if 'enemies' in area.get_parent().get_groups() or area.name != 'detection' or 'damage' in area.get_groups():
if health_index != 0:
health_index -= 1
hud.update_health(HEALTH_SLICES[health_index])
else:
get_tree().change_scene('res://Levels/Hub World.tscn')
return
func _on_SlowTime_unfreeze() -> void:
modulate = Color(1,1,1)
modulate = Color(1,1,1)

View File

@@ -1,11 +0,0 @@
extends Node2D
func _on_javelin_animation_animation_started(anim_name: String) -> void:
$Animation/CollisionShape2D.set_deferred('monitorable', true)
return
func _on_javelin_animation_animation_finished(anim_name: String) -> void:
$Animation/CollisionShape2D.set_deferred('monitorable', false)
return

View File

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

View File

@@ -1,26 +0,0 @@
extends Node2D
# Declare member variables here. Examples:
# var a: int = 2
# var b: String = "text"
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta: float) -> void:
# pass
func _on_SwordAttack_animation_started(anim_name: String) -> void:
$Sword.visible = true
return
func _on_SwordAttack_animation_finished(anim_name: String) -> void:
$Sword.visible = false
return

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]
[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]
resource_name = "swing"
@@ -27,22 +42,34 @@ tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0.01, 0.19 ),
"times": PoolRealArray( 0, 0.2 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 0,
"update": 1,
"values": [ -45.0, 45.0 ]
}
tracks/2/type = "value"
tracks/2/path = NodePath("Animation:monitorable")
tracks/2/path = NodePath("Animation:rotation_degrees")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = true
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 ),
"update": 1,
"values": [ true, false ]
"values": [ false, true ]
}
[node name="Sword" type="Node2D"]
@@ -50,26 +77,27 @@ light_mask = 0
[node name="Animation" type="Area2D" parent="." groups=["player_weapon_1"]]
light_mask = 0
rotation = 0.785398
rotation = -0.785398
collision_layer = 0
collision_mask = 4
input_pickable = false
monitoring = false
monitorable = false
[node name="Sword" type="Sprite" parent="Animation"]
visible = false
light_mask = 8
rotation = 0.785398
scale = Vector2( 0.5, 0.5 )
scale = Vector2( 0.7, 0.7 )
texture = ExtResource( 1 )
offset = Vector2( -16, -16 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="Animation"]
visible = false
light_mask = 0
position = Vector2( 0, -13 )
position = Vector2( 0, -14 )
shape = SubResource( 6 )
disabled = true
[node name="Sword Animation" type="AnimationPlayer" parent="."]
anims/RESET = SubResource( 7 )
anims/swing = SubResource( 5 )

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