Conflicts: Assets/Sprites/EvilBunny/bunny_down.png Assets/Sprites/EvilBunny/bunny_down.png.import Assets/Sprites/EvilBunny/bunny_left.png Assets/Sprites/EvilBunny/bunny_left.png.import Assets/Sprites/EvilBunny/bunny_righ.png Assets/Sprites/EvilBunny/bunny_up.png Assets/Sprites/EvilBunny/bunny_up.png.import Assets/Sprites/bunny_down.png Assets/Sprites/bunny_left.png Assets/Sprites/bunny_left.png.import Assets/Sprites/bunny_righ.png Assets/Sprites/bunny_righ.png.import Assets/Sprites/bunny_up.png Assets/Sprites/bunny_up.png.import Assets/Sprites/crucefix.png.import
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Assets/Sprites/Jesus/jesus_left.ase
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|
"": SubResource("AnimationLibrary_bi1h3")
|
||||||
|
}
|
||||||
|
|
||||||
|
[node name="WeaponController" type="Node2D" parent="Player"]
|
||||||
|
position = Vector2(0, -16)
|
||||||
|
script = ExtResource("7_8kdie")
|
||||||
|
projectile_prefab = ExtResource("8_wx0kk")
|
||||||
|
|
26
Scripts/EntitySystem/Bunny.gd
Normal file
|
@ -0,0 +1,26 @@
|
||||||
|
extends CharacterBody2D
|
||||||
|
class_name Bunny
|
||||||
|
|
||||||
|
@export var health : int
|
||||||
|
|
||||||
|
var team : int
|
||||||
|
|
||||||
|
var on_death_callbacks : Array
|
||||||
|
|
||||||
|
func damage(damage : int):
|
||||||
|
health -= damage
|
||||||
|
if(health <= 0): on_death()
|
||||||
|
pass
|
||||||
|
|
||||||
|
func heal(health : int):
|
||||||
|
self.health += health
|
||||||
|
pass
|
||||||
|
|
||||||
|
func on_death():
|
||||||
|
for callback in on_death_callbacks:
|
||||||
|
callback.call(self)
|
||||||
|
pass
|
||||||
|
|
||||||
|
func sub_on_death(callback : Callable):
|
||||||
|
on_death_callbacks.push_front(callback)
|
||||||
|
pass
|
17
Scripts/EntitySystem/BunnyGenerator.gd
Normal file
|
@ -0,0 +1,17 @@
|
||||||
|
extends Node
|
||||||
|
|
||||||
|
@export var bunny_prefab : Resource
|
||||||
|
@onready var BunnyPrefab : PackedScene = load(bunny_prefab.resource_path)
|
||||||
|
|
||||||
|
func spawn_bunny(x : float, y : float, team : int, health : int) -> Bunny:
|
||||||
|
var bunny = BunnyPrefab.instantiate()
|
||||||
|
self.add_child(bunny)
|
||||||
|
bunny.global_position = Vector2(x,y)
|
||||||
|
bunny.health = health
|
||||||
|
bunny.team = team
|
||||||
|
return bunny
|
||||||
|
|
||||||
|
func _ready():
|
||||||
|
var bunny = spawn_bunny(960, 512, TEAM.EVIL, 3)
|
||||||
|
bunny.sub_on_death(func(bunny): bunny.queue_free())
|
||||||
|
|
5
Scripts/EntitySystem/TEAM.gd
Normal file
|
@ -0,0 +1,5 @@
|
||||||
|
class_name TEAM
|
||||||
|
enum {
|
||||||
|
EVIL = 0,
|
||||||
|
GOOD = 1
|
||||||
|
}
|
27
Scripts/WeaponSystem/Projectile.gd
Normal file
|
@ -0,0 +1,27 @@
|
||||||
|
extends Area2D
|
||||||
|
|
||||||
|
@export var speed : float = 250.0
|
||||||
|
@export var damage : int = 1
|
||||||
|
|
||||||
|
@export_flags_2d_physics var map_collision_layer : int
|
||||||
|
@export_flags_2d_physics var bunny_collision_layer : int
|
||||||
|
|
||||||
|
func _process(delta):
|
||||||
|
self.translate(Vector2(cos(self.rotation), sin(self.rotation)) * speed * delta)
|
||||||
|
pass
|
||||||
|
|
||||||
|
func _on_collision(body):
|
||||||
|
var collision_layer = null;
|
||||||
|
|
||||||
|
if body.get_class() == "TileMap":
|
||||||
|
collision_layer = body.tile_set.get_physics_layer_collision_layer(0)
|
||||||
|
if(body.has_method("get_collision_layer")):
|
||||||
|
collision_layer = body.get_collision_layer()
|
||||||
|
|
||||||
|
if collision_layer & map_collision_layer:
|
||||||
|
queue_free()
|
||||||
|
if collision_layer & bunny_collision_layer:
|
||||||
|
var bunny = body as Bunny
|
||||||
|
bunny.damage(damage)
|
||||||
|
queue_free()
|
||||||
|
pass
|
22
Scripts/WeaponSystem/WeaponController.gd
Normal file
|
@ -0,0 +1,22 @@
|
||||||
|
extends Node2D
|
||||||
|
|
||||||
|
@export var projectile_prefab : Resource
|
||||||
|
@onready var projectilePrefab : PackedScene = load(projectile_prefab.resource_path)
|
||||||
|
|
||||||
|
func _process(delta):
|
||||||
|
rotate_to_pointer()
|
||||||
|
|
||||||
|
if Input.is_action_just_pressed("attack"):
|
||||||
|
spawn_projectile(self.global_position, self.rotation, 100, 1)
|
||||||
|
pass
|
||||||
|
|
||||||
|
func rotate_to_pointer():
|
||||||
|
look_at(get_global_mouse_position())
|
||||||
|
#TODO Implement Joystick Aiming
|
||||||
|
|
||||||
|
func spawn_projectile(pos : Vector2, dir : float, speed: float, damage : int):
|
||||||
|
var projectile = projectilePrefab.instantiate()
|
||||||
|
projectile.global_position = pos
|
||||||
|
projectile.rotation = dir
|
||||||
|
get_tree().root.add_child(projectile)
|
||||||
|
pass
|