Merge remote-tracking branch 'refs/remotes/origin/dev-player-movement'
This commit is contained in:
commit
9ea57c4566
14 changed files with 301 additions and 30 deletions
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[gd_scene load_steps=12 format=3 uid="uid://ccgpsim5nfxd6"]
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[node name="Node2D" type="Node2D"]
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[sub_resource type="Animation" id="Animation_kdxam"]
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resource_name = "Idle"
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Player Sprite:frame")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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}
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[node name="TileMap" type="TileMap" parent="."]
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[sub_resource type="Animation" id="Animation_dwpep"]
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resource_name = "MoveDown"
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length = 0.8
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loop_mode = 1
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Player Sprite:frame")
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[sub_resource type="Animation" id="Animation_2jvl5"]
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resource_name = "MoveLeft"
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length = 0.8
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loop_mode = 1
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Player Sprite:frame")
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"update": 1,
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"values": [12, 13, 14, 15]
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}
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[sub_resource type="Animation" id="Animation_4ig1u"]
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resource_name = "MoveRight"
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length = 0.8
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loop_mode = 1
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Player Sprite:frame")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"update": 1,
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"values": [4, 5, 6, 7]
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}
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[sub_resource type="Animation" id="Animation_pswkh"]
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resource_name = "MoveUp"
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length = 0.8
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loop_mode = 1
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Player Sprite:frame")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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"values": [8, 9, 10, 11]
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[sub_resource type="Animation" id="Animation_o3hln"]
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length = 0.001
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Player Sprite:frame")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 1,
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"values": [0]
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_bi1h3"]
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_data = {
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"Idle": SubResource("Animation_kdxam"),
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"MoveDown": SubResource("Animation_dwpep"),
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"MoveLeft": SubResource("Animation_2jvl5"),
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"MoveRight": SubResource("Animation_4ig1u"),
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"MoveUp": SubResource("Animation_pswkh"),
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"RESET": SubResource("Animation_o3hln")
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}
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[node name="Player Movement" type="Node2D"]
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[node name="Map Generator" type="TileMap" parent="."]
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tile_set = ExtResource("3_0at2g")
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cell_quadrant_size = 8
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collision_visibility_mode = 1
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format = 2
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script = ExtResource("4_8st0q")
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[node name="CharacterBody2D" type="CharacterBody2D" parent="."]
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[node name="Player" type="CharacterBody2D" parent="." node_paths=PackedStringArray("animation_player")]
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position = Vector2(512, 300)
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scale = Vector2(0.25, 0.25)
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script = ExtResource("1_x3102")
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speed = 80
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animation_player = NodePath("Player Animator")
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[node name="Sprite2D" type="Sprite2D" parent="CharacterBody2D"]
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texture = ExtResource("2_48vut")
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[node name="Player Sprite" type="Sprite2D" parent="Player"]
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position = Vector2(0, -20)
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texture = ExtResource("4_e5cec")
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hframes = 4
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vframes = 4
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[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="CharacterBody2D"]
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polygon = PackedVector2Array(16, 32, -14, 32, -14, -22, 16, -22)
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[node name="Player Collider" type="CollisionPolygon2D" parent="Player"]
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polygon = PackedVector2Array(12, 32, -16, 32, -16, -24, 12, -24)
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[node name="Camera2D" type="Camera2D" parent="CharacterBody2D"]
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[node name="Player Camera" type="Camera2D" parent="Player"]
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zoom = Vector2(10, 10)
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position_smoothing_enabled = true
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drag_horizontal_enabled = true
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drag_vertical_enabled = true
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editor_draw_limits = true
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editor_draw_drag_margin = true
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[node name="Player Animator" type="AnimationPlayer" parent="Player"]
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libraries = {
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"": SubResource("AnimationLibrary_bi1h3")
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}
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@ -1,24 +1,43 @@
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extends CharacterBody2D
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@export var speed = 100
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@export_range(0, 1) var damping_factor := 0.6
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@export var speed = 20
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@export_range(0, 1) var damping_factor = 0.6
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@export var animation_player : AnimationPlayer
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func get_move_vector():
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func _physics_process(delta : float):
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update_player_movement(delta)
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pass
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func get_move_input_vector() -> Vector2:
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var input_direction = Input.get_vector("move_left", "move_right", "move_up", "move_down").normalized()
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return input_direction
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func move_player(delta : float):
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if get_move_vector() == Vector2.ZERO:
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# Damp Players Velocity if no Input
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self.velocity = self.velocity * (1 - min(1, damping_factor * 60 * delta))
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else:
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# Set Players Velocity to the Input Direction in the Players Speed
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self.velocity = get_move_vector() * speed * delta * 60
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# Update The Players Physics Calculations
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func update_player_movement(delta : float):
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var input = get_move_input_vector()
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# Damp Movement if not moving, Accelerate if Moving
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var is_moving = input != Vector2.ZERO
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self.velocity = input * speed * delta * 60 if is_moving else self.velocity * (1 - min(1, damping_factor * 60 * delta))
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update_player_animation()
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# Update Objects Physics calculations
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self.move_and_slide()
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pass
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func _physics_process(delta : float):
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move_player(delta)
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func update_player_animation():
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var move_vector = get_move_input_vector()
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match move_vector:
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Vector2.ZERO: animation_player.play("Idle")
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Vector2.LEFT: animation_player.play("MoveLeft")
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Vector2.RIGHT: animation_player.play("MoveRight")
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Vector2.UP: animation_player.play("MoveUp")
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Vector2.DOWN: animation_player.play("MoveDown")
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_: handle_diagonal_animations(move_vector)
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pass
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func handle_diagonal_animations(dir : Vector2):
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if (dir.y > 0 and dir.x < 0) or (dir.y < 0 and dir.x < 0): animation_player.play("MoveLeft")
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elif (dir.y > 0 and dir.x > 0) or (dir.y < 0 and dir.x > 0): animation_player.play("MoveRight")
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else: animation_player.play("Idle")
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pass
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@ -11,7 +11,7 @@ config_version=5
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[application]
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config/name="HoppyEaster"
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||||
run/main_scene="res://Scenes/Movement.tscn"
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||||
run/main_scene="res://Scenes/PlayerMovement.tscn"
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||||
config/features=PackedStringArray("4.0", "GL Compatibility")
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||||
config/icon="res://icon.svg"
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||||
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||||
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|
Reference in a new issue