Implementing WeaponSystem and Entity System to go along with (so that weapons can be tested)
This commit is contained in:
parent
fa686fb55a
commit
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11 changed files with 348 additions and 1 deletions
BIN
Assets/Sprites/cross.png
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Assets/Sprites/cross.png
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34
Assets/Sprites/cross.png.import
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34
Assets/Sprites/cross.png.import
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17
Prefabs/bunny.tscn
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17
Prefabs/bunny.tscn
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[node name="Bunny" type="CharacterBody2D"]
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23
Prefabs/projectile.tscn
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23
Prefabs/projectile.tscn
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[ext_resource type="Script" path="res://Scripts/WeaponSystem/Projectile.gd" id="1_os652"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_oix85"]
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radius = 8.06226
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[node name="Projectile" type="Area2D"]
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scale = Vector2(0.7, 0.7)
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map_collision_layer = 1
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bunny_collision_layer = 4
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[node name="Sprite2D" type="Sprite2D" parent="."]
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texture = ExtResource("1_80ojj")
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shape = SubResource("CircleShape2D_oix85")
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[connection signal="body_entered" from="." to="." method="_on_collision"]
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165
Scenes/WeaponSystem.tscn
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165
Scenes/WeaponSystem.tscn
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[ext_resource type="Script" path="res://Scripts/MapGenerator.gd" id="2_emsq7"]
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[ext_resource type="Script" path="res://Scripts/EntitySystem/BunnyGenerator.gd" id="3_6eopc"]
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[ext_resource type="Script" path="res://Scripts/PlayerController.gd" id="3_i7s0m"]
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[ext_resource type="Texture2D" uid="uid://bl7vfn05ul1vu" path="res://Assets/Sprites/Jesus/Jesus Spritesheet.png" id="4_a6mi0"]
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[ext_resource type="Script" path="res://Scripts/WeaponSystem/WeaponController.gd" id="6_fdum6"]
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[ext_resource type="PackedScene" uid="uid://csxh42o8twxwn" path="res://Prefabs/projectile.tscn" id="7_5vpb2"]
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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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"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="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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tracks/0/interp = 1
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tracks/0/loop_wrap = false
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"times": PackedFloat32Array(0, 0.2, 0.4, 0.6),
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"transitions": PackedFloat32Array(1, 1, 1, 1),
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"values": [0, 1, 2, 3]
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}
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[sub_resource type="Animation" id="Animation_2jvl5"]
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resource_name = "MoveLeft"
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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": [12, 13, 14, 15]
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[sub_resource type="Animation" id="Animation_4ig1u"]
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resource_name = "MoveRight"
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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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"times": PackedFloat32Array(0, 0.2, 0.4, 0.6),
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"transitions": PackedFloat32Array(1, 1, 1, 1),
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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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tracks/0/keys = {
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"times": PackedFloat32Array(0, 0.2, 0.4, 0.6),
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"transitions": PackedFloat32Array(1, 1, 1, 1),
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"update": 1,
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"values": [8, 9, 10, 11]
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}
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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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||||||
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tracks/0/path = NodePath("Player Sprite:frame")
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||||||
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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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||||||
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"MoveDown": SubResource("Animation_dwpep"),
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||||||
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"MoveLeft": SubResource("Animation_2jvl5"),
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||||||
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"MoveRight": SubResource("Animation_4ig1u"),
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||||||
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"MoveUp": SubResource("Animation_pswkh"),
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"RESET": SubResource("Animation_o3hln")
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}
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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("1_m1wkd")
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cell_quadrant_size = 32
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collision_visibility_mode = 1
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format = 2
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script = ExtResource("2_emsq7")
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start_area_corner_size = 3
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[node name="Bunny Generator" type="Node" parent="."]
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script = ExtResource("3_6eopc")
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bunny_prefab = ExtResource("4_vn6q1")
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[node name="Player" type="CharacterBody2D" parent="." node_paths=PackedStringArray("animation_player")]
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position = Vector2(960, 512)
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scale = Vector2(0.5, 0.5)
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collision_layer = 0
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script = ExtResource("3_i7s0m")
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speed = 60
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animation_player = NodePath("Player Animator")
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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_a6mi0")
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hframes = 4
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vframes = 4
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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="Player Camera" type="Camera2D" parent="Player"]
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zoom = Vector2(3, 3)
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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_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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[node name="WeaponController" type="Node2D" parent="Player"]
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script = ExtResource("6_fdum6")
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projectile_prefab = ExtResource("7_5vpb2")
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26
Scripts/EntitySystem/Bunny.gd
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Scripts/EntitySystem/Bunny.gd
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extends CharacterBody2D
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class_name Bunny
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@export var health : int
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var team : int
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var on_death_callbacks : Array
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func damage(damage : int):
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health -= health
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if(health <= 0): on_death()
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pass
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func heal(health : int):
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health += health
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pass
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func on_death():
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for callback in on_death_callbacks:
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callback.call(self)
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pass
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func sub_on_death(callback : Callable):
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on_death_callbacks.push_front(callback)
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pass
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17
Scripts/EntitySystem/BunnyGenerator.gd
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Scripts/EntitySystem/BunnyGenerator.gd
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extends Node
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@export var bunny_prefab : Resource
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@onready var BunnyPrefab : PackedScene = load(bunny_prefab.resource_path)
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func spawn_bunny(x : float, y : float, team : int, health : int) -> Bunny:
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var bunny = BunnyPrefab.instantiate()
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self.add_child(bunny)
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bunny.global_position = Vector2(x,y)
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bunny.health = health
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bunny.team = team
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return bunny
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func _ready():
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var bunny = spawn_bunny(960, 512, TEAM.EVIL, 3)
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bunny.sub_on_death(func(bunny): bunny.queue_free())
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5
Scripts/EntitySystem/TEAM.gd
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Scripts/EntitySystem/TEAM.gd
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class_name TEAM
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enum {
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EVIL = 0,
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GOOD = 1
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}
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29
Scripts/WeaponSystem/Projectile.gd
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Scripts/WeaponSystem/Projectile.gd
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extends Area2D
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@export var speed : float = 250.0
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@export var damage : int = 1
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@export_flags_2d_physics var map_collision_layer : int
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@export_flags_2d_physics var bunny_collision_layer : int
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const bunny_script = preload("res://Scripts/EntitySystem/Bunny.gd")
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func _process(delta):
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self.translate(Vector2(cos(self.rotation), sin(self.rotation)) * speed * delta)
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pass
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func _on_collision(body):
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var collision_layer = null;
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match body.get_class():
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"TileMap":
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collision_layer = body.tile_set.get_physics_layer_collision_layer(0)
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_:
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if(body.has_method("get_collision_layer")): collision_layer = body.get_collision_layer()
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if collision_layer & map_collision_layer:
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queue_free()
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if collision_layer & bunny_collision_layer:
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var bunny = body as Bunny
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bunny.damage(damage)
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queue_free()
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22
Scripts/WeaponSystem/WeaponController.gd
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Scripts/WeaponSystem/WeaponController.gd
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extends Node2D
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@export var projectile_prefab : Resource
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@onready var projectilePrefab : PackedScene = load(projectile_prefab.resource_path)
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func _process(delta):
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rotate_to_pointer()
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if Input.is_action_just_pressed("attack"):
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spawn_projectile(self.global_position, self.rotation, 100, 1)
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pass
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func rotate_to_pointer():
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look_at(get_global_mouse_position())
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#TODO Implement Joystick Aiming
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func spawn_projectile(pos : Vector2, dir : float, speed: float, damage : int):
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var projectile = projectilePrefab.instantiate()
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projectile.global_position = pos
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projectile.rotation = dir
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get_tree().root.add_child(projectile)
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pass
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|
@ -49,14 +49,23 @@ move_down={
|
||||||
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":1,"axis_value":1.0,"script":null)
|
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":1,"axis_value":1.0,"script":null)
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
|
attack={
|
||||||
|
"deadzone": 0.5,
|
||||||
|
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(139, 6),"global_position":Vector2(143, 49),"factor":1.0,"button_index":1,"pressed":true,"double_click":false,"script":null)
|
||||||
|
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":0,"pressure":0.0,"pressed":false,"script":null)
|
||||||
|
]
|
||||||
|
}
|
||||||
|
|
||||||
[layer_names]
|
[layer_names]
|
||||||
|
|
||||||
2d_physics/layer_1="Map"
|
2d_physics/layer_1="Map"
|
||||||
2d_physics/layer_2="Player"
|
2d_physics/layer_2="Player"
|
||||||
|
2d_physics/layer_3="Bunny"
|
||||||
|
2d_physics/layer_4="Projectile"
|
||||||
|
2d_physics/layer_5="Layer 5"
|
||||||
|
|
||||||
[rendering]
|
[rendering]
|
||||||
|
|
||||||
|
textures/canvas_textures/default_texture_filter=0
|
||||||
renderer/rendering_method="gl_compatibility"
|
renderer/rendering_method="gl_compatibility"
|
||||||
renderer/rendering_method.mobile="gl_compatibility"
|
renderer/rendering_method.mobile="gl_compatibility"
|
||||||
textures/canvas_textures/default_texture_filter=0
|
|
||||||
|
|
Reference in a new issue