Compare commits
No commits in common. "3adb32dc4ac806f71fb115e4144d75c3948e9f68" and "e833b0b3f31f7c22a07ec52870b0035a0e348e79" have entirely different histories.
3adb32dc4a
...
e833b0b3f3
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[ext_resource type="Script" path="res://Scripts/EntitySystem/Bunny.gd" id="1_1kj2b"]
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[connection signal="body_entered" from="." to="." method="_on_collision"]
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169
Scenes/Test.tscn
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[sub_resource type="Animation" id="Animation_kdxam"]
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[sub_resource type="Animation" id="Animation_dwpep"]
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[sub_resource type="Animation" id="Animation_2jvl5"]
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[sub_resource type="Animation" id="Animation_4ig1u"]
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tracks/0/loop_wrap = true
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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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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/interp = 1
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_bi1h3"]
|
|
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_data = {
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|
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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("1_s4utw")
|
|
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cell_quadrant_size = 32
|
|
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format = 2
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script = ExtResource("2_yhpwh")
|
|
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start_area_corner_size = 3
|
|
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|
|
||||||
[node name="Bunny Generator" type="Node" parent="."]
|
|
||||||
script = ExtResource("3_dvklj")
|
|
||||||
bunny_prefab = ExtResource("4_0fyd5")
|
|
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|
|
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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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collision_layer = 0
|
|
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script = ExtResource("5_uv7bh")
|
|
||||||
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("6_es2l8")
|
|
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hframes = 8
|
|
||||||
vframes = 4
|
|
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|
|
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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(5, 5)
|
|
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position_smoothing_enabled = true
|
|
||||||
drag_horizontal_enabled = true
|
|
||||||
drag_vertical_enabled = true
|
|
||||||
editor_draw_drag_margin = true
|
|
||||||
|
|
||||||
[node name="Player Animator" type="AnimationPlayer" parent="Player"]
|
|
||||||
libraries = {
|
|
||||||
"": SubResource("AnimationLibrary_bi1h3")
|
|
||||||
}
|
|
||||||
|
|
||||||
[node name="WeaponController" type="Node2D" parent="Player"]
|
|
||||||
position = Vector2(0, -16)
|
|
||||||
script = ExtResource("7_8kdie")
|
|
||||||
projectile_prefab = ExtResource("8_wx0kk")
|
|
||||||
|
|
|
@ -1,26 +0,0 @@
|
||||||
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
|
|
|
@ -1,17 +0,0 @@
|
||||||
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())
|
|
||||||
|
|
|
@ -1,5 +0,0 @@
|
||||||
class_name TEAM
|
|
||||||
enum {
|
|
||||||
EVIL = 0,
|
|
||||||
GOOD = 1
|
|
||||||
}
|
|
|
@ -1,27 +0,0 @@
|
||||||
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
|
|
|
@ -1,22 +0,0 @@
|
||||||
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
|
|