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6 commits

15 changed files with 314 additions and 38 deletions

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@ -488,7 +488,8 @@ texture_region_size = Vector2i(32, 32)
[resource]
tile_size = Vector2i(32, 32)
physics_layer_0/collision_layer = 0
physics_layer_0/collision_layer = 1
physics_layer_0/collision_mask = 0
terrain_set_0/mode = 0
terrain_set_0/terrain_0/name = "Walls"
terrain_set_0/terrain_0/color = Color(1, 0.301961, 0.329412, 1)

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@ -1,35 +1,154 @@
[gd_scene load_steps=5 format=3 uid="uid://ccgpsim5nfxd6"]
[gd_scene load_steps=12 format=3 uid="uid://ccgpsim5nfxd6"]
[ext_resource type="TileSet" uid="uid://bj7uu2180mie3" path="res://Assets/Tileset.tres" id="1_wkp62"]
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[ext_resource type="Script" path="res://Scripts/MapGenerator.gd" id="4_8st0q"]
[ext_resource type="Texture2D" uid="uid://bl7vfn05ul1vu" path="res://Assets/Sprites/Jesus/Jesus Spritesheet.png" id="4_e5cec"]
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resource_name = "Idle"
tracks/0/type = "value"
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"MoveDown": SubResource("Animation_dwpep"),
"MoveLeft": SubResource("Animation_2jvl5"),
"MoveRight": SubResource("Animation_4ig1u"),
"MoveUp": SubResource("Animation_pswkh"),
"RESET": SubResource("Animation_o3hln")
}
[node name="Player Movement" type="Node2D"]
[node name="Map Generator" type="TileMap" parent="."]
tile_set = ExtResource("1_wkp62")
cell_quadrant_size = 32
collision_visibility_mode = 1
format = 2
script = ExtResource("4_8st0q")
start_area_size = 3
start_area_corner_size = 1
[node name="CharacterBody2D" type="CharacterBody2D" parent="."]
position = Vector2(512, 300)
scale = Vector2(0.25, 0.25)
[node name="Player" type="CharacterBody2D" parent="." node_paths=PackedStringArray("animation_player")]
position = Vector2(960, 512)
scale = Vector2(0.5, 0.5)
collision_layer = 0
script = ExtResource("1_x3102")
speed = 80
speed = 60
animation_player = NodePath("Player Animator")
[node name="Sprite2D" type="Sprite2D" parent="CharacterBody2D"]
texture = ExtResource("2_48vut")
[node name="Player Sprite" type="Sprite2D" parent="Player"]
position = Vector2(0, -20)
texture = ExtResource("4_e5cec")
hframes = 4
vframes = 4
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="CharacterBody2D"]
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[node name="Player Collider" type="CollisionPolygon2D" parent="Player"]
polygon = PackedVector2Array(12, 32, -16, 32, -16, -24, 12, -24)
[node name="Camera2D" type="Camera2D" parent="CharacterBody2D"]
zoom = Vector2(10, 10)
[node name="Player Camera" type="Camera2D" parent="Player"]
zoom = Vector2(3, 3)
position_smoothing_enabled = true
drag_horizontal_enabled = true
drag_vertical_enabled = true
editor_draw_limits = true
editor_draw_drag_margin = true
[node name="Player Animator" type="AnimationPlayer" parent="Player"]
libraries = {
"": SubResource("AnimationLibrary_bi1h3")
}

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@ -1,24 +1,43 @@
extends CharacterBody2D
@export var speed = 100
@export_range(0, 1) var damping_factor := 0.6
@export var speed = 20
@export_range(0, 1) var damping_factor = 0.6
@export var animation_player : AnimationPlayer
func get_move_vector():
func _physics_process(delta : float):
update_player_movement(delta)
pass
func get_move_input_vector() -> Vector2:
var input_direction = Input.get_vector("move_left", "move_right", "move_up", "move_down").normalized()
return input_direction
func move_player(delta : float):
if get_move_vector() == Vector2.ZERO:
# Damp Players Velocity if no Input
self.velocity = self.velocity * (1 - min(1, damping_factor * 60 * delta))
else:
# Set Players Velocity to the Input Direction in the Players Speed
self.velocity = get_move_vector() * speed * delta * 60
func update_player_movement(delta : float):
var input = get_move_input_vector()
# Update The Players Physics Calculations
# Damp Movement if not moving, Accelerate if Moving
var is_moving = input != Vector2.ZERO
self.velocity = input * speed * delta * 60 if is_moving else self.velocity * (1 - min(1, damping_factor * 60 * delta))
update_player_animation()
# Update Objects Physics calculations
self.move_and_slide()
pass
func _physics_process(delta : float):
move_player(delta)
func update_player_animation():
var move_vector = get_move_input_vector()
match move_vector:
Vector2.ZERO: animation_player.play("Idle")
Vector2.LEFT: animation_player.play("MoveLeft")
Vector2.RIGHT: animation_player.play("MoveRight")
Vector2.UP: animation_player.play("MoveUp")
Vector2.DOWN: animation_player.play("MoveDown")
_: handle_diagonal_animations(move_vector)
pass
func handle_diagonal_animations(dir : Vector2):
if (dir.y > 0 and dir.x < 0) or (dir.y < 0 and dir.x < 0): animation_player.play("MoveLeft")
elif (dir.y > 0 and dir.x > 0) or (dir.y < 0 and dir.x > 0): animation_player.play("MoveRight")
else: animation_player.play("Idle")
pass

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@ -11,7 +11,7 @@ config_version=5
[application]
config/name="HoppyEaster"
run/main_scene="res://Scenes/Movement.tscn"
run/main_scene="res://Scenes/PlayerMovement.tscn"
config/features=PackedStringArray("4.0", "GL Compatibility")
config/icon="res://icon.svg"
@ -53,6 +53,7 @@ move_down={
[layer_names]
2d_physics/layer_1="Map"
2d_physics/layer_2="Player"
[rendering]