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27 commits

Author SHA1 Message Date
3adb32dc4a Merge branch 'dev-base'
All checks were successful
Export Game
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
2023-04-08 22:51:17 +02:00
e4e4d7e30b trying to make it merge 2023-04-08 22:45:08 +02:00
b318e7d65a Updating Scene 2023-04-08 22:34:07 +02:00
4eb022a49c Merge branch 'dev-art' 2023-04-08 22:27:38 +02:00
5038245697 Update Bunny & Crucefix 2023-04-08 22:10:11 +02:00
f5391051d6 Update Jesus -> needs implementation in other branches 2023-04-08 21:51:47 +02:00
AXVIII3
e7f50d085a Revert "Bunny Full Spritesheets"
This reverts commit 335f3dd581.

Reasons:
1. We dont need these full spritesheets
2. bunny sprites arent done yet
3. working with them is harder this way
2023-04-08 17:33:26 +02:00
08a134d2fc Cleanup Code 2023-04-08 17:17:48 +02:00
edb4265367 Implementing WeaponSystem and Entity System to go along with (so that weapons can be tested) 2023-04-08 17:00:54 +02:00
AXVIII3
335f3dd581 Bunny Full Spritesheets 2023-04-08 14:31:44 +05:30
fa686fb55a Merge Stuff Together, Setuped Cave in PlayerMovement Scene 2023-04-08 02:17:24 +02:00
9ea57c4566 Merge remote-tracking branch 'refs/remotes/origin/dev-player-movement' 2023-04-08 01:54:37 +02:00
579faa06df Implementing Tileset for Map Generation 2023-04-08 01:52:42 +02:00
27d1606d08 Setting Up new Tileset 2023-04-08 01:52:25 +02:00
5e5c942729 Adding Bunnys, Tileset & Colorpallte
- Removing Placeholers
- Setting Up Rule Tile
2023-04-08 00:59:28 +02:00
AXVIII3
8e03e10593 Diagonal Movement Fix and Textures 2023-04-08 01:02:56 +05:30
b1e63481fe Remove no longer needed file 2023-04-07 19:55:29 +02:00
e833b82dd4 Cleanup of Code 2023-04-07 19:52:50 +02:00
AXVIII3
080401b9a3 Final Player Movement \w Animations 2023-04-07 22:56:18 +05:30
7305e31751 Merge pull request 'Improve and Speedup MapGeneration Code' (#18) from dev-map-generation into dev-base
Reviewed-on: #18
2023-04-07 14:55:24 +00:00
f731170b15 Improve and Speedup MapGeneration Code 2023-04-07 16:53:54 +02:00
537589e30b Putting Generated Map into PlayerMovement Scene For testing 2023-04-07 16:22:55 +02:00
5a625f1792 Merge remote-tracking branch 'refs/remotes/origin/dev-base'
Conflicts:
	project.godot
2023-04-07 16:18:21 +02:00
ef60fdd59f Fixing Strucuter and Cleaning Up 2023-04-07 16:11:07 +02:00
AXVIII3
4b2d83a4c5 Basic Movement 2023-04-07 19:28:30 +05:30
79622596bc Merge pull request 'Adding Cave Generation' (#13) from dev-map-generation into dev-base
Reviewed-on: #13
2023-04-07 13:37:32 +00:00
b49f0378da - Adding Cave Generation
- Placeholder Art
- Setting Physics Layer
2023-04-07 15:33:54 +02:00
24 changed files with 349 additions and 19 deletions

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height = 22.8571
[node name="Projectile" type="Area2D"]
scale = Vector2(0.5, 0.5)
collision_layer = 8
collision_mask = 5
script = ExtResource("1_os652")
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bunny_collision_layer = 4
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource("2_ibs3t")
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[ext_resource type="TileSet" uid="uid://bj7uu2180mie3" path="res://Assets/Tileset.tres" id="1_s4utw"]
[ext_resource type="Script" path="res://Scripts/MapGenerator.gd" id="2_yhpwh"]
[ext_resource type="Script" path="res://Scripts/EntitySystem/BunnyGenerator.gd" id="3_dvklj"]
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[ext_resource type="Script" path="res://Scripts/PlayerController.gd" id="5_uv7bh"]
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[ext_resource type="PackedScene" uid="uid://csxh42o8twxwn" path="res://Prefabs/projectile.tscn" id="8_wx0kk"]
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resource_name = "Idle"
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tracks/0/type = "value"
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tracks/0/enabled = true
tracks/0/path = NodePath("Player Sprite:frame")
tracks/0/interp = 1
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[node name="BunnyLeft" type="Sprite2D" parent="."]
position = Vector2(582, 355)
scale = Vector2(6.25553, 5.92647)
texture = ExtResource("1_m0oli")
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format = 2
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@ -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

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@ -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())

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@ -0,0 +1,5 @@
class_name TEAM
enum {
EVIL = 0,
GOOD = 1
}

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@ -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

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@ -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