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7 commits

Author SHA1 Message Date
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
45 changed files with 205 additions and 374 deletions

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tile_set = ExtResource("1_m1wkd")
cell_quadrant_size = 32
collision_visibility_mode = 1
format = 2
script = ExtResource("4_8st0q")
start_area_size = 3
start_area_corner_size = 1
script = ExtResource("2_emsq7")
start_area_corner_size = 3
[node name="Bunny Generator" type="Node" parent="."]
script = ExtResource("3_6eopc")
bunny_prefab = ExtResource("4_vn6q1")
[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")
script = ExtResource("3_i7s0m")
speed = 60
animation_player = NodePath("Player Animator")
[node name="Player Sprite" type="Sprite2D" parent="Player"]
position = Vector2(0, -20)
texture = ExtResource("4_e5cec")
hframes = 4
texture = ExtResource("6_xyyh7")
hframes = 8
vframes = 4
[node name="Player Collider" type="CollisionPolygon2D" parent="Player"]
polygon = PackedVector2Array(12, 32, -16, 32, -16, -24, 12, -24)
[node name="Player Camera" type="Camera2D" parent="Player"]
zoom = Vector2(3, 3)
zoom = Vector2(5, 5)
position_smoothing_enabled = true
drag_horizontal_enabled = true
drag_vertical_enabled = true
@ -152,3 +158,8 @@ editor_draw_drag_margin = true
libraries = {
"": SubResource("AnimationLibrary_bi1h3")
}
[node name="WeaponController" type="Node2D" parent="Player"]
position = Vector2(0, -16)
script = ExtResource("6_fdum6")
projectile_prefab = ExtResource("7_5vpb2")

View file

@ -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

View file

@ -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())

View file

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

View file

@ -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

View file

@ -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

View file

@ -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)
]
}
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]
2d_physics/layer_1="Map"
2d_physics/layer_2="Player"
2d_physics/layer_3="Bunny"
2d_physics/layer_4="Projectile"
2d_physics/layer_5="Layer 5"
[rendering]
textures/canvas_textures/default_texture_filter=0
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"
textures/canvas_textures/default_texture_filter=0