Get Map Gernation in #17
BIN
Assets/Sprites/Bunny/bad_bunny_spritesheet.png
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Assets/Sprites/Bunny/good_bunny_spritesheet.png
Normal file
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34
Assets/Sprites/Bunny/good_bunny_spritesheet.png.import
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BIN
Assets/Sprites/Jesus/jesus_down.ase
Normal file
BIN
Assets/Sprites/Jesus/jesus_left.ase
Normal file
BIN
Assets/Sprites/Jesus/jesus_right.ase
Normal file
BIN
Assets/Sprites/Jesus/jesus_spritesheet.png
Normal file
Before Width: | Height: | Size: 4.8 KiB After Width: | Height: | Size: 4.8 KiB |
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BIN
Assets/Sprites/Jesus/jesus_up.ase
Normal file
BIN
Assets/Sprites/crucefix.png
Normal file
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20
Prefabs/bunny.tscn
Normal file
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@ -0,0 +1,20 @@
|
||||||
|
[gd_scene load_steps=4 format=3 uid="uid://cpl4tllohhyel"]
|
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|
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|
|
||||||
|
[sub_resource type="CircleShape2D" id="CircleShape2D_sedmr"]
|
||||||
|
|
||||||
|
[node name="Bunny" type="CharacterBody2D"]
|
||||||
|
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|
||||||
|
collision_layer = 4
|
||||||
|
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|
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|
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24
Prefabs/projectile.tscn
Normal file
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|
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|
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|
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|
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|
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|
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|
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|
||||||
|
map_collision_layer = 1
|
||||||
|
bunny_collision_layer = 4
|
||||||
|
|
||||||
|
[node name="Sprite2D" type="Sprite2D" parent="."]
|
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|
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|
169
Scenes/Test.tscn
|
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[gd_scene load_steps=2 format=3 uid="uid://da014wltujtna"]
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|
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[ext_resource type="Script" path="res://Scripts/MapGenerator.gd" id="2_yhpwh"]
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|
[ext_resource type="Script" path="res://Scripts/EntitySystem/BunnyGenerator.gd" id="3_dvklj"]
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[ext_resource type="PackedScene" uid="uid://cpl4tllohhyel" path="res://Prefabs/bunny.tscn" id="4_0fyd5"]
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[node name="Node2D" type="Node2D"]
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[sub_resource type="Animation" id="Animation_kdxam"]
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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": [0]
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}
|
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|
|
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[node name="BunnyLeft" type="Sprite2D" parent="."]
|
[sub_resource type="Animation" id="Animation_dwpep"]
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position = Vector2(582, 355)
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tracks/0/enabled = true
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tracks/0/interp = 1
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[sub_resource type="Animation" id="Animation_2jvl5"]
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|
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|
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tracks/0/path = NodePath("Player Sprite:frame")
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[sub_resource type="Animation" id="Animation_4ig1u"]
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resource_name = "MoveRight"
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|
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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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|
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|
[sub_resource type="Animation" id="Animation_pswkh"]
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|
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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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[sub_resource type="Animation" id="Animation_o3hln"]
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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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|
|
||||||
|
[sub_resource type="AnimationLibrary" id="AnimationLibrary_bi1h3"]
|
||||||
|
_data = {
|
||||||
|
"Idle": SubResource("Animation_kdxam"),
|
||||||
|
"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_s4utw")
|
||||||
|
cell_quadrant_size = 32
|
||||||
|
format = 2
|
||||||
|
script = ExtResource("2_yhpwh")
|
||||||
|
start_area_corner_size = 3
|
||||||
|
|
||||||
|
[node name="Bunny Generator" type="Node" parent="."]
|
||||||
|
script = ExtResource("3_dvklj")
|
||||||
|
bunny_prefab = ExtResource("4_0fyd5")
|
||||||
|
|
||||||
|
[node name="Player" type="CharacterBody2D" parent="." node_paths=PackedStringArray("animation_player")]
|
||||||
|
position = Vector2(960, 512)
|
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|
collision_layer = 0
|
||||||
|
script = ExtResource("5_uv7bh")
|
||||||
|
speed = 60
|
||||||
|
animation_player = NodePath("Player Animator")
|
||||||
|
|
||||||
|
[node name="Player Sprite" type="Sprite2D" parent="Player"]
|
||||||
|
position = Vector2(0, -20)
|
||||||
|
texture = ExtResource("6_es2l8")
|
||||||
|
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(5, 5)
|
||||||
|
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")
|
||||||
|
|
26
Scripts/EntitySystem/Bunny.gd
Normal 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
|
17
Scripts/EntitySystem/BunnyGenerator.gd
Normal 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())
|
||||||
|
|
5
Scripts/EntitySystem/TEAM.gd
Normal file
|
@ -0,0 +1,5 @@
|
||||||
|
class_name TEAM
|
||||||
|
enum {
|
||||||
|
EVIL = 0,
|
||||||
|
GOOD = 1
|
||||||
|
}
|
27
Scripts/WeaponSystem/Projectile.gd
Normal 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
|
22
Scripts/WeaponSystem/WeaponController.gd
Normal 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
|