Basic Movement and Map Generation #22

Merged
Snoweuph merged 17 commits from dev-base into stable 2023-04-08 00:41:10 +00:00
13 changed files with 335 additions and 23 deletions
Showing only changes of commit 080401b9a3 - Show all commits

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[gd_scene load_steps=5 format=3 uid="uid://ccgpsim5nfxd6"] [gd_scene load_steps=12 format=3 uid="uid://ccgpsim5nfxd6"]
[ext_resource type="Script" path="res://Scripts/PlayerController.gd" id="1_x3102"] [ext_resource type="Script" path="res://Scripts/PlayerController.gd" id="1_x3102"]
[ext_resource type="Texture2D" uid="uid://c6n0go8l4gaak" path="res://Assets/Sprites/Jesus_Left_Idle.png" id="2_48vut"]
[ext_resource type="TileSet" uid="uid://b7cqbf6xdbeal" path="res://Assets/Test_Tileset.tres" id="3_0at2g"] [ext_resource type="TileSet" uid="uid://b7cqbf6xdbeal" path="res://Assets/Test_Tileset.tres" id="3_0at2g"]
[ext_resource type="Script" path="res://Scripts/MapGenerator.gd" id="4_8st0q"] [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"]
[node name="Node2D" type="Node2D"] [sub_resource type="Animation" id="Animation_kdxam"]
resource_name = "Idle"
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Player Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [0]
}
[node name="TileMap" type="TileMap" parent="."] [sub_resource type="Animation" id="Animation_dwpep"]
resource_name = "MoveDown"
length = 0.8
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Player Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = false
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.2, 0.4, 0.6),
"transitions": PackedFloat32Array(1, 1, 1, 1),
"update": 1,
"values": [0, 1, 2, 3]
}
[sub_resource type="Animation" id="Animation_2jvl5"]
resource_name = "MoveLeft"
length = 0.8
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Player Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.2, 0.4, 0.6),
"transitions": PackedFloat32Array(1, 1, 1, 1),
"update": 1,
"values": [12, 13, 14, 15]
}
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tracks/0/enabled = true
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tracks/0/enabled = true
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tracks/0/type = "value"
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tracks/0/enabled = true
tracks/0/path = NodePath("Player Sprite:frame")
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_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("3_0at2g") tile_set = ExtResource("3_0at2g")
cell_quadrant_size = 8 cell_quadrant_size = 8
collision_visibility_mode = 1 collision_visibility_mode = 1
format = 2 format = 2
script = ExtResource("4_8st0q") script = ExtResource("4_8st0q")
[node name="CharacterBody2D" type="CharacterBody2D" parent="."] [node name="Player" type="CharacterBody2D" parent="." node_paths=PackedStringArray("animation_player")]
position = Vector2(512, 300) position = Vector2(512, 300)
scale = Vector2(0.25, 0.25) scale = Vector2(0.25, 0.25)
script = ExtResource("1_x3102") script = ExtResource("1_x3102")
speed = 80 animation_player = NodePath("Player Animator")
[node name="Sprite2D" type="Sprite2D" parent="CharacterBody2D"] [node name="Player Sprite" type="Sprite2D" parent="Player"]
texture = ExtResource("2_48vut") position = Vector2(0, -20)
texture = ExtResource("4_e5cec")
hframes = 4
vframes = 4
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="CharacterBody2D"] [node name="Player Collider" type="CollisionPolygon2D" parent="Player"]
polygon = PackedVector2Array(16, 32, -14, 32, -14, -22, 16, -22) polygon = PackedVector2Array(12, 32, -16, 32, -16, -24, 12, -24)
[node name="Camera2D" type="Camera2D" parent="CharacterBody2D"] [node name="Player Camera" type="Camera2D" parent="Player"]
zoom = Vector2(10, 10) zoom = Vector2(10, 10)
position_smoothing_enabled = true position_smoothing_enabled = true
drag_horizontal_enabled = true drag_horizontal_enabled = true
drag_vertical_enabled = true drag_vertical_enabled = true
editor_draw_limits = true editor_draw_limits = true
editor_draw_drag_margin = true editor_draw_drag_margin = true
[node name="Player Animator" type="AnimationPlayer" parent="Player"]
libraries = {
"": SubResource("AnimationLibrary_bi1h3")
}

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@ -1,24 +1,50 @@
extends CharacterBody2D extends CharacterBody2D
@export var speed = 100 # Serialized Variables
@export_range(0, 1) var damping_factor := 0.6 @export var speed = 20
@export_range(0, 1) var dampning_function = 0.6
@export var animation_player : AnimationPlayer
# Engine Callbacks
func _physics_process(delta : float):
move_player(delta)
pass
# Getting player input into a vector
func get_move_vector(): func get_move_vector():
var input_direction = Input.get_vector("move_left", "move_right", "move_up", "move_down").normalized() var input_direction = Input.get_vector("move_left", "move_right", "move_up", "move_down").normalized()
return input_direction 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
# Update The Players Physics Calculations
# Calculates the players velocity based on input and moves it
func move_player(delta : float):
# Damp Players Velocity if no Input
if get_move_vector() == Vector2.ZERO:
self.velocity = self.velocity * (1 - min(1, dampning_function * 60 * delta))
# Set Player's velocity to the Input direction with a magnitude of Speed synced with frame rate
else:
self.velocity = get_move_vector().normalized() * speed * delta * 60
# Animate the player
animate_player_movement()
# Finally, update the Player's physics calculations
self.move_and_slide() self.move_and_slide()
pass pass
func _physics_process(delta : float):
move_player(delta)
pass func animate_player_movement():
var move_vector = get_move_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")
_: animation_player.play("Idle")

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@ -11,7 +11,7 @@ config_version=5
[application] [application]
config/name="HoppyEaster" 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/features=PackedStringArray("4.0", "GL Compatibility")
config/icon="res://icon.svg" config/icon="res://icon.svg"