sword weapon

item-info
HumanoidSandvichDispenser 2022-11-19 21:21:12 -08:00
parent ae9f0bbd39
commit 2c4275eac1
32 changed files with 810 additions and 88 deletions

View File

@ -1,37 +1,54 @@
using System.Collections.Generic; using System.Collections.Generic;
using Godot; using Godot;
using SupaLidlGame.Characters; using SupaLidlGame.Characters;
using SupaLidlGame.Utils;
namespace SupaLidlGame.BoundingBoxes namespace SupaLidlGame.BoundingBoxes
{ {
public partial class Hitbox : Area2D public partial class Hitbox : Area2D, IFaction
{ {
private HashSet<Hurtbox> _ignoreList = new HashSet<Hurtbox>(); private HashSet<Hurtbox> _ignoreList = new HashSet<Hurtbox>();
[Export] [Export]
public float Damage { get; set; } = 0; public float Damage { get; set; }
/// <summary>
/// Getter/setter for the CollisionShape2D's Disabled property.
/// </summary>
[Export] [Export]
public bool IsEnabled { get; set; } public bool IsDisabled
{
get => _collisionShape.Disabled;
set => _collisionShape.Disabled = value;
}
[Export] [Export]
public float Knockback { get; set; } public float Knockback { get; set; }
[Export]
public ushort Faction { get; set; }
public Character Inflictor { get; set; } public Character Inflictor { get; set; }
private CollisionShape2D _collisionShape;
public override void _Ready()
{
_collisionShape = GetNode<CollisionShape2D>("CollisionShape2D");
}
public void _on_area_entered(Area2D area) public void _on_area_entered(Area2D area)
{ {
if (!IsEnabled)
{
return;
}
if (area is Hurtbox hurtbox) if (area is Hurtbox hurtbox)
{ {
if (!_ignoreList.Contains(hurtbox)) // we don't want to hurt teammates
if (Faction != hurtbox.Faction)
{ {
_ignoreList.Add(hurtbox); if (!_ignoreList.Contains(hurtbox))
hurtbox.InflictDamage(Damage, Inflictor, Knockback); {
_ignoreList.Add(hurtbox);
hurtbox.InflictDamage(Damage, Inflictor, Knockback);
}
} }
} }
} }

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@ -1,12 +1,29 @@
using Godot; using Godot;
using SupaLidlGame.Characters; using SupaLidlGame.Characters;
using SupaLidlGame.Utils;
namespace SupaLidlGame.BoundingBoxes namespace SupaLidlGame.BoundingBoxes
{ {
public partial class Hurtbox : Area2D public partial class Hurtbox : Area2D, IFaction
{ {
[Signal] [Signal]
public delegate void ReceivedDamageEventHandler(float damage); public delegate void ReceivedDamageEventHandler(
float damage,
Character inflictor,
float knockback,
Vector2 knockbackOrigin = default,
Vector2 knockbackVector = default);
[Export]
public ushort Faction { get; set; }
public override void _Ready()
{
if (Faction == default && GetParent() is IFaction factionEntity)
{
Faction = factionEntity.Faction;
}
}
public void InflictDamage( public void InflictDamage(
float damage, float damage,
@ -16,7 +33,7 @@ namespace SupaLidlGame.BoundingBoxes
Vector2 knockbackVector = default) Vector2 knockbackVector = default)
{ {
EmitSignal( EmitSignal(
"ReceivedDamage", SignalName.ReceivedDamage,
damage, damage,
inflictor, inflictor,
knockback, knockback,

View File

@ -1,8 +1,10 @@
using Godot; using Godot;
using SupaLidlGame.Items;
using SupaLidlGame.Utils;
namespace SupaLidlGame.Characters namespace SupaLidlGame.Characters
{ {
public partial class Character : CharacterBody2D public partial class Character : CharacterBody2D, IFaction
{ {
[Export] [Export]
public float Speed { get; protected set; } = 32.0f; public float Speed { get; protected set; } = 32.0f;
@ -30,17 +32,50 @@ namespace SupaLidlGame.Characters
public Vector2 Target { get; set; } = Vector2.Zero; public Vector2 Target { get; set; } = Vector2.Zero;
public float Health { get; set; } public float Health
{
get => _health;
set
{
if (!IsAlive && value < 0)
{
return;
}
_health = value;
GD.Print(_health);
if (_health <= 0)
{
Die();
}
}
}
protected float _health = 100f;
public bool IsAlive => Health > 0;
[Export]
public AnimatedSprite2D Sprite { get; set; }
[Export]
public Inventory Inventory { get; set; }
[Export] [Export]
public State.Machine StateMachine { get; set; } public State.Machine StateMachine { get; set; }
[Export]
public ushort Faction { get; set; }
public override void _Process(double delta) public override void _Process(double delta)
{ {
if (StateMachine != null) if (StateMachine != null)
{ {
StateMachine.Process(delta); StateMachine.Process(delta);
} }
Sprite.FlipH = Target.x < 0;
DrawTarget();
} }
public override void _Input(InputEvent @event) public override void _Input(InputEvent @event)
@ -59,6 +94,20 @@ namespace SupaLidlGame.Characters
} }
} }
/// <summary>
/// Modify the <c>Character</c>'s velocity
/// </summary>
public virtual void ModifyVelocity()
{
}
public virtual void Die()
{
GD.Print("lol died");
QueueFree();
}
public void ApplyImpulse(Vector2 impulse, bool resetVelocity = false) public void ApplyImpulse(Vector2 impulse, bool resetVelocity = false)
{ {
// delta p = F delta t // delta p = F delta t
@ -67,9 +116,45 @@ namespace SupaLidlGame.Characters
Velocity += impulse / Mass; Velocity += impulse / Mass;
} }
public void _on_hurtbox_received_damage(float damage) protected void DrawTarget()
{
Vector2 target = Target;
float angle = Mathf.Atan2(target.y, Mathf.Abs(target.x));
Vector2 scale = Inventory.Scale;
if (target.x < 0)
{
scale.y = -1;
angle = Mathf.Pi - angle;
}
else
{
scale.y = 1;
}
Inventory.Scale = scale;
Inventory.Rotation = angle;
}
public void _on_hurtbox_received_damage(float damage,
Character inflictor,
float knockback,
Vector2 knockbackOrigin = default,
Vector2 knockbackVector = default)
{ {
Health -= damage; Health -= damage;
/*
Vector2 knockbackDir = knockbackVector;
if (knockbackDir == default)
{
if (knockbackOrigin == default)
{
knockbackOrigin = inflictor.GlobalPosition;
}
knockbackDir = knockbackOrigin.DirectionTo(GlobalPosition);
}
ApplyImpulse(knockback.)
*/
} }
} }
} }

View File

@ -5,5 +5,15 @@ namespace SupaLidlGame.Characters
{ {
public partial class Enemy : NPC public partial class Enemy : NPC
{ {
public override void _Ready()
{
Inventory.SelectedItem = Inventory.GetNode<Items.Item>("Sword");
base._Ready();
}
public override void Die()
{
base.Die();
}
} }
} }

View File

@ -1,25 +1,74 @@
[gd_scene load_steps=9 format=3 uid="uid://dymwd5ihpwyqm"] [gd_scene load_steps=19 format=3 uid="uid://dymwd5ihpwyqm"]
[ext_resource type="Script" path="res://Characters/NPC.cs" id="1_4x3dm"] [ext_resource type="Script" path="res://Characters/Enemy.cs" id="1_2yopk"]
[ext_resource type="Texture2D" uid="uid://bw052v8ikfget" path="res://icon.svg" id="2_ujqd7"] [ext_resource type="Texture2D" uid="uid://dxymfduyrbuvx" path="res://Sprites/Characters/forsen.png" id="2_jfku3"]
[ext_resource type="Script" path="res://Characters/States/Machine.cs" id="3_k4ypw"] [ext_resource type="Script" path="res://Characters/States/Machine.cs" id="3_k4ypw"]
[ext_resource type="Script" path="res://Characters/States/NPCIdleState.cs" id="4_8r2qn"] [ext_resource type="Script" path="res://Characters/States/NPCIdleState.cs" id="4_8r2qn"]
[ext_resource type="Script" path="res://Characters/States/NPCMoveState.cs" id="5_utogm"] [ext_resource type="Script" path="res://Characters/States/NPCMoveState.cs" id="5_utogm"]
[ext_resource type="PackedScene" uid="uid://cjgxyhgcyvsv7" path="res://BoundingBoxes/Hurtbox.tscn" id="6_jo0cg"] [ext_resource type="PackedScene" uid="uid://cjgxyhgcyvsv7" path="res://BoundingBoxes/Hurtbox.tscn" id="6_jo0cg"]
[ext_resource type="Script" path="res://Items/Inventory.cs" id="7_43gq8"]
[ext_resource type="PackedScene" uid="uid://cajlwb67xenfy" path="res://Items/Weapons/Sword.tscn" id="8_s3c8r"]
[sub_resource type="AtlasTexture" id="AtlasTexture_6d2tf"]
atlas = ExtResource("2_jfku3")
region = Rect2(0, 0, 24, 24)
[sub_resource type="AtlasTexture" id="AtlasTexture_bdyma"]
atlas = ExtResource("2_jfku3")
region = Rect2(24, 0, 24, 24)
[sub_resource type="AtlasTexture" id="AtlasTexture_0dwbr"]
atlas = ExtResource("2_jfku3")
region = Rect2(48, 0, 24, 24)
[sub_resource type="AtlasTexture" id="AtlasTexture_r7fn6"]
atlas = ExtResource("2_jfku3")
region = Rect2(72, 0, 24, 24)
[sub_resource type="AtlasTexture" id="AtlasTexture_py8k0"]
atlas = ExtResource("2_jfku3")
region = Rect2(96, 0, 24, 24)
[sub_resource type="AtlasTexture" id="AtlasTexture_g3nb2"]
atlas = ExtResource("2_jfku3")
region = Rect2(120, 0, 24, 24)
[sub_resource type="AtlasTexture" id="AtlasTexture_jauql"]
atlas = ExtResource("2_jfku3")
region = Rect2(144, 0, 24, 24)
[sub_resource type="SpriteFrames" id="SpriteFrames_4tm2b"]
animations = [{
"frames": [SubResource("AtlasTexture_6d2tf"), SubResource("AtlasTexture_bdyma")],
"loop": true,
"name": &"idle",
"speed": 5.0
}, {
"frames": [SubResource("AtlasTexture_0dwbr"), SubResource("AtlasTexture_r7fn6"), SubResource("AtlasTexture_py8k0"), SubResource("AtlasTexture_g3nb2"), SubResource("AtlasTexture_jauql")],
"loop": true,
"name": &"move",
"speed": 12.0
}]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_uict5"] [sub_resource type="RectangleShape2D" id="RectangleShape2D_uict5"]
size = Vector2(32, 16) size = Vector2(16, 8)
[sub_resource type="RectangleShape2D" id="RectangleShape2D_8lxmf"] [sub_resource type="RectangleShape2D" id="RectangleShape2D_8lxmf"]
size = Vector2(32, 32) size = Vector2(16, 24)
[node name="ExampleEnemy" type="CharacterBody2D" node_paths=PackedStringArray("StateMachine")] [node name="ExampleEnemy" type="CharacterBody2D" node_paths=PackedStringArray("Sprite", "Inventory", "StateMachine")]
script = ExtResource("1_4x3dm") texture_filter = 3
y_sort_enabled = true
script = ExtResource("1_2yopk")
Sprite = NodePath("Sprite")
Inventory = NodePath("Inventory")
StateMachine = NodePath("StateMachine") StateMachine = NodePath("StateMachine")
Faction = 2
[node name="Icon" type="Sprite2D" parent="."] [node name="Sprite" type="AnimatedSprite2D" parent="."]
scale = Vector2(0.25, 0.25) frames = SubResource("SpriteFrames_4tm2b")
texture = ExtResource("2_ujqd7") animation = &"move"
playing = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."] [node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(0, 8) position = Vector2(0, 8)
@ -39,10 +88,17 @@ script = ExtResource("5_utogm")
IdleState = NodePath("../Idle") IdleState = NodePath("../Idle")
[node name="Hurtbox" parent="." instance=ExtResource("6_jo0cg")] [node name="Hurtbox" parent="." instance=ExtResource("6_jo0cg")]
Faction = 2
[node name="CollisionShape2D" parent="Hurtbox" index="0"] [node name="CollisionShape2D" parent="Hurtbox" index="0"]
shape = SubResource("RectangleShape2D_8lxmf") shape = SubResource("RectangleShape2D_8lxmf")
[node name="Inventory" type="Node2D" parent="."]
y_sort_enabled = true
script = ExtResource("7_43gq8")
[node name="Sword" parent="Inventory" instance=ExtResource("8_s3c8r")]
[connection signal="ReceivedDamage" from="Hurtbox" to="." method="_on_hurtbox_received_damage"] [connection signal="ReceivedDamage" from="Hurtbox" to="." method="_on_hurtbox_received_damage"]
[editable path="Hurtbox"] [editable path="Hurtbox"]

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@ -1,4 +1,5 @@
using Godot; using Godot;
using SupaLidlGame.Items;
using System; using System;
namespace SupaLidlGame.Characters namespace SupaLidlGame.Characters
@ -8,7 +9,7 @@ namespace SupaLidlGame.Characters
/// <summary> /// <summary>
/// Time in seconds it takes for the NPC to think FeelsDankCube /// Time in seconds it takes for the NPC to think FeelsDankCube
/// </summary> /// </summary>
public const float ThinkTime = 0.25f; public const float ThinkTime = 0.125f;
public float[] Weights => _weights; public float[] Weights => _weights;
@ -71,7 +72,7 @@ namespace SupaLidlGame.Characters
Character bestChar = null; Character bestChar = null;
foreach (Node node in GetParent().GetChildren()) foreach (Node node in GetParent().GetChildren())
{ {
if (node != this && node is Player character) if (node is Character character && character.Faction != Faction)
{ {
float dist = Position.DistanceTo(character.Position); float dist = Position.DistanceTo(character.Position);
if (dist < bestDist) if (dist < bestDist)
@ -95,12 +96,23 @@ namespace SupaLidlGame.Characters
Direction = _weightDirs[_bestWeightIdx]; Direction = _weightDirs[_bestWeightIdx];
} }
private void Think() protected virtual void Think()
{ {
Vector2 pos = FindBestTarget().GlobalPosition; Vector2 pos = FindBestTarget().GlobalPosition;
Vector2 dir = Target = GlobalPosition.DirectionTo(pos); Target = pos - GlobalPosition;//GlobalPosition.DirectionTo(pos);
Vector2 dir = Target.Normalized();
float dist = GlobalPosition.DistanceSquaredTo(pos); float dist = GlobalPosition.DistanceSquaredTo(pos);
if (Target.LengthSquared() < 1024)
{
GD.Print("lol");
if (Inventory.SelectedItem is Weapon weapon)
{
GD.Print("use");
weapon.Use();
}
}
for (int i = 0; i < 16; i++) for (int i = 0; i < 16; i++)
{ {
float directDot = _weightDirs[i].Dot(dir); float directDot = _weightDirs[i].Dot(dir);
@ -122,17 +134,19 @@ namespace SupaLidlGame.Characters
// "When will I use math in the real world" Clueful // "When will I use math in the real world" Clueful
if (dist > 1024) if (dist > 4096)
{ {
_weights[i] = directDot; _weights[i] = directDot;
} }
else if (dist > 64) else if (dist > 64)
{ {
float directDotWeighting = (dist - 64) / 960; //float directDotWeighting = dist / 4096;
//float directDotWeighting = Mathf.Log(dist) / _log1024;
float directDotWeighting = Mathf.Sqrt(dist / 4096);
float horizDotWeighting = 1 - directDotWeighting; float horizDotWeighting = 1 - directDotWeighting;
_weights[i] = (directDot * directDotWeighting) + _weights[i] = (directDot * directDotWeighting) +
(horizDot * horizDotWeighting); (horizDot * horizDotWeighting * 0.5f);
} }
else else
{ {
@ -169,7 +183,7 @@ namespace SupaLidlGame.Characters
} }
else else
{ {
float dot = _weightDirs[i].Dot(_weightDirs[j]); float dot = _weightDirs[i].Dot(_weightDirs[j]) / 2;
_weights[j] -= (dot + 1) / 2; _weights[j] -= (dot + 1) / 2;
} }
} }

View File

@ -1,13 +1,63 @@
using Godot; using Godot;
using System; using SupaLidlGame.Items;
namespace SupaLidlGame.Characters namespace SupaLidlGame.Characters
{ {
public partial class Player : Character public partial class Player : Character
{ {
private AnimatedSprite2D _sprite;
private string _spriteAnim;
public string Animation
{
get => _sprite.Animation;
set
{
// the Player.Animation property might be set before this node is
// even ready, so if _sprite is null, then we just hold the new
// animation in a temp value, which will be assigned once this
// node is ready
if (_sprite is null)
{
_spriteAnim = value;
return;
}
_sprite.Animation = value;
}
}
public override void _Ready() public override void _Ready()
{ {
_sprite = GetNode<AnimatedSprite2D>("Sprite");
if (_spriteAnim != default)
{
_sprite.Animation = _spriteAnim;
}
}
public override void ModifyVelocity()
{
if (StateMachine.State is State.PlayerRollState)
{
Velocity *= 2;
}
if (Inventory.SelectedItem is Weapon weapon)
{
/*if (weapon is Sword sword)
{
if (sword.IsAttacking)
{
Velocity *= 0.5f;
}
}
else*/
if (weapon.IsUsing)
{
Velocity *= 0.75f;
}
}
} }
} }
} }

View File

@ -1,28 +1,81 @@
[gd_scene load_steps=11 format=3 uid="uid://bncaar8vp3b84"] [gd_scene load_steps=22 format=3 uid="uid://bncaar8vp3b84"]
[ext_resource type="Script" path="res://Characters/Player.cs" id="1_flygr"] [ext_resource type="Script" path="res://Characters/Player.cs" id="1_flygr"]
[ext_resource type="Texture2D" uid="uid://bw052v8ikfget" path="res://icon.svg" id="2_xmgd1"] [ext_resource type="Texture2D" uid="uid://dxymfduyrbuvx" path="res://Sprites/Characters/forsen.png" id="2_swjho"]
[ext_resource type="Script" path="res://Characters/States/Machine.cs" id="3_npkjp"] [ext_resource type="Script" path="res://Characters/States/Machine.cs" id="3_npkjp"]
[ext_resource type="Script" path="res://Characters/States/PlayerIdleState.cs" id="4_4k4mb"] [ext_resource type="Script" path="res://Characters/States/PlayerIdleState.cs" id="4_4k4mb"]
[ext_resource type="Script" path="res://Characters/States/PlayerMoveState.cs" id="5_tx5rw"] [ext_resource type="Script" path="res://Characters/States/PlayerMoveState.cs" id="5_tx5rw"]
[ext_resource type="Script" path="res://Characters/States/PlayerRollState.cs" id="6_6bgrj"] [ext_resource type="Script" path="res://Characters/States/PlayerRollState.cs" id="6_6bgrj"]
[ext_resource type="Script" path="res://Characters/States/PlayerAttackState.cs" id="7_4cuhw"]
[ext_resource type="PackedScene" uid="uid://cajlwb67xenfy" path="res://Items/Weapons/Sword.tscn" id="7_4rxuv"] [ext_resource type="PackedScene" uid="uid://cajlwb67xenfy" path="res://Items/Weapons/Sword.tscn" id="7_4rxuv"]
[ext_resource type="Script" path="res://Items/Inventory.cs" id="7_xyenu"] [ext_resource type="Script" path="res://Items/Inventory.cs" id="7_xyenu"]
[ext_resource type="PackedScene" uid="uid://cjgxyhgcyvsv7" path="res://BoundingBoxes/Hurtbox.tscn" id="9_avyu4"]
[sub_resource type="AtlasTexture" id="AtlasTexture_us1ce"]
atlas = ExtResource("2_swjho")
region = Rect2(0, 0, 24, 24)
[sub_resource type="AtlasTexture" id="AtlasTexture_hn4kf"]
atlas = ExtResource("2_swjho")
region = Rect2(24, 0, 24, 24)
[sub_resource type="AtlasTexture" id="AtlasTexture_wfbeq"]
atlas = ExtResource("2_swjho")
region = Rect2(48, 0, 24, 24)
[sub_resource type="AtlasTexture" id="AtlasTexture_qlmwk"]
atlas = ExtResource("2_swjho")
region = Rect2(72, 0, 24, 24)
[sub_resource type="AtlasTexture" id="AtlasTexture_l1vgu"]
atlas = ExtResource("2_swjho")
region = Rect2(96, 0, 24, 24)
[sub_resource type="AtlasTexture" id="AtlasTexture_ytlaa"]
atlas = ExtResource("2_swjho")
region = Rect2(120, 0, 24, 24)
[sub_resource type="AtlasTexture" id="AtlasTexture_1q30d"]
atlas = ExtResource("2_swjho")
region = Rect2(144, 0, 24, 24)
[sub_resource type="SpriteFrames" id="SpriteFrames_2h7cf"]
animations = [{
"frames": [SubResource("AtlasTexture_us1ce"), SubResource("AtlasTexture_hn4kf")],
"loop": true,
"name": &"idle",
"speed": 5.0
}, {
"frames": [SubResource("AtlasTexture_wfbeq"), SubResource("AtlasTexture_qlmwk"), SubResource("AtlasTexture_l1vgu"), SubResource("AtlasTexture_ytlaa"), SubResource("AtlasTexture_1q30d")],
"loop": true,
"name": &"move",
"speed": 12.0
}]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_bfqew"] [sub_resource type="RectangleShape2D" id="RectangleShape2D_bfqew"]
size = Vector2(32, 16) size = Vector2(16, 8)
[sub_resource type="LabelSettings" id="LabelSettings_q5h1n"] [sub_resource type="LabelSettings" id="LabelSettings_q5h1n"]
font_size = 24 font_size = 24
[node name="Player" type="CharacterBody2D" node_paths=PackedStringArray("StateMachine")] [sub_resource type="RectangleShape2D" id="RectangleShape2D_cjk6b"]
size = Vector2(16, 24)
[node name="Player" type="CharacterBody2D" node_paths=PackedStringArray("Sprite", "Inventory", "StateMachine")]
texture_filter = 3
y_sort_enabled = true
script = ExtResource("1_flygr") script = ExtResource("1_flygr")
Speed = 64.0 Speed = 64.0
Mass = 1.0
Sprite = NodePath("Sprite")
Inventory = NodePath("Inventory")
StateMachine = NodePath("StateMachine") StateMachine = NodePath("StateMachine")
Faction = 1
[node name="Sprite2D" type="Sprite2D" parent="."] [node name="Sprite" type="AnimatedSprite2D" parent="."]
scale = Vector2(0.25, 0.25) frames = SubResource("SpriteFrames_2h7cf")
texture = ExtResource("2_xmgd1") animation = &"move"
playing = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."] [node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(0, 8) position = Vector2(0, 8)
@ -38,19 +91,24 @@ InitialState = NodePath("Idle")
Character = NodePath("..") Character = NodePath("..")
DebugLevel = 2 DebugLevel = 2
[node name="Idle" type="Node" parent="StateMachine" node_paths=PackedStringArray("MoveState")] [node name="Idle" type="Node" parent="StateMachine" node_paths=PackedStringArray("MoveState", "IdleState")]
script = ExtResource("4_4k4mb") script = ExtResource("4_4k4mb")
MoveState = NodePath("../Move") MoveState = NodePath("../Move")
IdleState = NodePath("")
[node name="Move" type="Node" parent="StateMachine" node_paths=PackedStringArray("IdleState", "RollState")] [node name="Move" type="Node" parent="StateMachine" node_paths=PackedStringArray("RollState", "IdleState")]
script = ExtResource("5_tx5rw") script = ExtResource("5_tx5rw")
IdleState = NodePath("../Idle")
RollState = NodePath("../Roll") RollState = NodePath("../Roll")
IdleState = NodePath("../Idle")
[node name="Roll" type="Node" parent="StateMachine" node_paths=PackedStringArray("IdleState")] [node name="Roll" type="Node" parent="StateMachine" node_paths=PackedStringArray("IdleState")]
script = ExtResource("6_6bgrj") script = ExtResource("6_6bgrj")
IdleState = NodePath("../Idle") IdleState = NodePath("../Idle")
[node name="Attack" type="Node" parent="StateMachine" node_paths=PackedStringArray("IdleState")]
script = ExtResource("7_4cuhw")
IdleState = NodePath("../Idle")
[node name="Debug" type="Control" parent="."] [node name="Debug" type="Control" parent="."]
layout_mode = 3 layout_mode = 3
anchors_preset = 0 anchors_preset = 0
@ -67,7 +125,17 @@ horizontal_alignment = 1
[node name="Node" type="Node" parent="."] [node name="Node" type="Node" parent="."]
[node name="Inventory" type="Node2D" parent="."] [node name="Inventory" type="Node2D" parent="."]
y_sort_enabled = true
script = ExtResource("7_xyenu") script = ExtResource("7_xyenu")
[node name="Sword" parent="Inventory" instance=ExtResource("7_4rxuv")] [node name="Sword" parent="Inventory" instance=ExtResource("7_4rxuv")]
position = Vector2(21, 0)
[node name="Hurtbox" parent="." instance=ExtResource("9_avyu4")]
Faction = 1
[node name="CollisionShape2D" parent="Hurtbox" index="0"]
shape = SubResource("RectangleShape2D_cjk6b")
[connection signal="ReceivedDamage" from="Hurtbox" to="." method="_on_hurtbox_received_damage"]
[editable path="Hurtbox"]

View File

@ -27,6 +27,7 @@ namespace SupaLidlGame.Characters.State
public virtual CharacterState PhysicsProcess(double delta) public virtual CharacterState PhysicsProcess(double delta)
{ {
Character.Velocity = Character.Direction * Character.Speed; Character.Velocity = Character.Direction * Character.Speed;
Character.ModifyVelocity();
Character.MoveAndSlide(); Character.MoveAndSlide();
return null; return null;
} }

View File

@ -24,6 +24,9 @@ namespace SupaLidlGame.Characters.State
public void ChangeState(CharacterState nextState, bool isProxied = false) public void ChangeState(CharacterState nextState, bool isProxied = false)
{ {
if (nextState is null)
return;
if (DebugLevel >= 2) if (DebugLevel >= 2)
{ {
if (State is not null) if (State is not null)

View File

@ -16,5 +16,11 @@ namespace SupaLidlGame.Characters.State
} }
return null; return null;
} }
public override CharacterState Enter(CharacterState previousState)
{
Character.Sprite.Play("idle");
return base.Enter(previousState);
}
} }
} }

View File

@ -16,5 +16,11 @@ namespace SupaLidlGame.Characters.State
} }
return null; return null;
} }
public override CharacterState Enter(CharacterState previousState)
{
Character.Sprite.Play("move");
return base.Enter(previousState);
}
} }
} }

View File

@ -1,25 +1,38 @@
using Godot; using Godot;
using Godot.Collections; using SupaLidlGame.Items;
using Godot.NativeInterop;
namespace SupaLidlGame.Characters.State namespace SupaLidlGame.Characters.State
{ {
public partial class PlayerAttackState : PlayerState public partial class PlayerAttackState : PlayerState
{ {
[Export] private double _attackTime = 0;
public CharacterState IdleState { get; set; }
private float _attackTime = 0;
public override CharacterState Enter(CharacterState previousState) public override CharacterState Enter(CharacterState previousState)
{ {
_attackTime = 0; if (Character.Inventory.SelectedItem is Weapon weapon)
{
_attackTime = weapon.UseTime;
weapon.Visible = true;
Character.Inventory.SelectedItem.Use();
}
else
{
return IdleState;
}
return base.Enter(previousState); return base.Enter(previousState);
} }
public override void Exit(CharacterState nextState) public override void Exit(CharacterState nextState)
{ {
_attackTime = 0; if (Character.Inventory.SelectedItem is null)
{
}
Character.Inventory.SelectedItem.Deuse();
if (Character.Inventory.SelectedItem is Weapon weapon)
{
//weapon.Visible = false;
}
base.Exit(nextState); base.Exit(nextState);
} }
@ -30,11 +43,16 @@ namespace SupaLidlGame.Characters.State
public override CharacterState PhysicsProcess(double delta) public override CharacterState PhysicsProcess(double delta)
{ {
Character.Velocity *= 0.5f;
return base.PhysicsProcess(delta); return base.PhysicsProcess(delta);
} }
public override CharacterState Process(double delta) public override CharacterState Process(double delta)
{ {
if ((_attackTime -= delta) <= 0)
{
return IdleState;
}
return base.Process(delta); return base.Process(delta);
} }
} }

View File

@ -12,7 +12,7 @@ namespace SupaLidlGame.Characters.State
GD.Print("Entered idle state"); GD.Print("Entered idle state");
if (previousState is not PlayerMoveState) if (previousState is not PlayerMoveState)
{ {
if (Character.Direction.LengthSquared() > 0) if (Character.Direction.LengthSquared() > 0.01f)
{ {
// other states like attacking or rolling can just delegate // other states like attacking or rolling can just delegate
// the work of checking if the player is moving to this idle // the work of checking if the player is moving to this idle
@ -21,6 +21,7 @@ namespace SupaLidlGame.Characters.State
return MoveState; return MoveState;
} }
} }
_player.Animation = "idle";
return base.Enter(previousState); return base.Enter(previousState);
} }

View File

@ -1,18 +1,17 @@
using Godot; using Godot;
using SupaLidlGame.Items;
namespace SupaLidlGame.Characters.State namespace SupaLidlGame.Characters.State
{ {
public partial class PlayerMoveState : PlayerState public partial class PlayerMoveState : PlayerState
{ {
[Export] [Export]
public CharacterState IdleState { get; set; } public PlayerRollState RollState { get; set; }
[Export]
public CharacterState RollState { get; set; }
public override CharacterState Enter(CharacterState previousState) public override CharacterState Enter(CharacterState previousState)
{ {
Godot.GD.Print("Started moving"); Godot.GD.Print("Started moving");
_player.Animation = "move";
return base.Enter(previousState); return base.Enter(previousState);
} }
@ -30,9 +29,19 @@ namespace SupaLidlGame.Characters.State
{ {
if (@event.IsActionPressed("roll")) if (@event.IsActionPressed("roll"))
{ {
return RollState; if (Character.Inventory.SelectedItem is Weapon weapon)
{
if (!weapon.IsUsing)
{
return RollState;
}
}
else
{
return RollState;
}
} }
return null; return base.Input(@event);
} }
} }
} }

View File

@ -4,9 +4,6 @@ namespace SupaLidlGame.Characters.State
{ {
public partial class PlayerRollState : PlayerState public partial class PlayerRollState : PlayerState
{ {
[Export]
public CharacterState IdleState { get; set; }
private double _timeLeftToRoll = 0; private double _timeLeftToRoll = 0;
private Vector2 _rollDirection = Vector2.Zero; private Vector2 _rollDirection = Vector2.Zero;
@ -16,6 +13,7 @@ namespace SupaLidlGame.Characters.State
_timeLeftToRoll = 0.5; _timeLeftToRoll = 0.5;
// roll the direction we were previously moving in // roll the direction we were previously moving in
_rollDirection = Character.Direction; _rollDirection = Character.Direction;
Character.Target = Character.Direction;
return base.Enter(previousState); return base.Enter(previousState);
} }
@ -38,11 +36,13 @@ namespace SupaLidlGame.Characters.State
return null; return null;
} }
/*
public override CharacterState PhysicsProcess(double delta) public override CharacterState PhysicsProcess(double delta)
{ {
Character.Velocity = Character.Direction * Character.Speed * 1.5f; Character.Velocity = Character.Direction * Character.Speed * 1.5f;
Character.MoveAndSlide(); Character.MoveAndSlide();
return null; return null;
} }
*/
} }
} }

View File

@ -1,3 +1,6 @@
using Godot;
using SupaLidlGame.Items;
namespace SupaLidlGame.Characters.State namespace SupaLidlGame.Characters.State
{ {
public partial class PlayerState : CharacterState public partial class PlayerState : CharacterState
@ -5,10 +8,59 @@ namespace SupaLidlGame.Characters.State
//public PlayerMachine PlayerMachine => Machine as PlayerMachine; //public PlayerMachine PlayerMachine => Machine as PlayerMachine;
protected Player _player => Character as Player; protected Player _player => Character as Player;
[Export]
public PlayerIdleState IdleState { get; set; }
public override CharacterState Input(InputEvent @event)
{
/*
if (@event is InputEventKey inputEventKey)
{
GD.Print("hello");
if (inputEventKey.Keycode == Key.G)
{
GD.Print("hi");
}
}*/
if (@event.IsActionPressed("equip"))
{
Character.Inventory.SelectedItem = Character.Inventory.GetNode<Items.Item>("Sword");
//Character.Inventory.AddItem();
}
if (@event.IsActionPressed("attack1"))
{
if (Character.Inventory.SelectedItem is not null)
{
Character.Inventory.SelectedItem.Use();
//return AttackState;
}
}
//if (this is PlayerAttackState)
//{
// if (@event.IsActionReleased("attack1"))
// {
// return IdleState;
// }
//}
return base.Input(@event);
}
public override CharacterState Process(double delta) public override CharacterState Process(double delta)
{ {
Character.Direction = Godot.Input.GetVector("ui_left", "ui_right", Character.Direction = Godot.Input.GetVector("ui_left", "ui_right",
"ui_up", "ui_down"); "ui_up", "ui_down");
Vector2 mousePos = Character.GetGlobalMousePosition();
Vector2 dirToMouse = Character.GlobalPosition.DirectionTo(mousePos);
if (Character.Inventory.SelectedItem is Weapon weapon)
{
if (!weapon.IsUsing)
{
Character.Target = dirToMouse;
}
}
return base.Process(delta); return base.Process(delta);
} }
} }

View File

@ -32,7 +32,11 @@ namespace SupaLidlGame.Items
_selectedItem = value; _selectedItem = value;
_selectedItem.Equip(Character); // this is to handle if item was manually unequipped
if (_selectedItem is not null)
{
_selectedItem.Equip(Character);
}
} }
} }
@ -43,23 +47,27 @@ namespace SupaLidlGame.Items
return null; return null;
} }
item.CharacterOwner = Character;
item.Visible = false;
Items.Add(item); Items.Add(item);
return item; return item;
} }
public Item DropItem(Item item) public Item DropItem(Item item)
{ {
item.CharacterOwner = null;
item.Visible = true;
throw new System.NotImplementedException(); throw new System.NotImplementedException();
} }
public override void _Ready() public override void _Ready()
{ {
Owner = GetParent<Character>(); Character = GetParent<Character>();
foreach (Node child in GetChildren()) foreach (Node child in GetChildren())
{ {
if (child is Item item) if (child is Item item)
{ {
Items.Add(item); AddItem(item);
} }
} }
base._Ready(); base._Ready();

View File

@ -8,6 +8,8 @@ namespace SupaLidlGame.Items
[Export] [Export]
public string Description { get; set; } public string Description { get; set; }
public Character CharacterOwner { get; set; }
public abstract void Equip(Character character); public abstract void Equip(Character character);
public abstract void Unequip(Character character); public abstract void Unequip(Character character);

View File

@ -7,7 +7,7 @@ namespace SupaLidlGame.Items
{ {
public double RemainingUseTime { get; protected set; } = 0; public double RemainingUseTime { get; protected set; } = 0;
public bool CanStartAttack => RemainingUseTime <= 0; public bool IsUsing => RemainingUseTime > 0;
/// <summary> /// <summary>
/// How much damage in HP that this weapon deals. /// How much damage in HP that this weapon deals.
@ -46,9 +46,25 @@ namespace SupaLidlGame.Items
Character = null; Character = null;
} }
public override void Use()
{
RemainingUseTime = UseTime;
}
public override void Deuse() public override void Deuse()
{ {
} }
public override void _Process(double delta)
{
if (RemainingUseTime > 0)
{
if ((RemainingUseTime -= delta) <= 0)
{
Deuse();
}
}
}
} }
} }

View File

@ -6,22 +6,81 @@ namespace SupaLidlGame.Items.Weapons
{ {
public partial class Sword : Weapon public partial class Sword : Weapon
{ {
public double RemainingAttackTime { get; protected set; } = 0;
public bool IsAttacking => RemainingAttackTime > 0;
[Export] [Export]
public Hitbox Hitbox { get; set; } public Hitbox Hitbox { get; set; }
[Export]
public AnimationPlayer AnimationPlayer { get; set; }
/// <summary>
/// The time frame in seconds for which the weapon will deal damage.
/// </summary>
/// <remarks>
/// The value of <c>AttackTime</c> should be less than the
/// value of <c>UseTime</c>
/// </remarks>
[Export]
public double AttackTime { get; set; } = 0;
public override void Equip(Character character) public override void Equip(Character character)
{ {
Visible = true;
base.Equip(character); base.Equip(character);
Hitbox.Faction = character.Faction; // character is null before base
}
public override void Unequip(Character character)
{
Visible = false;
base.Unequip(character);
} }
public override void Use() public override void Use()
{ {
Hitbox.IsEnabled = true; if (RemainingUseTime > 0)
{
return;
}
RemainingAttackTime = AttackTime;
AnimationPlayer.Play("use");
Hitbox.IsDisabled = false;
base.Use();
} }
public override void Deuse() public override void Deuse()
{ {
Hitbox.IsEnabled = false; AnimationPlayer.Stop();
Deattack();
base.Deuse();
}
protected void Deattack()
{
Hitbox.IsDisabled = true;
Hitbox.ResetIgnoreList();
}
public override void _Ready()
{
Hitbox.Damage = Damage;
}
public override void _Process(double delta)
{
if (RemainingAttackTime > 0)
{
if ((RemainingAttackTime -= delta) <= 0)
{
Deattack();
}
}
base._Process(delta);
} }
} }
} }

View File

@ -1,26 +1,159 @@
[gd_scene load_steps=5 format=3 uid="uid://cajlwb67xenfy"] [gd_scene load_steps=13 format=3 uid="uid://cajlwb67xenfy"]
[ext_resource type="Script" path="res://Items/Weapons/Sword.cs" id="1_mlo73"] [ext_resource type="Script" path="res://Items/Weapons/Sword.cs" id="1_mlo73"]
[ext_resource type="Texture2D" uid="uid://dt6u8p4h6g7le" path="res://Sprites/knife.png" id="2_dmsp2"] [ext_resource type="Texture2D" uid="uid://dt6u8p4h6g7le" path="res://Sprites/knife.png" id="2_dmsp2"]
[ext_resource type="PackedScene" uid="uid://du5vhccg75nrq" path="res://BoundingBoxes/Hitbox.tscn" id="3_up3ob"] [ext_resource type="PackedScene" uid="uid://du5vhccg75nrq" path="res://BoundingBoxes/Hitbox.tscn" id="3_up3ob"]
[ext_resource type="PackedScene" uid="uid://cojxmcin13ihm" path="res://Utils/Trail.tscn" id="4_pt6lq"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_yln58"] [sub_resource type="CapsuleShape2D" id="CapsuleShape2D_yln58"]
radius = 8.0 radius = 8.0
height = 24.0 height = 32.0
[node name="Sword" type="Node2D" node_paths=PackedStringArray("Hitbox")] [sub_resource type="Curve" id="Curve_4cxtp"]
_data = [Vector2(0.00687286, 1), 0.0, 0.0, 0, 0, Vector2(0.879725, 0.190909), -2.93145, -2.93145, 0, 0, Vector2(1, 0.0454545), 0.0483926, 0.0, 0, 0]
point_count = 3
[sub_resource type="Gradient" id="Gradient_2ablm"]
offsets = PackedFloat32Array(0.835938, 0.992188)
colors = PackedColorArray(1, 1, 1, 0.498039, 1, 1, 1, 0)
[sub_resource type="Animation" id="Animation_b7327"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Anchor:rotation")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [-0.785398]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Anchor/Sprite2D:rotation")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [-1.19209e-07]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("Anchor/Sprite2D:position")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector2(8, 1)]
}
[sub_resource type="Animation" id="Animation_mv7y2"]
resource_name = "idle"
[sub_resource type="Animation" id="Animation_orc8t"]
resource_name = "use"
length = 0.5
loop_mode = 1
step = 0.05
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Anchor:rotation")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.1, 0.3, 0.5),
"transitions": PackedFloat32Array(1, 1, 1, 1),
"update": 0,
"values": [-0.785398, 1.5708, 1.5708, -0.785398]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Anchor/Sprite2D:rotation")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0, 0.1, 0.3, 0.5),
"transitions": PackedFloat32Array(1, 1, 1, 1),
"update": 0,
"values": [-1.19209e-07, 0.785398, 0.785398, -1.19209e-07]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("Anchor/Sprite2D:position")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0, 0.1, 0.3, 0.5),
"transitions": PackedFloat32Array(1, 1, 1, 1),
"update": 0,
"values": [Vector2(8, 1), Vector2(12, -1), Vector2(12, -1), Vector2(8, 1)]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_tao4k"]
_data = {
"RESET": SubResource("Animation_b7327"),
"idle": SubResource("Animation_mv7y2"),
"use": SubResource("Animation_orc8t")
}
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_1lid1"]
[node name="Sword" type="Node2D" node_paths=PackedStringArray("Hitbox", "AnimationPlayer")]
texture_filter = 3 texture_filter = 3
y_sort_enabled = true
script = ExtResource("1_mlo73") script = ExtResource("1_mlo73")
Hitbox = NodePath("Hitbox") Hitbox = NodePath("Anchor/Sprite2D/Hitbox")
AnimationPlayer = NodePath("AnimationPlayer")
AttackTime = 0.1
Damage = 20.0
UseTime = 0.5
Description = "A basic sword."
[node name="Sprite2D" type="Sprite2D" parent="."] [node name="Anchor" type="Node2D" parent="."]
rotation = -0.785398
y_sort_enabled = true
[node name="Sprite2D" type="Sprite2D" parent="Anchor"]
position = Vector2(8, 1)
y_sort_enabled = true
texture = ExtResource("2_dmsp2") texture = ExtResource("2_dmsp2")
[node name="Hitbox" parent="." instance=ExtResource("3_up3ob")] [node name="Hitbox" parent="Anchor/Sprite2D" instance=ExtResource("3_up3ob")]
IsDisabled = true
[node name="CollisionShape2D" parent="Hitbox" index="0"] [node name="CollisionShape2D" parent="Anchor/Sprite2D/Hitbox" index="0"]
position = Vector2(0, -4)
shape = SubResource("CapsuleShape2D_yln58") shape = SubResource("CapsuleShape2D_yln58")
disabled = true
[node name="Trail" parent="Anchor" node_paths=PackedStringArray("Tracking") instance=ExtResource("4_pt6lq")]
position = Vector2(2.40734, -0.55655)
rotation = 0.945464
scale = Vector2(1, 1)
width_curve = SubResource("Curve_4cxtp")
gradient = SubResource("Gradient_2ablm")
Tracking = NodePath("../Sprite2D")
[node name="AnimationPlayer" type="AnimationPlayer" parent="."] [node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
"": SubResource("AnimationLibrary_tao4k")
}
[editable path="Hitbox"] [node name="AnimationTree" type="AnimationTree" parent="."]
tree_root = SubResource("AnimationNodeAnimation_1lid1")
anim_player = NodePath("../AnimationPlayer")
active = true
[editable path="Anchor/Sprite2D/Hitbox"]

7
README.org 100644
View File

@ -0,0 +1,7 @@
#+TITLE: SupaLidlGame
Forsen-related game
*NOTE:* although the latest version at the time of writing is ~4.0.beta5.mono~, this project only works under ~4.0.beta4.mono~. The latest beta removes node exports, which was previously a feature in Beta 4.
[[https://github.com/godotengine/godot/pull/67055]]

View File

@ -1109,7 +1109,7 @@ tile_set = SubResource("TileSet_18c7j")
format = 2 format = 2
layer_0/name = "Walls" layer_0/name = "Walls"
layer_0/y_sort_enabled = true layer_0/y_sort_enabled = true
layer_0/tile_data = PackedInt32Array(-131067, 458752, 0, 131065, 458752, 0) layer_0/tile_data = PackedInt32Array(131065, 458752, 0, -65531, 458752, 0)
layer_1/name = "Ground 2" layer_1/name = "Ground 2"
layer_1/enabled = true layer_1/enabled = true
layer_1/modulate = Color(1, 1, 1, 1) layer_1/modulate = Color(1, 1, 1, 1)
@ -1134,17 +1134,16 @@ layer_3/tile_data = PackedInt32Array(-458765, 393216, 1, -393229, 327680, 0, -39
[node name="Player" parent="TileMap" instance=ExtResource("1_m35hr")] [node name="Player" parent="TileMap" instance=ExtResource("1_m35hr")]
position = Vector2(-81, -34) position = Vector2(-81, -34)
scale = Vector2(0.25, 0.25)
motion_mode = 1 motion_mode = 1
[node name="ExampleEnemy" parent="TileMap" instance=ExtResource("2_uti3y")] [node name="ExampleEnemy" parent="TileMap" instance=ExtResource("2_uti3y")]
position = Vector2(-4, 60) position = Vector2(38, 42)
scale = Vector2(0.25, 0.25) scale = Vector2(1.00571, 1)
[node name="ExampleEnemy2" parent="TileMap" instance=ExtResource("2_uti3y")] [node name="ExampleEnemy2" parent="TileMap" instance=ExtResource("2_uti3y")]
position = Vector2(-17, -4) position = Vector2(156, 58)
scale = Vector2(0.25, 0.25) scale = Vector2(1.00571, 1)
[node name="ExampleEnemy3" parent="TileMap" instance=ExtResource("2_uti3y")] [node name="ExampleEnemy3" parent="TileMap" instance=ExtResource("2_uti3y")]
position = Vector2(34, 25) position = Vector2(175, -15)
scale = Vector2(0.25, 0.25) scale = Vector2(1.00571, 1)

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.4 KiB

View File

@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dxymfduyrbuvx"
path="res://.godot/imported/forsen.png-fce73bdb02d4ae9ad3a1c7a29f120a10.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Sprites/Characters/forsen.png"
dest_files=["res://.godot/imported/forsen.png-fce73bdb02d4ae9ad3a1c7a29f120a10.ctex"]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/bptc_ldr=0
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

View File

@ -17,7 +17,6 @@ position = Vector2(377, 214)
texture = ExtResource("1_jh0yt") texture = ExtResource("1_jh0yt")
[node name="Hitbox" parent="Node2D" instance=ExtResource("2_gtebh")] [node name="Hitbox" parent="Node2D" instance=ExtResource("2_gtebh")]
IsEnabled = true
[node name="OscillatingBody" type="CharacterBody2D" parent="."] [node name="OscillatingBody" type="CharacterBody2D" parent="."]
script = ExtResource("3_exvxj") script = ExtResource("3_exvxj")

13
Utils/IFaction.cs 100644
View File

@ -0,0 +1,13 @@
using Godot;
namespace SupaLidlGame.Utils
{
public interface IFaction
{
/// <summary>
/// The faction index that this entity belongs to.
/// </summary>
[Export]
public ushort Faction { get; set; }
}
}

21
Utils/Trail.cs 100644
View File

@ -0,0 +1,21 @@
using Godot;
public partial class Trail : Line2D
{
[Export]
public int MaximumPoints { get; set; }
[Export]
public Node2D Tracking { get; set; }
public override void _Process(double delta)
{
Vector2 point = Tracking.Position;
AddPoint(point);
while (Points.Length > MaximumPoints)
{
RemovePoint(0);
}
}
}

8
Utils/Trail.tscn 100644
View File

@ -0,0 +1,8 @@
[gd_scene load_steps=2 format=3 uid="uid://cojxmcin13ihm"]
[ext_resource type="Script" path="res://Utils/Trail.cs" id="1_t42kk"]
[node name="Trail" type="Line2D"]
show_behind_parent = true
script = ExtResource("1_t42kk")
MaximumPoints = 16

View File

@ -51,6 +51,16 @@ roll={
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"unicode":0,"echo":false,"script":null) , Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"unicode":0,"echo":false,"script":null)
] ]
} }
attack1={
"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":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"pressed":false,"double_click":false,"script":null)
]
}
equip={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"unicode":0,"echo":false,"script":null)
]
}
[physics] [physics]