diff --git a/Items/Weapons/Bow.tscn b/Items/Weapons/Bow.tscn index 60f24ee..707aadf 100644 --- a/Items/Weapons/Bow.tscn +++ b/Items/Weapons/Bow.tscn @@ -1,4 +1,4 @@ -[gd_scene load_steps=26 format=3 uid="uid://cgg0sfm2qeiwn"] +[gd_scene load_steps=28 format=3 uid="uid://cgg0sfm2qeiwn"] [ext_resource type="Texture2D" uid="uid://dam6aigkw8xs" path="res://Assets/Sprites/Items/bow-and-arrow.png" id="1_1ghvv"] [ext_resource type="Script" path="res://Items/Weapons/Bow.cs" id="1_ikgu2"] @@ -7,6 +7,7 @@ [ext_resource type="Script" path="res://State/Weapon/RangedIdleState.cs" id="3_uxif8"] [ext_resource type="Script" path="res://State/Weapon/RangedFireState.cs" id="4_moo4d"] [ext_resource type="Script" path="res://State/Weapon/RangedChargeState.cs" id="5_k8y6f"] +[ext_resource type="Script" path="res://State/Weapon/BowAltState.cs" id="7_l73rl"] [ext_resource type="AudioStream" uid="uid://bkekgj4gu7fw4" path="res://Assets/Sounds/bow-draw.wav" id="7_t07v0"] [ext_resource type="Texture2D" uid="uid://coarr28adgo1u" path="res://Assets/Sprites/Particles/point-light.png" id="9_tk6lc"] [ext_resource type="AudioStream" uid="uid://cwy4giq8eod5g" path="res://Assets/Sounds/bow-release.wav" id="9_v051g"] @@ -108,6 +109,77 @@ tracks/2/keys = { "values": [false] } +[sub_resource type="Animation" id="Animation_bejvb"] +resource_name = "alt_fire" +step = 0.05 +tracks/0/type = "value" +tracks/0/imported = false +tracks/0/enabled = true +tracks/0/path = NodePath("Anchor/Sprite2D:frame") +tracks/0/interp = 1 +tracks/0/loop_wrap = true +tracks/0/keys = { +"times": PackedFloat32Array(0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8), +"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1, 1, 1), +"update": 1, +"values": [0, 5, 0, 5, 0, 5, 0, 5, 0] +} +tracks/1/type = "audio" +tracks/1/imported = false +tracks/1/enabled = true +tracks/1/path = NodePath("AudioStreamPlayer2D") +tracks/1/interp = 1 +tracks/1/loop_wrap = true +tracks/1/keys = { +"clips": [{ +"end_offset": 0.0, +"start_offset": 0.03, +"stream": ExtResource("9_v051g") +}, { +"end_offset": 0.0, +"start_offset": 0.03, +"stream": ExtResource("9_v051g") +}, { +"end_offset": 0.0, +"start_offset": 0.03, +"stream": ExtResource("9_v051g") +}, { +"end_offset": 0.0, +"start_offset": 0.03, +"stream": ExtResource("9_v051g") +}, { +"end_offset": 0.0, +"start_offset": 0.03, +"stream": ExtResource("9_v051g") +}], +"times": PackedFloat32Array(0, 0.1998, 0.3996, 0.5994, 0.7992) +} +tracks/1/use_blend = true +tracks/2/type = "value" +tracks/2/imported = false +tracks/2/enabled = true +tracks/2/path = NodePath("Anchor/Flame:position") +tracks/2/interp = 1 +tracks/2/loop_wrap = true +tracks/2/keys = { +"times": PackedFloat32Array(0), +"transitions": PackedFloat32Array(1), +"update": 0, +"values": [Vector2(15, -8)] +} +tracks/3/type = "value" +tracks/3/imported = false +tracks/3/enabled = true +tracks/3/path = NodePath("Anchor/Flame:visible") +tracks/3/interp = 1 +tracks/3/loop_wrap = true +tracks/3/keys = { +"times": PackedFloat32Array(0), +"transitions": PackedFloat32Array(1), +"update": 1, +"values": [false] +} + [sub_resource type="Animation" id="Animation_8qr8x"] resource_name = "charge" length = 0.5 @@ -151,7 +223,7 @@ tracks/2/keys = { "values": [Vector2(15, -8), Vector2(14, -8), Vector2(13, -8), Vector2(12, -8), Vector2(11, -8), Vector2(9, -8)] } -[sub_resource type="Animation" id="Animation_bejvb"] +[sub_resource type="Animation" id="Animation_j5qtq"] resource_name = "fire" tracks/0/type = "value" tracks/0/imported = false @@ -223,20 +295,23 @@ tracks/0/keys = { [sub_resource type="AnimationLibrary" id="AnimationLibrary_5vx8d"] _data = { "RESET": SubResource("Animation_h0fti"), +"alt_fire": SubResource("Animation_bejvb"), "charge": SubResource("Animation_8qr8x"), -"fire": SubResource("Animation_bejvb"), +"fire": SubResource("Animation_j5qtq"), "idle": SubResource("Animation_riv7t") } [sub_resource type="CircleShape2D" id="CircleShape2D_6b356"] -[node name="Bow" type="Node2D"] +[node name="Bow" type="Node2D" node_paths=PackedStringArray("StateMachine")] y_sort_enabled = true script = ExtResource("1_ikgu2") Projectile = ExtResource("2_mvw0j") ChargeTime = 0.5 +StateMachine = NodePath("StateMachine") Damage = 20.0 UseTime = 0.5 +UseAltTime = 0.2 Knockback = 64.0 InitialVelocity = 200.0 ShouldFreezeAngleOnUse = false @@ -246,11 +321,13 @@ PlayerLevelGain = 1.0 script = ExtResource("3_pg4gy") InitialState = NodePath("Idle") UsedItemStates = Array[NodePath]([NodePath("Charge"), NodePath("Fire")]) +UsedItemAltStates = Array[NodePath]([NodePath("AltFire")]) DeusedItemStates = Array[NodePath]([NodePath("Idle")]) -[node name="Idle" type="Node" parent="StateMachine" node_paths=PackedStringArray("FireState", "Weapon", "AnimationPlayer")] +[node name="Idle" type="Node" parent="StateMachine" node_paths=PackedStringArray("FireState", "AltFireState", "Weapon", "AnimationPlayer")] script = ExtResource("3_uxif8") FireState = NodePath("../Charge") +AltFireState = NodePath("../AltFire") Weapon = NodePath("../..") AnimationPlayer = NodePath("../../AnimationPlayer") AnimationKey = "idle" @@ -270,6 +347,14 @@ IdleState = NodePath("../Idle") AnimationPlayer = NodePath("../../AnimationPlayer") AnimationKey = "fire" +[node name="AltFire" type="Node" parent="StateMachine" node_paths=PackedStringArray("Bow", "IdleState", "AnimationPlayer")] +script = ExtResource("7_l73rl") +Bow = NodePath("../..") +IdleState = NodePath("../Idle") +AnimationPlayer = NodePath("../../AnimationPlayer") +AnimationKey = "alt_fire" +AngleDeviation = 30.0 + [node name="Anchor" type="Node2D" parent="."] y_sort_enabled = true position = Vector2(0, 4) diff --git a/Items/Weapons/ProjectileSpawner.cs b/Items/Weapons/ProjectileSpawner.cs index 1148a2e..769d467 100644 --- a/Items/Weapons/ProjectileSpawner.cs +++ b/Items/Weapons/ProjectileSpawner.cs @@ -86,6 +86,12 @@ public partial class ProjectileSpawner : Ranged Vector2 target = Character.Target.Normalized(); + if (AngleDeviation > 0) + { + float angle = (GD.Randf() - 0.5f) * AngleDeviation; + target = target.Rotated(Mathf.DegToRad(angle)); + } + if (CharacterRecoil > 0) { Character.ApplyImpulse(-target * CharacterRecoil); diff --git a/Items/Weapons/Ranged.cs b/Items/Weapons/Ranged.cs index 659b61b..c29c9e9 100644 --- a/Items/Weapons/Ranged.cs +++ b/Items/Weapons/Ranged.cs @@ -29,12 +29,24 @@ public abstract partial class Ranged : Weapon base.Use(); } + public override void UseAlt() + { + StateMachine.UseAlt(); + base.Use(); + } + public override void Deuse() { StateMachine.Deuse(); base.Deuse(); } + public override void DeuseAlt() + { + StateMachine.DeuseAlt(); + base.Deuse(); + } + public override void _Process(double delta) { StateMachine.Process(delta); diff --git a/State/Weapon/BowAltState.cs b/State/Weapon/BowAltState.cs new file mode 100644 index 0000000..c19e0e8 --- /dev/null +++ b/State/Weapon/BowAltState.cs @@ -0,0 +1,75 @@ +using Godot; +using SupaLidlGame.Extensions; + +namespace SupaLidlGame.State.Weapon; + +public partial class BowAltState : WeaponState +{ + [Export] + public Items.Weapons.Bow Bow { get; set; } + + [Export] + public RangedIdleState IdleState { get; set; } + + [Export] + public AnimationPlayer AnimationPlayer { get; set; } + + [Export] + public string AnimationKey { get; set; } + + [Export] + public int MaxCount { get; set; } = 5; + + [Export] + public float AngleDeviation { get; set; } + + public float VelocityModifier { get; set; } = 1; + + private Timer _timer; + + private int _count = 0; + + private float _oldDeviation; + + public override IState Enter(IState prev) + { + //_timer = GetTree().CreateTimer(Weapon.UseAltTime); + _timer = new Timer(); + _count = 1; + _oldDeviation = Bow.ProjectileAngleDeviation; + Bow.AngleDeviation = AngleDeviation; + + var timeout = () => + { + Bow.Attack(VelocityModifier); + _count++; + }; + + Bow.Attack(VelocityModifier); + Bow.UseDirection = Bow.Character.Target; + AnimationPlayer?.TryPlay(AnimationKey); + + _timer.Connect(Timer.SignalName.Timeout, Callable.From(timeout)); + AddChild(_timer); + _timer.Start(Bow.UseAltTime); + + GD.Print("Entered alt fire state"); + + return null; + } + + public override WeaponState Process(double delta) + { + if (_count >= MaxCount) + { + return IdleState; + } + return null; + } + + public override void Exit(IState nextState) + { + _timer.QueueFree(); + Bow.AngleDeviation = _oldDeviation; + } +}