Add bow alt-fire ability

pull/42/head
HumanoidSandvichDispenser 2024-07-06 22:49:17 -07:00
parent 9c260c26a9
commit 3fa10de891
Signed by: sandvich
GPG Key ID: 9A39BE37E602B22D
4 changed files with 183 additions and 5 deletions

View File

@ -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="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"] [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/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/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/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="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="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"] [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] "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"] [sub_resource type="Animation" id="Animation_8qr8x"]
resource_name = "charge" resource_name = "charge"
length = 0.5 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)] "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" resource_name = "fire"
tracks/0/type = "value" tracks/0/type = "value"
tracks/0/imported = false tracks/0/imported = false
@ -223,20 +295,23 @@ tracks/0/keys = {
[sub_resource type="AnimationLibrary" id="AnimationLibrary_5vx8d"] [sub_resource type="AnimationLibrary" id="AnimationLibrary_5vx8d"]
_data = { _data = {
"RESET": SubResource("Animation_h0fti"), "RESET": SubResource("Animation_h0fti"),
"alt_fire": SubResource("Animation_bejvb"),
"charge": SubResource("Animation_8qr8x"), "charge": SubResource("Animation_8qr8x"),
"fire": SubResource("Animation_bejvb"), "fire": SubResource("Animation_j5qtq"),
"idle": SubResource("Animation_riv7t") "idle": SubResource("Animation_riv7t")
} }
[sub_resource type="CircleShape2D" id="CircleShape2D_6b356"] [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 y_sort_enabled = true
script = ExtResource("1_ikgu2") script = ExtResource("1_ikgu2")
Projectile = ExtResource("2_mvw0j") Projectile = ExtResource("2_mvw0j")
ChargeTime = 0.5 ChargeTime = 0.5
StateMachine = NodePath("StateMachine")
Damage = 20.0 Damage = 20.0
UseTime = 0.5 UseTime = 0.5
UseAltTime = 0.2
Knockback = 64.0 Knockback = 64.0
InitialVelocity = 200.0 InitialVelocity = 200.0
ShouldFreezeAngleOnUse = false ShouldFreezeAngleOnUse = false
@ -246,11 +321,13 @@ PlayerLevelGain = 1.0
script = ExtResource("3_pg4gy") script = ExtResource("3_pg4gy")
InitialState = NodePath("Idle") InitialState = NodePath("Idle")
UsedItemStates = Array[NodePath]([NodePath("Charge"), NodePath("Fire")]) UsedItemStates = Array[NodePath]([NodePath("Charge"), NodePath("Fire")])
UsedItemAltStates = Array[NodePath]([NodePath("AltFire")])
DeusedItemStates = Array[NodePath]([NodePath("Idle")]) 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") script = ExtResource("3_uxif8")
FireState = NodePath("../Charge") FireState = NodePath("../Charge")
AltFireState = NodePath("../AltFire")
Weapon = NodePath("../..") Weapon = NodePath("../..")
AnimationPlayer = NodePath("../../AnimationPlayer") AnimationPlayer = NodePath("../../AnimationPlayer")
AnimationKey = "idle" AnimationKey = "idle"
@ -270,6 +347,14 @@ IdleState = NodePath("../Idle")
AnimationPlayer = NodePath("../../AnimationPlayer") AnimationPlayer = NodePath("../../AnimationPlayer")
AnimationKey = "fire" 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="."] [node name="Anchor" type="Node2D" parent="."]
y_sort_enabled = true y_sort_enabled = true
position = Vector2(0, 4) position = Vector2(0, 4)

View File

@ -86,6 +86,12 @@ public partial class ProjectileSpawner : Ranged
Vector2 target = Character.Target.Normalized(); Vector2 target = Character.Target.Normalized();
if (AngleDeviation > 0)
{
float angle = (GD.Randf() - 0.5f) * AngleDeviation;
target = target.Rotated(Mathf.DegToRad(angle));
}
if (CharacterRecoil > 0) if (CharacterRecoil > 0)
{ {
Character.ApplyImpulse(-target * CharacterRecoil); Character.ApplyImpulse(-target * CharacterRecoil);

View File

@ -29,12 +29,24 @@ public abstract partial class Ranged : Weapon
base.Use(); base.Use();
} }
public override void UseAlt()
{
StateMachine.UseAlt();
base.Use();
}
public override void Deuse() public override void Deuse()
{ {
StateMachine.Deuse(); StateMachine.Deuse();
base.Deuse(); base.Deuse();
} }
public override void DeuseAlt()
{
StateMachine.DeuseAlt();
base.Deuse();
}
public override void _Process(double delta) public override void _Process(double delta)
{ {
StateMachine.Process(delta); StateMachine.Process(delta);

View File

@ -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<WeaponState> Enter(IState<WeaponState> 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<WeaponState> nextState)
{
_timer.QueueFree();
Bow.AngleDeviation = _oldDeviation;
}
}