Merge pull request #3 from HumanoidSandvichDispenser/wip

doc boss (prototype)
godot-4.1.1
HumanoidSandvichDispenser 2023-07-18 01:01:33 -07:00 committed by GitHub
commit 448fad0d72
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GPG Key ID: 4AEE18F83AFDEB23
77 changed files with 2438 additions and 90 deletions

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using Godot;
namespace SupaLidlGame.BoundingBoxes;
public partial class InteractionRay : RayCast2D
{
private InteractionTrigger _trigger;
public InteractionTrigger Trigger
{
get => _trigger;
protected set
{
if (_trigger != value)
{
EmitSignal(SignalName.TriggerHit, value);
}
if (_trigger is not null)
{
LastValidTrigger = value;
}
_trigger = value;
}
}
public InteractionTrigger LastValidTrigger { get; set; }
[Signal]
public delegate void TriggerHitEventHandler(InteractionTrigger trigger);
public override void _Ready()
{
}
public override void _PhysicsProcess(double delta)
{
if (IsColliding())
{
var obj = GetCollider();
// if obj is an InteractionTrigger then we signal hit
if (obj is InteractionTrigger trigger)
{
Trigger = trigger;
}
}
else
{
Trigger = null;
}
}
}

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using Godot;
using System.Collections.Generic;
namespace SupaLidlGame.BoundingBoxes;
public partial class InteractionReceiver : Area2D
{
}

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using Godot;
using SupaLidlGame.Characters;
namespace SupaLidlGame.BoundingBoxes;
public partial class InteractionTrigger : Area2D
{
[Signal]
public delegate void InteractionEventHandler();
[Signal]
public delegate void TargetEventHandler();
[Signal]
public delegate void UntargetEventHandler();
/// <summary>
/// Invokes or triggers an interaction to occur.
/// </summary>
public void InvokeInteraction()
{
EmitSignal(SignalName.Interaction);
}
}

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collision_mask = 0
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@ -1,4 +1,5 @@
using Godot; using Godot;
using GodotUtilities;
using SupaLidlGame.Extensions; using SupaLidlGame.Extensions;
using SupaLidlGame.Items; using SupaLidlGame.Items;
using SupaLidlGame.Utils; using SupaLidlGame.Utils;
@ -25,6 +26,12 @@ public partial class Character : CharacterBody2D, IFaction
} }
} }
[Signal]
public delegate void HurtEventHandler(Events.HealthChangedArgs args);
[Signal]
public delegate void DeathEventHandler(Events.HealthChangedArgs args);
protected float _mass = 1.0f; protected float _mass = 1.0f;
public Vector2 NetImpulse { get; set; } = Vector2.Zero; public Vector2 NetImpulse { get; set; } = Vector2.Zero;
@ -67,9 +74,17 @@ public partial class Character : CharacterBody2D, IFaction
[Export] [Export]
public CharacterStateMachine StateMachine { get; set; } public CharacterStateMachine StateMachine { get; set; }
[Export]
public BoundingBoxes.Hurtbox Hurtbox { get; set; }
[Export] [Export]
public ushort Faction { get; set; } public ushort Faction { get; set; }
public override void _Ready()
{
Hurtbox.ReceivedDamage += OnReceivedDamage;
}
public override void _Process(double delta) public override void _Process(double delta)
{ {
if (StateMachine != null) if (StateMachine != null)
@ -81,14 +96,6 @@ public partial class Character : CharacterBody2D, IFaction
DrawTarget(); DrawTarget();
} }
public override void _Input(InputEvent @event)
{
if (StateMachine != null)
{
StateMachine.Input(@event);
}
}
public override void _PhysicsProcess(double delta) public override void _PhysicsProcess(double delta)
{ {
if (StateMachine != null) if (StateMachine != null)
@ -127,7 +134,7 @@ public partial class Character : CharacterBody2D, IFaction
StunTime += time; StunTime += time;
} }
protected void DrawTarget() protected virtual void DrawTarget()
{ {
Vector2 target = Target; Vector2 target = Target;
float angle = Mathf.Atan2(target.Y, Mathf.Abs(target.X)); float angle = Mathf.Atan2(target.Y, Mathf.Abs(target.X));
@ -167,13 +174,19 @@ public partial class Character : CharacterBody2D, IFaction
} }
} }
public virtual void _on_hurtbox_received_damage( public virtual void OnReceivedDamage(
float damage, float damage,
Character inflictor, Character inflictor,
float knockback, float knockback,
Vector2 knockbackOrigin = default, Vector2 knockbackOrigin = default,
Vector2 knockbackVector = default) Vector2 knockbackVector = default)
{ {
if (Health <= 0)
{
return;
}
float oldHealth = Health;
Health -= damage; Health -= damage;
// create damage text // create damage text
@ -188,9 +201,16 @@ public partial class Character : CharacterBody2D, IFaction
if (knockbackDir == default) if (knockbackDir == default)
{ {
if (knockbackOrigin == default) if (knockbackOrigin == default)
{
if (inflictor is null)
{
knockbackOrigin = GlobalPosition + Vector2.Down;
}
else
{ {
knockbackOrigin = inflictor.GlobalPosition; knockbackOrigin = inflictor.GlobalPosition;
} }
}
knockbackDir = knockbackOrigin.DirectionTo(GlobalPosition); knockbackDir = knockbackOrigin.DirectionTo(GlobalPosition);
} }
@ -217,7 +237,25 @@ public partial class Character : CharacterBody2D, IFaction
if (this.GetNode("HurtSound") is AudioStreamPlayer2D sound) if (this.GetNode("HurtSound") is AudioStreamPlayer2D sound)
{ {
// very small pitch deviation // very small pitch deviation
sound.At(GlobalPosition).WithPitchDeviation(0.125f).Play(); sound.At(GlobalPosition).WithPitchDeviation(0.125f).PlayOneShot();
}
Events.HealthChangedArgs args = new Events.HealthChangedArgs
{
Attacker = inflictor,
OldHealth = oldHealth,
NewHealth = Health,
Damage = damage,
};
EmitSignal(SignalName.Hurt, args);
if (Health <= 0)
{
EmitSignal(SignalName.Death, args);
GetNode<GpuParticles2D>("DeathParticles")
.CloneOnWorld<GpuParticles2D>()
.EmitOneShot();
} }
} }
} }

37
Characters/Doc.cs 100644
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using Godot;
namespace SupaLidlGame.Characters;
public partial class Doc : Enemy
{
[Export]
public State.NPC.NPCStateMachine BossStateMachine { get; set; }
public int Intensity
{
get
{
switch (Health)
{
case < 250:
return 3;
case < 500:
return 2;
default:
return 1;
}
}
}
public override void _Ready()
{
GD.Print(Health);
base._Ready();
}
public override void _Process(double delta)
{
BossStateMachine.Process(delta);
base._Process(delta);
}
}

316
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tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [0.0]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_xe5eq"]
_data = {
"Hurt": SubResource("Animation_dxevc"),
"RESET": SubResource("Animation_k6l16")
}
[node name="Doc" type="CharacterBody2D" node_paths=PackedStringArray("BossStateMachine", "Sprite", "Inventory", "StateMachine", "Hurtbox")]
y_sort_enabled = true
texture_filter = 3
material = SubResource("ShaderMaterial_7n7iy")
collision_layer = 10
collision_mask = 17
script = ExtResource("2_3elet")
BossStateMachine = NodePath("BossStateMachine")
Health = 1000.0
Sprite = NodePath("Sprite")
Inventory = NodePath("Inventory")
StateMachine = NodePath("StateMachine")
Hurtbox = NodePath("Hurtbox")
Faction = 2
[node name="StateMachine" type="Node" parent="." node_paths=PackedStringArray("InitialState", "Character")]
script = ExtResource("3_t5jjc")
InitialState = NodePath("Idle")
Character = NodePath("..")
[node name="Idle" type="Node" parent="StateMachine" node_paths=PackedStringArray("MoveState", "Character")]
script = ExtResource("4_b35px")
MoveState = NodePath("../Move")
Character = NodePath("../..")
[node name="Move" type="Node" parent="StateMachine" node_paths=PackedStringArray("IdleState", "Character")]
script = ExtResource("5_pejsd")
IdleState = NodePath("../Idle")
Character = NodePath("../..")
[node name="BossStateMachine" type="Node" parent="." node_paths=PackedStringArray("InitialState")]
script = ExtResource("6_kjpug")
InitialState = NodePath("Telegraph")
[node name="Telegraph" type="Node" parent="BossStateMachine" node_paths=PackedStringArray("TelegraphAnimationPlayer", "AttackState", "NPC")]
script = ExtResource("7_tfwbh")
TelegraphAnimationPlayer = NodePath("../../Animations/Telegraph")
AttackState = NodePath("../ChooseAttack")
NPC = NodePath("../..")
[node name="Dart" type="Node" parent="BossStateMachine" node_paths=PackedStringArray("ChooseAttackState", "Doc", "NPC")]
script = ExtResource("8_1hoax")
Duration = 8.0
AttackDuration = 1.0
Projectile = ExtResource("9_kthpr")
ChooseAttackState = NodePath("../ChooseAttack")
Doc = NodePath("../..")
NPC = NodePath("../..")
[node name="Spike" type="Node" parent="BossStateMachine" node_paths=PackedStringArray("ChooseAttackState", "Doc", "NPC")]
script = ExtResource("10_bgs6o")
Duration = 8.0
AttackDuration = 1.0
Projectile = ExtResource("9_7kavk")
ChooseAttackState = NodePath("../ChooseAttack")
Doc = NodePath("../..")
NPC = NodePath("../..")
[node name="ChooseAttack" type="Node" parent="BossStateMachine" node_paths=PackedStringArray("DartState", "SpikeState", "ExitState", "NPC")]
script = ExtResource("12_45x13")
DartState = NodePath("../Dart")
SpikeState = NodePath("../Spike")
ExitState = NodePath("../Exit")
NPC = NodePath("../..")
[node name="Exit" type="Node" parent="BossStateMachine" node_paths=PackedStringArray("TelegraphAnimationPlayer", "TelegraphState", "NPC")]
script = ExtResource("9_6com1")
TelegraphAnimationPlayer = NodePath("../../Animations/Telegraph")
TelegraphState = NodePath("../Telegraph")
NPC = NodePath("../..")
[node name="Animations" type="Node" parent="."]
[node name="Telegraph" type="AnimationPlayer" parent="Animations"]
libraries = {
"": SubResource("AnimationLibrary_rpply")
}
[node name="Sprite" type="AnimatedSprite2D" parent="."]
modulate = Color(1, 1, 1, 0.5)
use_parent_material = true
position = Vector2(0, -4)
sprite_frames = SubResource("SpriteFrames_kb0pl")
animation = &"move"
frame_progress = 0.563144
offset = Vector2(0, 4)
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
visible = false
position = Vector2(0, 4)
shape = SubResource("RectangleShape2D_uict5")
[node name="Hurtbox" parent="." instance=ExtResource("7_tnve0")]
visible = false
position = Vector2(0, -4)
Faction = 2
[node name="CollisionShape2D" parent="Hurtbox" index="0"]
position = Vector2(0, 4)
shape = SubResource("RectangleShape2D_8lxmf")
[node name="Inventory" type="Node2D" parent="."]
y_sort_enabled = true
script = ExtResource("8_r8ejq")
Items = Array[Node2D]([])
[node name="FlashAnimation" type="AnimationPlayer" parent="."]
libraries = {
"": SubResource("AnimationLibrary_xe5eq")
}
[node name="HurtSound" type="AudioStreamPlayer2D" parent="."]
stream = ExtResource("9_stm0e")
[editable path="Hurtbox"]

View File

@ -5,12 +5,6 @@ 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() public override void Die()
{ {
base.Die(); base.Die();

View File

@ -130,7 +130,7 @@ _data = {
"RESET": SubResource("Animation_k6l16") "RESET": SubResource("Animation_k6l16")
} }
[node name="ExampleEnemy" type="CharacterBody2D" node_paths=PackedStringArray("Sprite", "Inventory", "StateMachine")] [node name="ExampleEnemy" type="CharacterBody2D" node_paths=PackedStringArray("Sprite", "Inventory", "StateMachine", "Hurtbox")]
y_sort_enabled = true y_sort_enabled = true
texture_filter = 3 texture_filter = 3
material = SubResource("ShaderMaterial_ms3xg") material = SubResource("ShaderMaterial_ms3xg")
@ -141,6 +141,7 @@ Health = 50.0
Sprite = NodePath("Sprite") Sprite = NodePath("Sprite")
Inventory = NodePath("Inventory") Inventory = NodePath("Inventory")
StateMachine = NodePath("StateMachine") StateMachine = NodePath("StateMachine")
Hurtbox = NodePath("Hurtbox")
Faction = 2 Faction = 2
[node name="StateMachine" type="Node" parent="." node_paths=PackedStringArray("InitialState", "Character")] [node name="StateMachine" type="Node" parent="." node_paths=PackedStringArray("InitialState", "Character")]
@ -191,6 +192,4 @@ libraries = {
[node name="HurtSound" type="AudioStreamPlayer2D" parent="."] [node name="HurtSound" type="AudioStreamPlayer2D" parent="."]
stream = ExtResource("10_n1e64") stream = ExtResource("10_n1e64")
[connection signal="ReceivedDamage" from="Hurtbox" to="." method="_on_hurtbox_received_damage"]
[editable path="Hurtbox"] [editable path="Hurtbox"]

View File

@ -92,8 +92,13 @@ public partial class NPC : Character
Character bestChar = null; Character bestChar = null;
foreach (Node node in GetParent().GetChildren()) foreach (Node node in GetParent().GetChildren())
{ {
if (node is Character character && character.Faction != Faction) if (node is Character character)
{ {
if (character.Faction == Faction || character.Health <= 0)
{
continue;
}
float dist = Position.DistanceTo(character.Position); float dist = Position.DistanceTo(character.Position);
if (dist < bestDist) if (dist < bestDist)
{ {

View File

@ -1,9 +1,12 @@
using Godot; using Godot;
using GodotUtilities;
using SupaLidlGame.Utils; using SupaLidlGame.Utils;
using SupaLidlGame.BoundingBoxes;
namespace SupaLidlGame.Characters; namespace SupaLidlGame.Characters;
public partial class Player : Character [Scene]
public sealed partial class Player : Character
{ {
private AnimatedSprite2D _sprite; private AnimatedSprite2D _sprite;
private string _spriteAnim; private string _spriteAnim;
@ -11,6 +14,11 @@ public partial class Player : Character
[Export] [Export]
public PlayerCamera Camera { get; set; } public PlayerCamera Camera { get; set; }
[Export]
public Marker2D DirectionMarker { get; private set; }
public InteractionRay InteractionRay { get; private set; }
public string Animation public string Animation
{ {
get => _sprite.Animation; get => _sprite.Animation;
@ -32,11 +40,31 @@ public partial class Player : Character
public override void _Ready() public override void _Ready()
{ {
InteractionRay = GetNode<InteractionRay>("Direction2D/InteractionRay");
_sprite = GetNode<AnimatedSprite2D>("Sprite"); _sprite = GetNode<AnimatedSprite2D>("Sprite");
if (_spriteAnim != default) if (_spriteAnim != default)
{ {
_sprite.Animation = _spriteAnim; _sprite.Animation = _spriteAnim;
} }
base._Ready();
Death += (Events.HealthChangedArgs args) =>
{
Visible = false;
};
}
public override void _Input(InputEvent @event)
{
if (StateMachine != null)
{
StateMachine.Input(@event);
}
}
public void Spawn()
{
Health = 100;
Visible = true;
} }
public override void ModifyVelocity() public override void ModifyVelocity()
@ -61,4 +89,12 @@ public partial class Player : Character
GD.Print("died"); GD.Print("died");
//base.Die(); //base.Die();
} }
protected override void DrawTarget()
{
base.DrawTarget();
DirectionMarker.GlobalRotation = DirectionMarker.GlobalPosition
.DirectionTo(GetGlobalMousePosition())
.Angle();
}
} }

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=30 format=3 uid="uid://b2254pup8k161"] [gd_scene load_steps=39 format=3 uid="uid://b2254pup8k161"]
[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="Shader" path="res://Shaders/Flash.gdshader" id="2_ngsgt"] [ext_resource type="Shader" path="res://Shaders/Flash.gdshader" id="2_ngsgt"]
@ -11,8 +11,10 @@
[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="Script" path="res://State/Character/PlayerRollState.cs" id="8_fy0v5"] [ext_resource type="Script" path="res://State/Character/PlayerRollState.cs" id="8_fy0v5"]
[ext_resource type="PackedScene" uid="uid://cjgxyhgcyvsv7" path="res://BoundingBoxes/Hurtbox.tscn" id="9_avyu4"] [ext_resource type="PackedScene" uid="uid://cjgxyhgcyvsv7" path="res://BoundingBoxes/Hurtbox.tscn" id="9_avyu4"]
[ext_resource type="PackedScene" uid="uid://g7wfcubs6bdd" path="res://Items/Weapons/Railgun.tscn" id="10_7kb8b"] [ext_resource type="AudioStream" uid="uid://bkeyg8weaqnuu" path="res://Assets/Sounds/splat-player.ogg" id="12_vvem5"]
[ext_resource type="AudioStream" uid="uid://njun3e6v4854" path="res://Assets/Sounds/hurt.wav" id="12_h0x0g"] [ext_resource type="Script" path="res://BoundingBoxes/InteractionRay.cs" id="13_hs3u1"]
[ext_resource type="Texture2D" uid="uid://coarr28adgo1u" path="res://Assets/Sprites/Particles/point-light.png" id="14_l4ekh"]
[ext_resource type="Script" path="res://Utils/DamageTime.cs" id="15_4xl06"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_h78y7"] [sub_resource type="ShaderMaterial" id="ShaderMaterial_h78y7"]
shader = ExtResource("2_ngsgt") shader = ExtResource("2_ngsgt")
@ -89,7 +91,7 @@ animations = [{
}] }]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_bfqew"] [sub_resource type="RectangleShape2D" id="RectangleShape2D_bfqew"]
size = Vector2(16, 8) size = Vector2(12, 8)
[sub_resource type="LabelSettings" id="LabelSettings_q5h1n"] [sub_resource type="LabelSettings" id="LabelSettings_q5h1n"]
font_size = 24 font_size = 24
@ -134,19 +136,83 @@ _data = {
"RESET": SubResource("Animation_k6l16") "RESET": SubResource("Animation_k6l16")
} }
[node name="Player" type="CharacterBody2D" node_paths=PackedStringArray("Camera", "Sprite", "Inventory", "StateMachine")] [sub_resource type="Animation" id="Animation_yejx2"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite:rotation")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [0.0]
}
[sub_resource type="Animation" id="Animation_rx2pj"]
resource_name = "roll"
length = 0.5
step = 0.05
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite:rotation")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.25, 0.5),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 0,
"values": [0.0, 3.14159, 6.28319]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_jai06"]
_data = {
"RESET": SubResource("Animation_yejx2"),
"roll": SubResource("Animation_rx2pj")
}
[sub_resource type="Gradient" id="Gradient_3tax5"]
offsets = PackedFloat32Array(0.533333, 1)
colors = PackedColorArray(1, 1, 1, 1, 1, 1, 1, 0)
[sub_resource type="GradientTexture1D" id="GradientTexture1D_pjeh8"]
gradient = SubResource("Gradient_3tax5")
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_humq0"]
emission_shape = 1
emission_sphere_radius = 1.0
particle_flag_disable_z = true
direction = Vector3(0, 0, 0)
spread = 180.0
gravity = Vector3(0, 0, 0)
initial_velocity_min = 32.0
initial_velocity_max = 32.0
orbit_velocity_min = 0.0
orbit_velocity_max = 0.1
tangential_accel_min = 64.0
tangential_accel_max = 64.0
color_ramp = SubResource("GradientTexture1D_pjeh8")
[sub_resource type="CanvasTexture" id="CanvasTexture_pited"]
[node name="Player" type="CharacterBody2D" node_paths=PackedStringArray("Camera", "DirectionMarker", "Sprite", "Inventory", "StateMachine", "Hurtbox")]
y_sort_enabled = true y_sort_enabled = true
texture_filter = 3 texture_filter = 3
material = SubResource("ShaderMaterial_h78y7") material = SubResource("ShaderMaterial_h78y7")
position = Vector2(0, -12) position = Vector2(1, -12)
collision_layer = 6 collision_layer = 6
collision_mask = 17 collision_mask = 17
script = ExtResource("1_flygr") script = ExtResource("1_flygr")
Camera = NodePath("Camera2D") Camera = NodePath("Camera2D")
DirectionMarker = NodePath("Direction2D")
Speed = 64.0 Speed = 64.0
Sprite = NodePath("Sprite") Sprite = NodePath("Sprite")
Inventory = NodePath("Inventory") Inventory = NodePath("Inventory")
StateMachine = NodePath("StateMachine") StateMachine = NodePath("StateMachine")
Hurtbox = NodePath("Hurtbox")
Faction = 1 Faction = 1
[node name="StateMachine" type="Node" parent="." node_paths=PackedStringArray("InitialState", "Character")] [node name="StateMachine" type="Node" parent="." node_paths=PackedStringArray("InitialState", "Character")]
@ -176,8 +242,10 @@ position_smoothing_speed = 8.0
[node name="Sprite" type="AnimatedSprite2D" parent="."] [node name="Sprite" type="AnimatedSprite2D" parent="."]
use_parent_material = true use_parent_material = true
position = Vector2(0, 4)
sprite_frames = SubResource("SpriteFrames_2h7cf") sprite_frames = SubResource("SpriteFrames_2h7cf")
animation = &"idle" animation = &"idle"
offset = Vector2(0, -4)
[node name="CollisionShape2D" type="CollisionShape2D" parent="."] [node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(0, 8) position = Vector2(0, 8)
@ -201,7 +269,6 @@ 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
position = Vector2(0, 4) position = Vector2(0, 4)
script = ExtResource("7_xyenu") script = ExtResource("7_xyenu")
InventoryMap = { InventoryMap = {
@ -209,9 +276,8 @@ InventoryMap = {
"equip_2": 1 "equip_2": 1
} }
[node name="Railgun" parent="Inventory" instance=ExtResource("10_7kb8b")]
[node name="Node2D" parent="Inventory" instance=ExtResource("7_4rxuv")] [node name="Node2D" parent="Inventory" instance=ExtResource("7_4rxuv")]
visible = false
ShouldHideIdle = false ShouldHideIdle = false
[node name="Hurtbox" parent="." instance=ExtResource("9_avyu4")] [node name="Hurtbox" parent="." instance=ExtResource("9_avyu4")]
@ -226,13 +292,44 @@ libraries = {
"": SubResource("AnimationLibrary_xe5eq") "": SubResource("AnimationLibrary_xe5eq")
} }
[node name="RollAnimation" type="AnimationPlayer" parent="."]
libraries = {
"": SubResource("AnimationLibrary_jai06")
}
[node name="HurtSound" type="AudioStreamPlayer2D" parent="."] [node name="HurtSound" type="AudioStreamPlayer2D" parent="."]
stream = ExtResource("12_h0x0g") stream = ExtResource("12_vvem5")
max_distance = 64.0 max_distance = 64.0
[node name="AudioListener2D" type="AudioListener2D" parent="."] [node name="AudioListener2D" type="AudioListener2D" parent="."]
current = true current = true
[connection signal="ReceivedDamage" from="Hurtbox" to="." method="_on_hurtbox_received_damage"] [node name="Direction2D" type="Marker2D" parent="."]
position = Vector2(0, 6)
[node name="InteractionRay" type="RayCast2D" parent="Direction2D"]
target_position = Vector2(16, 0)
collision_mask = 64
collide_with_areas = true
script = ExtResource("13_hs3u1")
[node name="DeathParticles" type="GPUParticles2D" parent="."]
emitting = false
amount = 16
process_material = SubResource("ParticleProcessMaterial_humq0")
texture = SubResource("CanvasTexture_pited")
one_shot = true
explosiveness = 0.9
[node name="PointLight2D" type="PointLight2D" parent="."]
blend_mode = 2
shadow_enabled = true
shadow_filter = 2
shadow_filter_smooth = 3.0
texture = ExtResource("14_l4ekh")
texture_scale = 0.5
[node name="DamageTime" type="Node" parent="."]
script = ExtResource("15_4xl06")
[editable path="Hurtbox"] [editable path="Hurtbox"]

View File

@ -1,23 +1,35 @@
using Godot; using Godot;
using System; using GodotUtilities;
using SupaLidlGame.BoundingBoxes;
namespace SupaLidlGame.Entities; namespace SupaLidlGame.Entities;
public partial class Campfire : StaticBody2D [Scene]
public partial class Campfire : StaticBody2D, Utils.IInteractive
{ {
private PointLight2D _light; private PointLight2D _light;
public InteractionTrigger InteractionTrigger { get; set; }
[Signal] [Signal]
public delegate void OnCampfireUseEventHandler(); public delegate void UseEventHandler();
public override void _Ready() public override void _Ready()
{ {
InteractionTrigger = GetNode<InteractionTrigger>("InteractionTrigger");
_light = GetNode<PointLight2D>("PointLight2D"); _light = GetNode<PointLight2D>("PointLight2D");
InteractionTrigger.Interaction += () =>
{
// save the player's spawn position to be their position on interaction
EmitSignal(SignalName.Use);
this.GetAncestor<Utils.World>().SetSpawn(GlobalPosition);
};
} }
public override void _Process(double delta) public override void _Process(double delta)
{ {
_light.Energy += (GD.Randf() - 0.5f) * 8 * (float)delta; _light.Energy += (GD.Randf() - 0.5f) * 8 * (float)delta;
_light.Energy = Math.Clamp(_light.Energy, 1.2f, 2.0f); _light.Energy = Mathf.Clamp(_light.Energy, 1.8f, 2f);
} }
} }

View File

@ -1,8 +1,9 @@
[gd_scene load_steps=11 format=3 uid="uid://dhl071rj5wyvx"] [gd_scene load_steps=18 format=3 uid="uid://dhl071rj5wyvx"]
[ext_resource type="Texture2D" uid="uid://yqet0b22i70d" path="res://Assets/Sprites/campfire.png" id="1_7eor7"] [ext_resource type="Texture2D" uid="uid://yqet0b22i70d" path="res://Assets/Sprites/campfire.png" id="1_7eor7"]
[ext_resource type="Script" path="res://Entities/Campfire.cs" id="1_w4gfp"] [ext_resource type="Script" path="res://Entities/Campfire.cs" id="1_w4gfp"]
[ext_resource type="Texture2D" uid="uid://coarr28adgo1u" path="res://Assets/Sprites/Particles/point-light.png" id="3_lm3vq"] [ext_resource type="Texture2D" uid="uid://coarr28adgo1u" path="res://Assets/Sprites/Particles/point-light.png" id="3_lm3vq"]
[ext_resource type="PackedScene" uid="uid://dldnp8eunxj3q" path="res://BoundingBoxes/InteractionTrigger.tscn" id="4_yoo3p"]
[sub_resource type="AtlasTexture" id="AtlasTexture_68qj1"] [sub_resource type="AtlasTexture" id="AtlasTexture_68qj1"]
atlas = ExtResource("1_7eor7") atlas = ExtResource("1_7eor7")
@ -55,6 +56,41 @@ animations = [{
[sub_resource type="RectangleShape2D" id="RectangleShape2D_ubam4"] [sub_resource type="RectangleShape2D" id="RectangleShape2D_ubam4"]
size = Vector2(16, 4) size = Vector2(16, 4)
[sub_resource type="RectangleShape2D" id="RectangleShape2D_p0hsm"]
size = Vector2(20, 10)
[sub_resource type="Gradient" id="Gradient_cr0xb"]
offsets = PackedFloat32Array(0, 0.644444, 1)
colors = PackedColorArray(2, 1.6, 0.8, 1, 0.863171, 0.393552, 0.380535, 1, 0.304405, 0.24341, 0.229614, 1)
[sub_resource type="GradientTexture1D" id="GradientTexture1D_pjqf7"]
gradient = SubResource("Gradient_cr0xb")
[sub_resource type="Curve" id="Curve_jm83f"]
_data = [Vector2(0.144578, 1), 0.0, 0.0, 0, 0, Vector2(1, 0.4), 0.0, 0.0, 0, 0]
point_count = 2
[sub_resource type="CurveTexture" id="CurveTexture_jpefi"]
curve = SubResource("Curve_jm83f")
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_xtx2m"]
emission_shape = 1
emission_sphere_radius = 5.0
particle_flag_disable_z = true
direction = Vector3(0, -1, 0)
spread = 0.0
gravity = Vector3(0, -16, 0)
initial_velocity_min = 16.0
initial_velocity_max = 16.0
orbit_velocity_min = 0.0
orbit_velocity_max = 0.0
radial_accel_min = -40.0
radial_accel_max = -20.0
scale_min = 2.0
scale_max = 4.0
scale_curve = SubResource("CurveTexture_jpefi")
color_ramp = SubResource("GradientTexture1D_pjqf7")
[node name="Campfire" type="StaticBody2D"] [node name="Campfire" type="StaticBody2D"]
texture_filter = 3 texture_filter = 3
position = Vector2(0, -8) position = Vector2(0, -8)
@ -62,15 +98,29 @@ script = ExtResource("1_w4gfp")
[node name="Sprite2D" type="AnimatedSprite2D" parent="."] [node name="Sprite2D" type="AnimatedSprite2D" parent="."]
sprite_frames = SubResource("SpriteFrames_o6lfi") sprite_frames = SubResource("SpriteFrames_o6lfi")
frame_progress = 0.387757 animation = &"active"
frame_progress = 0.343741
[node name="PointLight2D" type="PointLight2D" parent="."] [node name="PointLight2D" type="PointLight2D" parent="."]
color = Color(0.996078, 0.780392, 0.615686, 1) color = Color(0.996078, 0.780392, 0.615686, 1)
energy = 2.0 energy = 2.0
blend_mode = 2 blend_mode = 2
shadow_enabled = true
texture = ExtResource("3_lm3vq") texture = ExtResource("3_lm3vq")
texture_scale = 0.25 texture_scale = 0.25
[node name="CollisionShape2D" type="CollisionShape2D" parent="."] [node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(0, 6) position = Vector2(0, 6)
shape = SubResource("RectangleShape2D_ubam4") shape = SubResource("RectangleShape2D_ubam4")
[node name="InteractionTrigger" parent="." instance=ExtResource("4_yoo3p")]
[node name="CollisionShape2D" parent="InteractionTrigger" index="0"]
position = Vector2(0, 5)
shape = SubResource("RectangleShape2D_p0hsm")
[node name="GPUParticles2D" type="GPUParticles2D" parent="."]
amount = 40
process_material = SubResource("ParticleProcessMaterial_xtx2m")
[editable path="InteractionTrigger"]

View File

@ -20,10 +20,22 @@ public partial class Projectile : RigidBody2D
[Export] [Export]
public double Lifetime { get; set; } = 10; public double Lifetime { get; set; } = 10;
[Export]
public double Delay { get; set; } = 0;
public Character Character { get; set; } public Character Character { get; set; }
public override void _Ready()
{
Hitbox.Hit += OnHit;
}
public override void _Process(double delta) public override void _Process(double delta)
{ {
if (Delay > 0)
{
Delay -= delta;
}
if ((Lifetime -= delta) <= 0) if ((Lifetime -= delta) <= 0)
{ {
QueueFree(); QueueFree();
@ -32,11 +44,11 @@ public partial class Projectile : RigidBody2D
public override void _PhysicsProcess(double delta) public override void _PhysicsProcess(double delta)
{ {
Vector2 velocity = Velocity; Vector2 velocity = Delay <= 0 ? Velocity : Vector2.Zero;
MoveAndCollide(velocity * (float)delta); MoveAndCollide(velocity * (float)delta);
} }
public void _on_hitbox_hit(BoundingBox box) public void OnHit(BoundingBox box)
{ {
if (box is Hurtbox hurtbox) if (box is Hurtbox hurtbox)
{ {

View File

@ -27,6 +27,4 @@ Knockback = 256.0
[node name="CollisionShape2D" parent="Hitbox" index="0"] [node name="CollisionShape2D" parent="Hitbox" index="0"]
shape = SubResource("RectangleShape2D_j0tne") shape = SubResource("RectangleShape2D_j0tne")
[connection signal="Hit" from="Hitbox" to="." method="_on_hitbox_hit"]
[editable path="Hitbox"] [editable path="Hitbox"]

View File

@ -0,0 +1,17 @@
using Godot;
namespace SupaLidlGame.Entities;
public partial class ShungiteDart : Projectile
{
public override void _Ready()
{
var player = GetNode<AnimationPlayer>("AnimationPlayer");
if (Delay > 0)
{
player.Play("spin");
player.SpeedScale = (float)(1 / Delay);
}
base._Ready();
}
}

View File

@ -0,0 +1,303 @@
[gd_scene load_steps=41 format=3 uid="uid://djaljmco3xo4g"]
[ext_resource type="Script" path="res://Entities/ShungiteDart.cs" id="1_jbgb8"]
[ext_resource type="Texture2D" uid="uid://dmeqjcc3uu4xi" path="res://Assets/Sprites/Misc/shungite.png" id="2_eh4e1"]
[ext_resource type="PackedScene" uid="uid://du5vhccg75nrq" path="res://BoundingBoxes/Hitbox.tscn" id="3_gdyk8"]
[sub_resource type="AtlasTexture" id="AtlasTexture_xmjp8"]
atlas = ExtResource("2_eh4e1")
region = Rect2(0, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_8i61s"]
atlas = ExtResource("2_eh4e1")
region = Rect2(8, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_q000r"]
atlas = ExtResource("2_eh4e1")
region = Rect2(16, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_0f7fg"]
atlas = ExtResource("2_eh4e1")
region = Rect2(24, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_d34ii"]
atlas = ExtResource("2_eh4e1")
region = Rect2(32, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_iybvf"]
atlas = ExtResource("2_eh4e1")
region = Rect2(40, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_rninu"]
atlas = ExtResource("2_eh4e1")
region = Rect2(48, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_8vok2"]
atlas = ExtResource("2_eh4e1")
region = Rect2(56, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_7tcc7"]
atlas = ExtResource("2_eh4e1")
region = Rect2(64, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_sfa0w"]
atlas = ExtResource("2_eh4e1")
region = Rect2(72, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_21chc"]
atlas = ExtResource("2_eh4e1")
region = Rect2(80, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_iroma"]
atlas = ExtResource("2_eh4e1")
region = Rect2(88, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_hbl5e"]
atlas = ExtResource("2_eh4e1")
region = Rect2(96, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_qlpso"]
atlas = ExtResource("2_eh4e1")
region = Rect2(104, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_v65pa"]
atlas = ExtResource("2_eh4e1")
region = Rect2(112, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_jotwh"]
atlas = ExtResource("2_eh4e1")
region = Rect2(120, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_lu113"]
atlas = ExtResource("2_eh4e1")
region = Rect2(128, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_w332l"]
atlas = ExtResource("2_eh4e1")
region = Rect2(136, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_mg73k"]
atlas = ExtResource("2_eh4e1")
region = Rect2(144, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_m0ogr"]
atlas = ExtResource("2_eh4e1")
region = Rect2(152, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_py1jk"]
atlas = ExtResource("2_eh4e1")
region = Rect2(160, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_0a8wd"]
atlas = ExtResource("2_eh4e1")
region = Rect2(168, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_8ut6e"]
atlas = ExtResource("2_eh4e1")
region = Rect2(176, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_x5ucf"]
atlas = ExtResource("2_eh4e1")
region = Rect2(184, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_13nfm"]
atlas = ExtResource("2_eh4e1")
region = Rect2(192, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_uhjdb"]
atlas = ExtResource("2_eh4e1")
region = Rect2(200, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_4vrn8"]
atlas = ExtResource("2_eh4e1")
region = Rect2(208, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_4aa2t"]
atlas = ExtResource("2_eh4e1")
region = Rect2(216, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_tn6f5"]
atlas = ExtResource("2_eh4e1")
region = Rect2(224, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_60mwy"]
atlas = ExtResource("2_eh4e1")
region = Rect2(232, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_d0xqb"]
atlas = ExtResource("2_eh4e1")
region = Rect2(240, 0, 8, 8)
[sub_resource type="AtlasTexture" id="AtlasTexture_j2hu2"]
atlas = ExtResource("2_eh4e1")
region = Rect2(248, 0, 8, 8)
[sub_resource type="SpriteFrames" id="SpriteFrames_6a2jq"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_xmjp8")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_8i61s")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_q000r")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_0f7fg")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_d34ii")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_iybvf")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_rninu")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_8vok2")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_7tcc7")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_sfa0w")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_21chc")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_iroma")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_hbl5e")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_qlpso")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_v65pa")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_jotwh")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_lu113")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_w332l")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_mg73k")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_m0ogr")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_py1jk")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_0a8wd")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_8ut6e")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_x5ucf")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_13nfm")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_uhjdb")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_4vrn8")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_4aa2t")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_tn6f5")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_60mwy")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_d0xqb")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_j2hu2")
}],
"loop": true,
"name": &"default",
"speed": 5.0
}]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_fa7yf"]
size = Vector2(8, 4)
[sub_resource type="Animation" id="Animation_tcdo0"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:rotation")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [1.5708]
}
[sub_resource type="Animation" id="Animation_tgj7f"]
resource_name = "spin"
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:rotation")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.5),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [-4.71239, 1.5708]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_pehte"]
_data = {
"RESET": SubResource("Animation_tcdo0"),
"spin": SubResource("Animation_tgj7f")
}
[node name="ShungiteDart" type="RigidBody2D" node_paths=PackedStringArray("Hitbox")]
script = ExtResource("1_jbgb8")
Speed = 256.0
Hitbox = NodePath("Hitbox")
Delay = 1.0
[node name="Sprite2D" type="AnimatedSprite2D" parent="."]
texture_filter = 1
rotation = 1.5708
sprite_frames = SubResource("SpriteFrames_6a2jq")
frame_progress = 0.227702
speed_scale = 4.0
[node name="Hitbox" parent="." instance=ExtResource("3_gdyk8")]
Damage = 25.0
Knockback = 128.0
[node name="CollisionShape2D" parent="Hitbox" index="0"]
shape = SubResource("RectangleShape2D_fa7yf")
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
"": SubResource("AnimationLibrary_pehte")
}
[editable path="Hitbox"]

View File

@ -0,0 +1,72 @@
using Godot;
using GodotUtilities;
using SupaLidlGame.Extensions;
namespace SupaLidlGame.Entities;
public partial class ShungiteSpike : Projectile
{
[Export]
public PackedScene Dart { get; set; }
[Export]
public double ExplodeTime { get; set; } = 6;
[Export]
public BoundingBoxes.Hurtbox Hurtbox { get; set; }
[Export]
public AudioStreamPlayer2D HitSound { get; set; }
[Export]
public AnimationPlayer AnimationPlayer { get; set; }
private double _currentExplodeTime;
private Scenes.Map _map;
public override void _Ready()
{
_currentExplodeTime = ExplodeTime;
_map = this.GetAncestor<Scenes.Map>();
Hurtbox.ReceivedDamage += OnReceivedDamage;
AnimationPlayer.Play("spin");
base._Ready();
}
private void OnReceivedDamage(
float damage,
Characters.Character inflictor,
float knockback,
Vector2 knockbackOrigin = default,
Vector2 knockbackVector = default)
{
HitSound.At(GlobalPosition).PlayOneShot();
QueueFree();
}
private Entities.ShungiteDart CreateDart(Vector2 direction)
{
var dart = _map.SpawnEntity<Entities.ShungiteDart>(Dart);
dart.Direction = direction;
dart.Hitbox.Faction = Hitbox.Faction;
dart.GlobalPosition = GlobalPosition;
dart.Delay = 0;
return dart;
}
public override void _Process(double delta)
{
if ((_currentExplodeTime -= delta) <= 0)
{
CreateDart(Vector2.Up);
CreateDart(Vector2.Down);
CreateDart(Vector2.Left);
CreateDart(Vector2.Right);
QueueFree();
}
}
}

View File

@ -0,0 +1,87 @@
[gd_scene load_steps=12 format=3 uid="uid://1tiswf3gtyvv"]
[ext_resource type="Script" path="res://Entities/ShungiteSpike.cs" id="1_pclpe"]
[ext_resource type="PackedScene" uid="uid://djaljmco3xo4g" path="res://Entities/ShungiteDart.tscn" id="2_hinxt"]
[ext_resource type="Texture2D" uid="uid://dvx2b0y6dup53" path="res://Assets/Sprites/Misc/shungite-spike.png" id="2_klp8v"]
[ext_resource type="PackedScene" uid="uid://du5vhccg75nrq" path="res://BoundingBoxes/Hitbox.tscn" id="3_kojrj"]
[ext_resource type="PackedScene" uid="uid://cjgxyhgcyvsv7" path="res://BoundingBoxes/Hurtbox.tscn" id="4_d8dl4"]
[ext_resource type="AudioStream" uid="uid://c4n7ioxpukdwi" path="res://Assets/Sounds/parry.wav" id="6_fepye"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_konb7"]
[sub_resource type="CircleShape2D" id="CircleShape2D_kumrg"]
radius = 20.0
[sub_resource type="Animation" id="Animation_dlpaa"]
resource_name = "spin"
length = 0.5
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:rotation")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.5),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [0.0, 6.28319]
}
[sub_resource type="Animation" id="Animation_0vfvo"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:rotation")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [0.0]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_jj1qe"]
_data = {
"RESET": SubResource("Animation_0vfvo"),
"spin": SubResource("Animation_dlpaa")
}
[node name="ShungiteSpike" type="RigidBody2D" node_paths=PackedStringArray("Hurtbox", "HitSound", "Hitbox")]
script = ExtResource("1_pclpe")
Dart = ExtResource("2_hinxt")
Hurtbox = NodePath("Hurtbox")
HitSound = NodePath("AudioStreamPlayer2D")
Hitbox = NodePath("Hitbox")
[node name="Sprite2D" type="Sprite2D" parent="."]
modulate = Color(1.4, 0, 1.2, 1)
self_modulate = Color(2, 2, 2, 1)
texture_filter = 1
texture = ExtResource("2_klp8v")
[node name="Hitbox" parent="." instance=ExtResource("3_kojrj")]
Damage = 10.0
Knockback = 256.0
[node name="CollisionShape2D" parent="Hitbox" index="0"]
shape = SubResource("RectangleShape2D_konb7")
[node name="Hurtbox" parent="." instance=ExtResource("4_d8dl4")]
[node name="CollisionShape2D" parent="Hurtbox" index="0"]
shape = SubResource("CircleShape2D_kumrg")
[node name="AudioStreamPlayer2D" type="AudioStreamPlayer2D" parent="."]
stream = ExtResource("6_fepye")
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
"": SubResource("AnimationLibrary_jj1qe")
}
[editable path="Hitbox"]
[editable path="Hurtbox"]

8
Events/Args.cs 100644
View File

@ -0,0 +1,8 @@
using Godot;
namespace SupaLidlGame.Events;
public abstract partial class Args : GodotObject
{
}

View File

@ -0,0 +1,14 @@
namespace SupaLidlGame.Events;
public partial class HealthChangedArgs : Args
{
public Characters.Character Attacker { get; set; }
public Items.Weapon Weapon { get; set; }
public float OldHealth { get; set; }
public float NewHealth { get; set; }
public float Damage { get; set; }
}

View File

@ -1,6 +1,6 @@
using Godot; using Godot;
using GodotUtilities;
using System; using System;
using SupaLidlGame.Utils;
namespace SupaLidlGame.Extensions; namespace SupaLidlGame.Extensions;
@ -44,7 +44,7 @@ public static class AudioStreamPlayer2DExtensions
this AudioStreamPlayer2D audio, this AudioStreamPlayer2D audio,
Vector2 globalPosition) Vector2 globalPosition)
{ {
var world = audio.GetTree().Root.GetNode("World/TileMap"); var world = audio.GetAncestor<Scenes.Map>();
if (world is null) if (world is null)
{ {
throw new NullReferenceException("World does not exist"); throw new NullReferenceException("World does not exist");
@ -62,6 +62,15 @@ public static class AudioStreamPlayer2DExtensions
return clone; return clone;
} }
public static AudioStreamPlayer2D PlayOneShot(
this AudioStreamPlayer2D audio,
float fromPosition = 0)
{
audio.Finished += () => audio.QueueFree();
audio.Play(fromPosition);
return audio;
}
public static AudioStreamPlayer2D WithPitchDeviation( public static AudioStreamPlayer2D WithPitchDeviation(
this AudioStreamPlayer2D audio, this AudioStreamPlayer2D audio,
float deviation) float deviation)

View File

@ -8,7 +8,8 @@ public static class NodeExtensions
/// Iterates through each ancestor until it finds an ancestor of type /// Iterates through each ancestor until it finds an ancestor of type
/// <c>T</c> /// <c>T</c>
/// </summary> /// </summary>
public static T GetAncestor<T>(this Node node) where T : Node [System.Obsolete]
public static T GetAncestorDeprecated<T>(this Node node) where T : Node
{ {
Node parent; Node parent;

View File

@ -1,4 +1,5 @@
using Godot; using Godot;
using GodotUtilities;
namespace SupaLidlGame.Extensions; namespace SupaLidlGame.Extensions;
@ -9,4 +10,32 @@ public static class Node2DExtensions
//var spaceState = node.GetWorld2d().DirectSpaceState; //var spaceState = node.GetWorld2d().DirectSpaceState;
//var result = spaceState.IntersectRay(); //var result = spaceState.IntersectRay();
} }
public static Node CloneOnWorld(this Node2D node)
{
return CloneOnWorld<Node2D>(node);
}
public static T CloneOnWorld<T>(this Node2D node) where T : Node2D
{
var world = node.GetAncestor<Scenes.Map>();
if (world is null)
{
throw new System.NullReferenceException("World does not exist");
}
//var parent = new Node2D();
//world.AddChild(parent);
//parent.GlobalPosition = node.GlobalPosition;
var clone = node.Duplicate() as T;
world.AddChild(clone);
clone.GlobalPosition = node.GlobalPosition;
return clone;
}
public static Node AtPosition(this Node2D node, Vector2 position)
{
node.GlobalPosition = position;
return node;
}
} }

View File

@ -0,0 +1,14 @@
using Godot;
namespace SupaLidlGame.Extensions;
public static class Particles2D
{
public static void EmitOneShot(this GpuParticles2D particles)
{
particles.GetTree().CreateTimer(particles.Lifetime).Timeout += () =>
{
particles.QueueFree();
};
}
}

View File

@ -1,5 +1,5 @@
using Godot; using Godot;
using SupaLidlGame.Extensions; using GodotUtilities;
namespace SupaLidlGame.Items.Weapons; namespace SupaLidlGame.Items.Weapons;

View File

@ -1,4 +1,5 @@
using Godot; using Godot;
using GodotUtilities;
using SupaLidlGame.BoundingBoxes; using SupaLidlGame.BoundingBoxes;
using SupaLidlGame.Characters; using SupaLidlGame.Characters;
using SupaLidlGame.Extensions; using SupaLidlGame.Extensions;
@ -197,7 +198,7 @@ public partial class Sword : Weapon, IParryable
IsParried = true; IsParried = true;
AnimationPlayer.SpeedScale = 0.25f; AnimationPlayer.SpeedScale = 0.25f;
Character.Stun(1.5f); Character.Stun(1.5f);
GetNode<AudioStreamPlayer2D>("ParrySound").OnWorld().Play(); GetNode<AudioStreamPlayer2D>("ParrySound").OnWorld().PlayOneShot();
} }
public override void _on_hitbox_hit(BoundingBox box) public override void _on_hitbox_hit(BoundingBox box)

View File

@ -340,13 +340,13 @@ Hitbox = NodePath("Hitbox")
AnimationPlayer = NodePath("AnimationPlayer") AnimationPlayer = NodePath("AnimationPlayer")
AnimationTree = NodePath("AnimationTree") AnimationTree = NodePath("AnimationTree")
AttackTime = 0.2 AttackTime = 0.2
AttackAnimationDuration = 1.0 AttackAnimationDuration = 0.75
ParryParticles = NodePath("Anchor/Node2D/Sprite2D/ParryParticles") ParryParticles = NodePath("Anchor/Node2D/Sprite2D/ParryParticles")
NPCAnticipateTime = 0.3 NPCAnticipateTime = 0.3
StateMachine = NodePath("State") StateMachine = NodePath("State")
Anchor = NodePath("Anchor") Anchor = NodePath("Anchor")
Damage = 20.0 Damage = 20.0
UseTime = 0.8 UseTime = 0.55
Knockback = 64.0 Knockback = 64.0
ShouldHideIdle = true ShouldHideIdle = true

View File

@ -1,8 +1,8 @@
[gd_scene load_steps=3 format=3 uid="uid://1pb3mpmrl7lc"] [gd_scene load_steps=3 format=3 uid="uid://1pb3mpmrl7lc"]
[ext_resource type="Script" path="res://Utils/World.cs" id="1_1k6ew"] [ext_resource type="Script" path="res://Utils/World.cs" id="1_1k6ew"]
[ext_resource type="PackedScene" uid="uid://bxtpv6jqodj4v" path="res://Scenes/Maps/Hills.tscn" id="2_juio7"] [ext_resource type="PackedScene" uid="uid://b2x17su05ou5w" path="res://Scenes/Maps/Arena.tscn" id="2_avsrq"]
[node name="World" type="Node2D"] [node name="World" type="Node2D"]
script = ExtResource("1_1k6ew") script = ExtResource("1_1k6ew")
StartingArea = ExtResource("2_juio7") StartingArea = ExtResource("2_avsrq")

View File

@ -1,5 +1,4 @@
using Godot; using Godot;
using System;
namespace SupaLidlGame.Scenes; namespace SupaLidlGame.Scenes;
@ -44,4 +43,16 @@ public partial class Map : TileMap
{ {
base._Process(delta); base._Process(delta);
} }
public Node SpawnEntity(PackedScene scene)
{
var instance = scene.Instantiate();
Entities.AddChild(instance);
return instance;
}
public T SpawnEntity<T>(PackedScene scene) where T : Node
{
return SpawnEntity(scene) as T;
}
} }

View File

@ -0,0 +1,273 @@
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[ext_resource type="PackedScene" uid="uid://dsr5kkbthpwpl" path="res://Characters/Doc.tscn" id="4_c0csw"]
[ext_resource type="Shader" path="res://Shaders/Flash.gdshader" id="5_aevwf"]
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texture = SubResource("CanvasTexture_dnsyd")
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1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:0/0/physics_layer_0/angular_velocity = 0.0
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2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:0/0/physics_layer_0/angular_velocity = 0.0
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3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:0/0/physics_layer_0/angular_velocity = 0.0
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4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:0/0/physics_layer_0/angular_velocity = 0.0
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5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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6:0/0 = 0
6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:0/0/physics_layer_0/angular_velocity = 0.0
7:0/size_in_atlas = Vector2i(1, 2)
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7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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0:1/0/physics_layer_0/angular_velocity = 0.0
1:1/0 = 0
1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:1/0/physics_layer_0/angular_velocity = 0.0
2:1/0 = 0
2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:1/0/physics_layer_0/angular_velocity = 0.0
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3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:1/0/physics_layer_0/angular_velocity = 0.0
3:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
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5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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6:1/0 = 0
6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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1:2/0 = 0
1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
2:2/0 = 0
2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:2/0/physics_layer_0/angular_velocity = 0.0
3:2/0 = 0
3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:2/0/physics_layer_0/angular_velocity = 0.0
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4:2/0 = 0
4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:2/0/physics_layer_0/angular_velocity = 0.0
5:2/0 = 0
5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:2/0/physics_layer_0/angular_velocity = 0.0
6:2/0 = 0
6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:2/0/physics_layer_0/angular_velocity = 0.0
7:2/0 = 0
7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:2/0/physics_layer_0/angular_velocity = 0.0
0:3/0 = 0
0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:3/0/physics_layer_0/angular_velocity = 0.0
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1:3/0 = 0
1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:3/0/physics_layer_0/angular_velocity = 0.0
1:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
2:3/0 = 0
2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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3:3/0 = 0
3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:3/0/physics_layer_0/angular_velocity = 0.0
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4:3/0 = 0
4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:3/0/physics_layer_0/angular_velocity = 0.0
5:3/0 = 0
5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:3/0/physics_layer_0/angular_velocity = 0.0
6:3/0 = 0
6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:3/0/physics_layer_0/angular_velocity = 0.0
7:3/0 = 0
7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:3/0/physics_layer_0/angular_velocity = 0.0
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0:0/0 = 0
0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:0/0/physics_layer_0/angular_velocity = 0.0
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1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:0/0 = 0
2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:0/0/physics_layer_0/angular_velocity = 0.0
3:0/0 = 0
3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:0/0/physics_layer_0/angular_velocity = 0.0
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4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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6:0/0 = 0
6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:0/0/physics_layer_0/angular_velocity = 0.0
0:1/0 = 0
0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:1/0/physics_layer_0/angular_velocity = 0.0
1:1/0 = 0
1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:1/0/physics_layer_0/angular_velocity = 0.0
2:1/0 = 0
2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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6:1/0 = 0
6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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1:2/0 = 0
1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:2/0/physics_layer_0/angular_velocity = 0.0
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2:2/0 = 0
2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:2/0/physics_layer_0/angular_velocity = 0.0
3:2/0 = 0
3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:2/0/physics_layer_0/angular_velocity = 0.0
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4:2/0 = 0
4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:2/0/physics_layer_0/angular_velocity = 0.0
5:2/0 = 0
5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:2/0/physics_layer_0/angular_velocity = 0.0
6:2/0 = 0
6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:2/0/physics_layer_0/angular_velocity = 0.0
7:2/0 = 0
7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:2/0/physics_layer_0/angular_velocity = 0.0
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0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:3/0 = 0
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3:3/0 = 0
3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:3/0/physics_layer_0/angular_velocity = 0.0
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4:3/0 = 0
4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:3/0/physics_layer_0/angular_velocity = 0.0
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6:3/0 = 0
6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:3/0/physics_layer_0/angular_velocity = 0.0
7:3/0 = 0
7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:3/0/physics_layer_0/angular_velocity = 0.0
7:0/size_in_atlas = Vector2i(1, 2)
7:0/0 = 0
7:0/0/texture_origin = Vector2i(0, 8)
7:0/0/occlusion_layer_0/polygon = SubResource("OccluderPolygon2D_kbvre")
7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:0/0/physics_layer_0/angular_velocity = 0.0
7:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
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occlusion_layer_0/light_mask = 1
physics_layer_0/collision_layer = 1
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[node name="CanvasModulate" parent="." index="0"]
color = Color(0.753984, 0.753984, 0.753984, 1)
[node name="Doc" parent="Entities" index="0" instance=ExtResource("4_c0csw")]
material = SubResource("ShaderMaterial_4g4ap")
PreferredWeightDistance = 256.0
MaxWeightDistance = 32.0

File diff suppressed because one or more lines are too long

View File

@ -46,6 +46,13 @@ public abstract partial class CharacterState : Node, IState<CharacterState>
public virtual CharacterState PhysicsProcess(double delta) public virtual CharacterState PhysicsProcess(double delta)
{ {
if (Character.Health < 0)
{
Character.Velocity = Vector2.Zero;
Character.MoveAndSlide();
return null;
}
Character.Velocity = Character.NetImpulse; Character.Velocity = Character.NetImpulse;
if (Character.NetImpulse.LengthSquared() < Mathf.Pow(Character.Speed, 2)) if (Character.NetImpulse.LengthSquared() < Mathf.Pow(Character.Speed, 2))

View File

@ -8,12 +8,28 @@ public partial class PlayerRollState : PlayerState
private Vector2 _rollDirection = Vector2.Zero; private Vector2 _rollDirection = Vector2.Zero;
private AnimationPlayer _rollAnimation;
public override void _Ready()
{
_rollAnimation = _player.GetNode<AnimationPlayer>("RollAnimation");
base._Ready();
}
public override IState<CharacterState> Enter(IState<CharacterState> previousState) public override IState<CharacterState> Enter(IState<CharacterState> previousState)
{ {
_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; Character.Target = Character.Direction;
if (Character.Direction.X >= 0)
{
_rollAnimation.Play("roll");
}
else
{
_rollAnimation.PlayBackwards("roll");
}
return base.Enter(previousState); return base.Enter(previousState);
} }
@ -23,13 +39,14 @@ public partial class PlayerRollState : PlayerState
// this state (e.g. from death) // this state (e.g. from death)
_timeLeftToRoll = 0; _timeLeftToRoll = 0;
_rollDirection = Character.Direction; _rollDirection = Character.Direction;
_rollAnimation.Stop();
base.Exit(nextState); base.Exit(nextState);
} }
public override CharacterState Process(double delta) public override CharacterState Process(double delta)
{ {
Character.Direction = _rollDirection; Character.Direction = _rollDirection;
if ((_timeLeftToRoll -= delta) <= 0) if ((_timeLeftToRoll -= delta) <= 0 || _player.Health <= 0)
{ {
return IdleState; return IdleState;
} }

View File

@ -13,14 +13,26 @@ public abstract partial class PlayerState : CharacterState
public override CharacterState Input(InputEvent @event) public override CharacterState Input(InputEvent @event)
{ {
var inventory = Character.Inventory; var inventory = Character.Inventory;
var player = _player;
if (this is PlayerIdleState or PlayerMoveState && if (this is PlayerIdleState or PlayerMoveState &&
!_player.Inventory.IsUsingItem) !player.Inventory.IsUsingItem)
{ {
if (@event.IsActionPressed("equip_1")) if (@event.IsActionPressed("equip_1"))
{ {
inventory.SelectedItem = inventory.GetItemByMap("equip_1"); inventory.SelectedItem = inventory.GetItemByMap("equip_1");
} }
else if (@event.IsActionPressed("equip_2"))
{
inventory.SelectedItem = inventory.GetItemByMap("equip_2");
}
if (@event.IsActionPressed("interact"))
{
// if looking at a trigger then interact with it
GD.Print("interacting");
player.InteractionRay.Trigger?.InvokeInteraction();
}
} }
return base.Input(@event); return base.Input(@event);

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@ -0,0 +1,6 @@
namespace SupaLidlGame.State.Health;
public partial class AliveState : HealthState
{
}

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@ -0,0 +1 @@
namespace SupaLidlGame.State.Health;

View File

@ -0,0 +1,13 @@
using Godot;
namespace SupaLidlGame.State.Health;
public abstract partial class HealthState : Node, IState<HealthState>
{
public virtual IState<HealthState> Enter(IState<HealthState> prev) => null;
public virtual void Exit(IState<HealthState> next)
{
}
}

View File

@ -0,0 +1,16 @@
using Godot;
namespace SupaLidlGame.State.NPC.Doc;
public abstract partial class DocAttackState : NPCState
{
public abstract double Duration { get; set; }
public abstract double AttackDuration { get; set; }
public abstract PackedScene Projectile { get; set; }
public abstract DocChooseAttackState ChooseAttackState { get; set; }
protected abstract void Attack();
}

View File

@ -0,0 +1,51 @@
using Godot;
using System.Collections.Generic;
namespace SupaLidlGame.State.NPC.Doc;
public partial class DocChooseAttackState : NPCState
{
[Export]
public DocShungiteDartState DartState { get; set; }
[Export]
public DocShungiteSpikeState SpikeState { get; set; }
[Export]
public DocExitState ExitState { get; set; }
public Characters.Doc Doc => NPC as Characters.Doc;
private List<NPCState> _states = new List<NPCState>();
private int _consecutiveAttacks = 0;
public override void _Ready()
{
_states.Add(DartState);
_states.Add(SpikeState);
base._Ready();
}
public override NPCState Enter(IState<NPCState> previous)
{
if (previous is not DocTelegraphState)
{
_consecutiveAttacks++;
}
else
{
_consecutiveAttacks = 0;
}
if (_consecutiveAttacks > Doc.Intensity)
{
_consecutiveAttacks = 0;
return ExitState;
}
// choose random attack
var random = new System.Random();
return _states[random.Next(_states.Count)];
}
}

View File

@ -0,0 +1,38 @@
using Godot;
namespace SupaLidlGame.State.NPC.Doc;
public partial class DocExitState : NPCState
{
[Export]
public AnimationPlayer TelegraphAnimationPlayer { get; set; }
[Export]
public DocTelegraphState TelegraphState { get; set; }
[Export]
public double Duration { get; set; } = 1;
private double _currentDuration = 0;
public override NPCState Enter(IState<NPCState> previousState)
{
_currentDuration = Duration;
TelegraphAnimationPlayer.Play("exit_out");
return null;
}
public override void Exit(IState<NPCState> nextState)
{
}
public override NPCState Process(double delta)
{
if ((_currentDuration -= delta) <= 0)
{
return TelegraphState;
}
return null;
}
}

View File

@ -0,0 +1,86 @@
using Godot;
using GodotUtilities;
using SupaLidlGame.Entities;
namespace SupaLidlGame.State.NPC.Doc;
public partial class DocShungiteDartState : DocAttackState
{
protected Scenes.Map _map;
protected Utils.World _world;
protected double _currentDuration = 0;
protected double _currentAttackDuration = 0;
[Export]
public override double Duration { get; set; }
[Export]
public override double AttackDuration { get; set; }
[Export]
public override PackedScene Projectile { get; set; }
[Export]
public override DocChooseAttackState ChooseAttackState { get; set; }
[Export]
public Characters.Doc Doc { get; set; }
public override NPCState Enter(IState<NPCState> previousState)
{
_map = this.GetAncestor<Scenes.Map>();
_world = this.GetAncestor<Utils.World>();
_currentDuration = Duration;
_currentAttackDuration = AttackDuration;
return null;
}
public override void Exit(IState<NPCState> nextState)
{
}
protected virtual Projectile SpawnProjectile(
Vector2 position,
Vector2 direction)
{
var projectile = _map.SpawnEntity<Projectile>(Projectile);
projectile.Hitbox.Faction = NPC.Faction;
// global position is (from npc to player) * 2 = (2 * npc) - player
//projectile.GlobalPosition = 2 * NPC.GlobalPosition - playerPos;
projectile.GlobalPosition = position;
projectile.Direction = direction;
projectile.GlobalRotation = direction.Angle();
projectile.Delay = 1.0 / Doc.Intensity;
return projectile;
}
protected override void Attack()
{
var player = _world.CurrentPlayer;
var playerPos = player.GlobalPosition;
Vector2 position1 = 2 * NPC.GlobalPosition - playerPos;
Vector2 position2 = 2 * playerPos - NPC.GlobalPosition;
Vector2 direction1 = position1.DirectionTo(playerPos);
Vector2 direction2 = -direction1;
SpawnProjectile(position1, direction1);
SpawnProjectile(position2, direction2);
_currentAttackDuration = AttackDuration / Doc.Intensity;
}
public override NPCState Process(double delta)
{
if ((_currentDuration -= delta) <= 0)
{
return ChooseAttackState;
}
if ((_currentAttackDuration -= delta) <= 0)
{
Attack();
}
return null;
}
}

View File

@ -0,0 +1,61 @@
using Godot;
using SupaLidlGame.Entities;
namespace SupaLidlGame.State.NPC.Doc;
public partial class DocShungiteSpikeState : DocShungiteDartState
{
private float _intensity = 1;
public override NPCState Enter(IState<NPCState> previous)
{
// subtract from total state time by intensity
Duration = _currentDuration = 9 - 2 * Doc.Intensity;
return base.Enter(previous);
}
protected override Projectile SpawnProjectile(
Vector2 position,
Vector2 direction)
{
var projectile = base.SpawnProjectile(position, direction)
as ShungiteSpike;
projectile.GlobalRotation = 0;
projectile.Delay = 0;
projectile.ExplodeTime = 6 - 2 * Doc.Intensity;
projectile.Hitbox.Faction = projectile.Hurtbox.Faction = Doc.Faction;
return projectile;
}
protected override void Attack()
{
var player = _world.CurrentPlayer;
var playerPos = player.GlobalPosition;
Vector2 left = playerPos + Vector2.Left * 64;
Vector2 right = playerPos + Vector2.Right * 64;
Vector2 up = playerPos + Vector2.Up * 64;
Vector2 down = playerPos + Vector2.Down * 64;
SpawnProjectile(left, Vector2.Zero);
SpawnProjectile(right, Vector2.Zero);
SpawnProjectile(up, Vector2.Zero);
SpawnProjectile(down, Vector2.Zero);
// only attack once and stop (but keep in this state for 8 seconds)
_currentAttackDuration += 8;
}
public override NPCState Process(double delta)
{
if ((_currentDuration -= delta) <= 0)
{
return ChooseAttackState;
}
if ((_currentAttackDuration -= delta) <= 0)
{
Attack();
}
return null;
}
}

View File

@ -0,0 +1,41 @@
using Godot;
namespace SupaLidlGame.State.NPC.Doc;
public partial class DocTelegraphState : NPCState
{
[Export]
public AnimationPlayer TelegraphAnimationPlayer { get; set; }
[Export]
public DocChooseAttackState AttackState { get; set; }
[Export]
public double Duration { get; set; } = 1;
private double _currentDuration = 1;
public override NPCState Enter(IState<NPCState> previousState)
{
_currentDuration = Duration;
TelegraphAnimationPlayer.Play("enter_in");
float randX = GD.RandRange(-128, 128);
float randY = GD.RandRange(-128, 128);
NPC.GlobalPosition = new Vector2(randX, randY);
return null;
}
public override void Exit(IState<NPCState> nextState)
{
}
public override NPCState Process(double delta)
{
if ((_currentDuration -= delta) <= 0)
{
return AttackState;
}
return null;
}
}

View File

@ -0,0 +1,18 @@
using Godot;
namespace SupaLidlGame.State.NPC;
public abstract partial class NPCState : Node, IState<NPCState>
{
[Export]
public SupaLidlGame.Characters.NPC NPC { get; set; }
public abstract IState<NPCState> Enter(IState<NPCState> previousState);
public virtual void Exit(IState<NPCState> nextState)
{
}
public virtual IState<NPCState> Process(double delta) => null;
}

View File

@ -0,0 +1,18 @@
using Godot;
namespace SupaLidlGame.State.NPC;
public partial class NPCStateMachine : StateMachine<NPCState>
{
[Export]
public override NPCState InitialState { get; set; }
public void Process(double delta)
{
var state = CurrentState.Process(delta);
if (state is NPCState s)
{
ChangeState(s);
}
}
}

View File

@ -0,0 +1,19 @@
using Godot;
namespace SupaLidlGame.State.NPC;
public partial class NPCTelegraphState : NPCState
{
[Export]
public double Duration { get; set; }
public override NPCState Enter(IState<NPCState> previousState)
{
return null;
}
public override void Exit(IState<NPCState> nextState)
{
}
}

View File

@ -3,4 +3,7 @@
<TargetFramework>net6.0</TargetFramework> <TargetFramework>net6.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading> <EnableDynamicLoading>true</EnableDynamicLoading>
</PropertyGroup> </PropertyGroup>
<ItemGroup>
<PackageReference Include="Firebelley.GodotUtilities" Version="4.0.4" />
</ItemGroup>
</Project> </Project>

View File

@ -1,6 +1,6 @@
Microsoft Visual Studio Solution File, Format Version 12.00 Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012 # Visual Studio 2012
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SupaLidlGame", "SupaLidlGame.csproj", "{AF3A4D72-D276-44C3-A64F-EAB32D2B9B97}" Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SupaLidlGame", "SupaLidlGame.csproj", "{BC071CA6-9462-4CEC-AA20-B0CA618321E5}"
EndProject EndProject
Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
@ -9,11 +9,11 @@ Global
ExportRelease|Any CPU = ExportRelease|Any CPU ExportRelease|Any CPU = ExportRelease|Any CPU
EndGlobalSection EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution GlobalSection(ProjectConfigurationPlatforms) = postSolution
{AF3A4D72-D276-44C3-A64F-EAB32D2B9B97}.Debug|Any CPU.ActiveCfg = Debug|Any CPU {BC071CA6-9462-4CEC-AA20-B0CA618321E5}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{AF3A4D72-D276-44C3-A64F-EAB32D2B9B97}.Debug|Any CPU.Build.0 = Debug|Any CPU {BC071CA6-9462-4CEC-AA20-B0CA618321E5}.Debug|Any CPU.Build.0 = Debug|Any CPU
{AF3A4D72-D276-44C3-A64F-EAB32D2B9B97}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU {BC071CA6-9462-4CEC-AA20-B0CA618321E5}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU
{AF3A4D72-D276-44C3-A64F-EAB32D2B9B97}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU {BC071CA6-9462-4CEC-AA20-B0CA618321E5}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU
{AF3A4D72-D276-44C3-A64F-EAB32D2B9B97}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU {BC071CA6-9462-4CEC-AA20-B0CA618321E5}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU
{AF3A4D72-D276-44C3-A64F-EAB32D2B9B97}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU {BC071CA6-9462-4CEC-AA20-B0CA618321E5}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU
EndGlobalSection EndGlobalSection
EndGlobal EndGlobal

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@ -0,0 +1,41 @@
using Godot;
namespace SupaLidlGame.Utils;
public partial class DamageTime : Node
{
private double _duration = 0.1;
private double _currentDuration = 0;
private double _startValue = 0;
public override void _Ready()
{
if (GetParent() is Characters.Player player)
{
player.Hurt += PlayerHurt;
}
}
private void PlayerHurt(Events.HealthChangedArgs args)
{
if (args.Damage > 10)
{
// temp
//float strength = 0.8f;
//_startValue = 1 - strength;
//_currentDuration = 0;
_currentDuration = _duration;
Engine.TimeScale = 0.1;
}
}
public override void _Process(double delta)
{
if ((_currentDuration -= delta) < 0)
{
Engine.TimeScale = 1;
}
}
}

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@ -0,0 +1,6 @@
namespace SupaLidlGame.Utils;
public interface IInteractive
{
public BoundingBoxes.InteractionTrigger InteractionTrigger { get; set; }
}

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@ -1,5 +1,6 @@
using Godot; using Godot;
using Godot.Collections; using Godot.Collections;
using GodotUtilities;
using SupaLidlGame.Extensions; using SupaLidlGame.Extensions;
namespace SupaLidlGame.Utils; namespace SupaLidlGame.Utils;

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@ -1,7 +1,6 @@
using Godot; using Godot;
using SupaLidlGame.Characters; using SupaLidlGame.Characters;
using SupaLidlGame.Scenes; using SupaLidlGame.Scenes;
using SupaLidlGame.Extensions;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
@ -24,6 +23,10 @@ public partial class World : Node2D
private string _currentMapResourcePath; private string _currentMapResourcePath;
//private Entities.Campfire _lastCampfire = null;
public Vector2 SaveLocation { get; set; }
public string SaveMapKey { get; set; }
private const string PLAYER_PATH = "res://Characters/Player.tscn"; private const string PLAYER_PATH = "res://Characters/Player.tscn";
private PackedScene _playerScene; private PackedScene _playerScene;
@ -43,23 +46,21 @@ public partial class World : Node2D
// spawn the player in // spawn the player in
CreatePlayer(); CreatePlayer();
CurrentPlayer.Death += (Events.HealthChangedArgs args) =>
{
// TODO: respawn the player at the last campfire.
GetTree().CreateTimer(1).Timeout += () =>
{
SpawnPlayer();
};
};
base._Ready(); base._Ready();
} }
public void LoadScene(PackedScene scene) private void LoadMap(Map map)
{ {
GD.Print("Loading map " + scene.ResourcePath); GD.Print("Loading map " + map.Name);
Map map;
if (_maps.ContainsKey(scene.ResourcePath))
{
map = _maps[scene.ResourcePath];
}
else
{
map = scene.Instantiate<Map>();
_maps.Add(scene.ResourcePath, map);
}
if (CurrentMap is not null) if (CurrentMap is not null)
{ {
@ -80,6 +81,39 @@ public partial class World : Node2D
} }
} }
public void LoadScene(PackedScene scene)
{
Map map;
if (_maps.ContainsKey(scene.ResourcePath))
{
map = _maps[scene.ResourcePath];
}
else
{
map = scene.Instantiate<Map>();
_maps.Add(scene.ResourcePath, map);
}
LoadMap(map);
}
public void LoadScene(string path)
{
Map map;
if (_maps.ContainsKey(path))
{
map = _maps[path];
}
else
{
var scene = ResourceLoader.Load<PackedScene>(path);
map = scene.Instantiate<Map>();
_maps.Add(scene.ResourcePath, map);
}
LoadMap(map);
}
public void CreatePlayer() public void CreatePlayer()
{ {
CurrentPlayer = _playerScene.Instantiate<Player>(); CurrentPlayer = _playerScene.Instantiate<Player>();
@ -146,4 +180,36 @@ public partial class World : Node2D
{ {
throw new System.NotImplementedException(); throw new System.NotImplementedException();
} }
/// <summary>
/// Sets the player's saved spawn position.
/// </summary>
/// <param name="position">The position to save and spawn the player in</param>
/// <param name="mapKey">
/// The map to spawn the player in. If <see langword="null" />, use the
/// <c>World</c>'s <c>CurrentMap</c>
/// </param>
public void SetSpawn(Vector2 position, string mapKey = null)
{
GD.Print("Set spawn");
if (mapKey is null)
{
mapKey = CurrentMap.SceneFilePath;
SaveLocation = position;
SaveMapKey = mapKey;
}
}
public void SpawnPlayer()
{
// TODO: add max health property
//CurrentPlayer.Health = 100;
//CurrentPlayer.Sprite.Visible = true;
if (CurrentMap.SceneFilePath != SaveMapKey)
{
LoadScene(SaveMapKey);
}
CurrentPlayer.GlobalPosition = SaveLocation;
CurrentPlayer.Spawn();
}
} }

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@ -89,7 +89,13 @@ equip_3={
2d_physics/layer_3="Player" 2d_physics/layer_3="Player"
2d_physics/layer_4="NPC" 2d_physics/layer_4="NPC"
2d_physics/layer_5="World Clip" 2d_physics/layer_5="World Clip"
2d_physics/layer_6="Interaction Receiver"
2d_physics/layer_7="Interaction Trigger"
[physics] [physics]
2d/default_gravity=0.0 2d/default_gravity=0.0
[rendering]
environment/defaults/default_clear_color=Color(0.301961, 0.301961, 0.301961, 1)