camera shaking and autoswing

item-info
John Montagu, the 4th Earl of Sandvich 2022-11-25 11:59:55 -08:00
parent 19aaffbeab
commit 983dfba589
9 changed files with 70 additions and 55 deletions

View File

@ -165,7 +165,8 @@ namespace SupaLidlGame.Characters
}
}
public void _on_hurtbox_received_damage(float damage,
public virtual void _on_hurtbox_received_damage(
float damage,
Character inflictor,
float knockback,
Vector2 knockbackOrigin = default,
@ -173,12 +174,14 @@ namespace SupaLidlGame.Characters
{
Health -= damage;
// create damage text
var textScene = GD.Load<PackedScene>("res://UI/FloatingText.tscn");
var instance = textScene.Instantiate<UI.FloatingText>();
instance.Text = Mathf.Round(damage).ToString();
instance.GlobalPosition = GlobalPosition;
this.GetAncestor<TileMap>().AddChild(instance);
// apply knockback
Vector2 knockbackDir = knockbackVector;
if (knockbackDir == default)
{
@ -190,14 +193,22 @@ namespace SupaLidlGame.Characters
knockbackDir = knockbackOrigin.DirectionTo(GlobalPosition);
}
var player = GetNode<AnimationPlayer>("FlashAnimation");
if (player != null)
ApplyImpulse(knockbackDir.Normalized() * knockback);
// play damage animation
var anim = GetNode<AnimationPlayer>("FlashAnimation");
if (anim != null)
{
player.Stop();
player.Play("Hurt");
anim.Stop();
anim.Play("Hurt");
}
ApplyImpulse(knockbackDir.Normalized() * knockback);
// if anyone involved is a player, shake their screen
Player plr = inflictor as Player ?? this as Player;
if (plr is not null)
{
plr.Camera.Shake(0.75f, 0.25f);
}
}
}
}

View File

@ -1,4 +1,5 @@
using Godot;
using SupaLidlGame.Utils;
namespace SupaLidlGame.Characters
{
@ -7,6 +8,9 @@ namespace SupaLidlGame.Characters
private AnimatedSprite2D _sprite;
private string _spriteAnim;
[Export]
public PlayerCamera Camera { get; set; }
public string Animation
{
get => _sprite.Animation;

View File

@ -1,10 +1,11 @@
[gd_scene load_steps=26 format=3 uid="uid://b2254pup8k161"]
[gd_scene load_steps=27 format=3 uid="uid://b2254pup8k161"]
[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="Texture2D" uid="uid://dxymfduyrbuvx" path="res://Assets/Sprites/Characters/forsen.png" id="3_ig4hs"]
[ext_resource type="Script" path="res://Characters/States/Machine.cs" id="3_npkjp"]
[ext_resource type="Script" path="res://Characters/States/PlayerIdleState.cs" id="4_4k4mb"]
[ext_resource type="PackedScene" uid="uid://cl56eadpklnbo" path="res://Utils/PlayerCamera.tscn" id="4_ym125"]
[ext_resource type="Script" path="res://Characters/States/PlayerMoveState.cs" id="5_tx5rw"]
[ext_resource type="Script" path="res://Characters/States/PlayerRollState.cs" id="6_6bgrj"]
[ext_resource type="PackedScene" uid="uid://d72ehtv1ks0e" path="res://Items/Weapons/Sword.tscn" id="7_4rxuv"]
@ -103,12 +104,13 @@ _data = {
"RESET": SubResource("Animation_k6l16")
}
[node name="Player" type="CharacterBody2D" node_paths=PackedStringArray("Sprite", "Inventory", "StateMachine")]
[node name="Player" type="CharacterBody2D" node_paths=PackedStringArray("Camera", "Sprite", "Inventory", "StateMachine")]
texture_filter = 3
material = SubResource("ShaderMaterial_h78y7")
y_sort_enabled = true
collision_layer = 2
script = ExtResource("1_flygr")
Camera = NodePath("Camera2D")
Speed = 64.0
Mass = 1.0
Health = 100.0
@ -127,9 +129,7 @@ playing = true
position = Vector2(0, 8)
shape = SubResource("RectangleShape2D_bfqew")
[node name="Camera2D" type="Camera2D" parent="."]
current = true
zoom = Vector2(4, 4)
[node name="Camera2D" parent="." instance=ExtResource("4_ym125")]
[node name="StateMachine" type="Node" parent="." node_paths=PackedStringArray("InitialState", "Character")]
script = ExtResource("3_npkjp")
@ -167,6 +167,7 @@ horizontal_alignment = 1
[node name="Node" type="Node" parent="."]
[node name="Inventory" type="Node2D" parent="."]
position = Vector2(0, 2)
y_sort_enabled = true
script = ExtResource("7_xyenu")

View File

@ -13,38 +13,12 @@ namespace SupaLidlGame.Characters.State
public override CharacterState Input(InputEvent @event)
{
/*
if (@event is InputEventKey inputEventKey)
{
GD.Print("hello");
if (inputEventKey.Keycode == Key.G)
{
GD.Print("hi");
}
}*/
#if DEBUG
if (@event.IsActionPressed("equip"))
{
Character.Inventory.SelectedItem = Character.Inventory.GetNode<Items.Item>("Sword");
//Character.Inventory.AddItem();
}
if (@event.IsActionPressed("attack1"))
{
if (Character.Inventory.SelectedItem is not null)
{
Character.UseCurrentItem();
//Character.Inventory.SelectedItem.Use();
//return AttackState;
}
}
//if (this is PlayerAttackState)
//{
// if (@event.IsActionReleased("attack1"))
// {
// return IdleState;
// }
//}
#endif
return base.Input(@event);
}
@ -63,6 +37,16 @@ namespace SupaLidlGame.Characters.State
}
}
if (Godot.Input.IsActionPressed("attack1"))
{
if (Character.Inventory.SelectedItem is not null)
{
Character.UseCurrentItem();
//Character.Inventory.SelectedItem.Use();
//return AttackState;
}
}
return base.Process(delta);
}
}

View File

@ -24,5 +24,13 @@ namespace SupaLidlGame.Extensions
return null;
}
/// <summary>
///
/// </summary>
public static T GetNode<T>(this Node node, string name) where T : Node
{
return node.GetNode(name) as T;
}
}
}

View File

@ -53,6 +53,7 @@ namespace SupaLidlGame.Items.Weapons
IsParried = false;
AnimationPlayer.Stop();
IsParryable = true;
if (GetNode<Node2D>("Anchor").Rotation < Mathf.DegToRad(50))
{
@ -76,7 +77,6 @@ namespace SupaLidlGame.Items.Weapons
public void Attack()
{
ParryTimeOrigin = Time.GetTicksMsec();
IsParryable = true;
//RemainingAttackTime = AttackTime;
IsAttacking = true;
Hitbox.IsDisabled = false;

View File

@ -50,19 +50,19 @@ resource_name = "idle"
[sub_resource type="Animation" id="Animation_orc8t"]
resource_name = "use"
length = 0.75
length = 1.5
step = 0.05
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Anchor:rotation")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/loop_wrap = false
tracks/0/keys = {
"times": PackedFloat32Array(0.05, 0.1, 0.2, 0.4, 0.75),
"transitions": PackedFloat32Array(1, 4, 1, 2, 1),
"update": 0,
"values": [-0.610865, -0.959931, 3.92699, 3.92699, 3.75246]
"times": PackedFloat32Array(0.05, 0.1, 0.2, 0.25, 0.75, 1.5),
"transitions": PackedFloat32Array(1, 4, 1, 2, 4, 1),
"update": 3,
"values": [-0.610865, -0.959931, 3.92699, 3.92699, 3.75246, -0.785398]
}
tracks/1/type = "method"
tracks/1/imported = false
@ -105,9 +105,9 @@ tracks/0/path = NodePath("Anchor:rotation")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0.05, 0.1, 0.2, 0.4, 0.75),
"times": PackedFloat32Array(0.05, 0.1, 0.2, 0.25, 0.75),
"transitions": PackedFloat32Array(1, 4, 1, 2, 1),
"update": 0,
"update": 3,
"values": [3.75246, 4.10152, -0.785398, -0.785398, -0.610865]
}
tracks/1/type = "method"
@ -155,6 +155,7 @@ points = PackedVector2Array(-11.314, -11.314, 0, -16, 11.314, -11.314, 16, 0, 11
[node name="Sword" type="Node2D" node_paths=PackedStringArray("Hitbox", "AnimationPlayer", "ParryParticles")]
texture_filter = 3
position = Vector2(2, 0)
y_sort_enabled = true
script = ExtResource("1_mlo73")
Hitbox = NodePath("Hitbox")
@ -171,7 +172,7 @@ rotation = -1.0472
y_sort_enabled = true
[node name="Sprite2D" type="Sprite2D" parent="Anchor"]
position = Vector2(0, -8)
position = Vector2(0, -10)
y_sort_enabled = true
texture = ExtResource("2_rnfo4")

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=8 format=3 uid="uid://dd6xy1y0m8smm"]
[gd_scene load_steps=9 format=3 uid="uid://dd6xy1y0m8smm"]
[ext_resource type="Texture2D" uid="uid://gm2pcnfg7h8j" path="res://Assets/Sprites/tileset.png" id="1_k6myx"]
[ext_resource type="PackedScene" uid="uid://b2254pup8k161" path="res://Characters/Player.tscn" id="1_m35hr"]
@ -1101,7 +1101,13 @@ texture = ExtResource("1_k6myx")
physics_layer_0/collision_layer = 1
sources/0 = SubResource("TileSetAtlasSource_1pa1q")
[sub_resource type="ShaderMaterial" id="ShaderMaterial_mq5wa"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_whp32"]
resource_local_to_scene = true
shader = ExtResource("4_056cf")
shader_parameter/color = null
shader_parameter/intensity = 0.0
[sub_resource type="ShaderMaterial" id="ShaderMaterial_rthg0"]
resource_local_to_scene = true
shader = ExtResource("4_056cf")
shader_parameter/color = null
@ -1144,11 +1150,11 @@ position = Vector2(-81, -34)
motion_mode = 1
[node name="ExampleEnemy" parent="TileMap" instance=ExtResource("2_uti3y")]
material = SubResource("ShaderMaterial_mq5wa")
material = SubResource("ShaderMaterial_whp32")
position = Vector2(38, 42)
scale = Vector2(1.00571, 1)
[node name="ExampleEnemy2" parent="TileMap" instance=ExtResource("2_uti3y")]
material = SubResource("ShaderMaterial_mq5wa")
material = SubResource("ShaderMaterial_rthg0")
position = Vector2(190, 99)
scale = Vector2(1.00571, 1)

View File

@ -38,8 +38,8 @@ namespace SupaLidlGame.Utils
{
Vector2 ret = Vector2.Zero;
var rng = new RandomNumberGenerator();
ret.x = (rng.Randf() * 2 - 0.5f) * intensity;
ret.y = (rng.Randf() * 2 - 0.5f) * intensity;
ret.x = (rng.Randf() - 0.5f) * intensity;
ret.y = (rng.Randf() - 0.5f) * intensity;
return ret;
}
}