first commit, initial starting game

This commit is contained in:
2023-01-26 16:28:00 -05:00
commit 73120c4f35
14 changed files with 841 additions and 0 deletions

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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cs5o8bykug82q"
path="res://.godot/imported/WARRIOR SKELETON SS 2.png-5f9e9652b0cc681753eb4189c226a7f7.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Characters/test_player/WARRIOR SKELETON SS 2.png"
dest_files=["res://.godot/imported/WARRIOR SKELETON SS 2.png-5f9e9652b0cc681753eb4189c226a7f7.ctex"]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/bptc_ldr=0
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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extends CharacterBody2D
@export var speed:int = 50
@export var max_speed:int = 350
@export var push_power:int = 50 + speed
@onready var health := max_health
@export var max_health := 3
@export var attack_speed := 2000
@export var throwback_strength := 2
@onready var player_sprite = $Sprite2D
@onready var player := get_node(".")
#Animation
@onready var anim_tree = $AnimationTree
@onready var atk_str := "parameters/attacking/current"
@onready var mov_str := "parameters/moving/current"
@onready var damage_str := "parameters/damaged/current"
@onready var disabled_str := "parameters/disabled/current"
#Other
@export var value:int = 0
@onready var player_facing:String = "right"
@onready var next_attack_time := 0
@onready var is_attacking := false
@onready var equipped:Node2D
@onready var spawned_item:Node2D
@onready var invulnerability_timer:Timer = get_node("InvulnerableTimer")
@onready var player_disabled := false
@onready var player_in_inventory := false
@onready var is_searching := false
@onready var item_hovering := false
@onready var rng = RandomNumberGenerator.new()
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
@onready var player_hit := {
"is_player_hit": false,
"hit_velocity": Vector2(0,0),
}
signal speed_changed
signal value_changed
signal health_changed
signal player_killed
func _ready():
if not is_multiplayer_authority(): return
func value_changed_func(amount: int) -> void:
value = value + amount
emit_signal("value_changed", value)
func set_disabled(is_disabled:bool):
player_disabled = is_disabled
if is_disabled:
anim_tree.set(disabled_str, 1)
else:
anim_tree.set(disabled_str, 0)
func speed_changed_func(amount: int) -> void:
speed = speed + amount
if speed <= 0:
health_changed_func(-1)
speed = 100
elif speed > max_speed:
speed = max_speed
health_changed_func(1)
emit_signal("speed_changed", speed)
# reset our invulnerability animations
func _on_invulnerable_timer_timeout():
anim_tree.set(damage_str, 0)
func health_changed_func(amount: int):
if amount < 0:
if invulnerability_timer.is_stopped():
invulnerability_timer.start()
health = health + amount
if health < 0:
print("kill!")
health = max_health
#TODO: Respawn char
else:
print("Setting health frame: ", health)
anim_tree.set(damage_str, 1)
else:
health = health + amount
emit_signal("health_changed", health)
func attack_finished():
anim_tree.set(atk_str, 0)
is_attacking = false
func get_input():
if Input.is_action_just_pressed("print_pos"):
print("PLAYER POSITION!: ", player.get_position())
if Input.is_action_just_pressed("show_inventory"):
pass
#show_inventory()
if player_disabled or player_in_inventory:
return
if Input.is_action_just_pressed("speed_up"):
speed_changed_func(10)
if Input.is_action_just_pressed("attack"):
if item_hovering:
spawned_item = null
return
var now = Time.get_ticks_msec()
if now >= next_attack_time:
is_attacking = true
if player_facing == "left":
player_sprite.flip_h = true
anim_tree.set(atk_str, 1)
else:
player_sprite.flip_h = false
anim_tree.set(atk_str, 1)
if equipped:
pass
#spawned_item = load(ItemDatabase.Castable_objects[equipped.item_name]).instantiate()
#var map = get_tree().current_scene
#map.add_child(spawned_item)
#inventory_ui.item_cooldown()
#if equipped.item_clip_size > 0:
# inventory_ui.set_ammo(-1)
#spawned_item.use_item(player, spawned_item, map)
#next_attack_time = now + attack_speed
velocity = Vector2()
var direction : String
# if not input_active:
# return
if Input.is_action_pressed("right") and not is_attacking:
player_facing = "right"
player_sprite.flip_h = false
velocity.x += 1
anim_tree.set(mov_str, 1)
if Input.is_action_pressed("left") and not is_attacking:
player_sprite.flip_h = true
player_facing = "left"
velocity.x -= 1
anim_tree.set(mov_str, 1)
if Input.is_action_pressed("down") and not is_attacking:
direction = "down"
velocity.y += 1
anim_tree.set(mov_str, 1)
if Input.is_action_pressed("up") and not is_attacking:
direction = "up"
velocity.y -= 1
anim_tree.set(mov_str, 1)
velocity = velocity.normalized() * speed
if velocity == Vector2.ZERO:
anim_tree.set(mov_str, 0)
func _physics_process(delta):
# if not is_multiplayer_authority():
# get_input()
# move_and_slide()
# return
get_input()
move_and_slide()
for i in get_slide_collision_count():
var collision = get_slide_collision(i)
var collider = collision.get_collider()
if collider.is_in_group("moveable"):
var normal = collision.get_normal()
collider.apply_central_impulse(-collision.get_normal() * push_power)
if player_hit.is_player_hit:
velocity = Vector2.ZERO
set_disabled(true)
player_hit.is_player_hit = false
var tween = get_tree().create_tween()
var new_location = (player_hit.hit_velocity * throwback_strength) * delta
tween.tween_method(move_player, Vector2(0,0) * delta, new_location, 1)
await get_tree().create_timer(0.5).timeout
set_disabled(false)
# Update sync variables, which will be replicated to everyone else
#rpc(&'update_movement', velocity)
# $Networking.sync_position = position
# $Networking.sync_velocity = velocity
# $Networking.flipped_v = player_sprite.flip_v
# $Networking.flipped_h = player_sprite.flip_h
# $Networking.sync_frame_coords = player_sprite.get_frame_coords()
func move_player(c_velocity: Vector2):
# rpc(&'update_movement', velocity)
var collided = move_and_collide(c_velocity)
# if collided:
# print("Collided again?", collided)
# var collider = collision.get_collider()
# if collider.is_in_group("moveable"):
# var normal = collision.get_normal()
# collider.apply_central_impulse(-collision.get_normal() * push_power)
player_hit.is_player_hit = false

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[gd_scene load_steps=9 format=3 uid="uid://c1gncjamuavvs"]
[ext_resource type="Script" path="res://Characters/test_player/test_player.gd" id="1_6aci1"]
[ext_resource type="Texture2D" uid="uid://cs5o8bykug82q" path="res://Characters/test_player/WARRIOR SKELETON SS 2.png" id="1_8pmbp"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_8xegc"]
size = Vector2(22, 20)
[sub_resource type="Animation" id="Animation_ue5sa"]
resource_name = "idle"
length = 2.0
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame_coords")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.4, 0.8, 1.2, 1.6),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1),
"update": 1,
"values": [Vector2i(0, 0), Vector2i(1, 0), Vector2i(2, 0), Vector2i(3, 0), Vector2i(4, 0)]
}
[sub_resource type="Animation" id="Animation_o87wd"]
resource_name = "walk"
length = 2.5
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame_coords")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.4, 0.8, 1.2, 1.6, 2.1),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1),
"update": 1,
"values": [Vector2i(0, 1), Vector2i(1, 1), Vector2i(2, 1), Vector2i(3, 1), Vector2i(4, 1), Vector2i(5, 1)]
}
[sub_resource type="Animation" id="Animation_6p4h5"]
resource_name = "attack"
length = 0.65
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame_coords")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.2, 0.4, 0.6),
"transitions": PackedFloat32Array(1, 1, 1, 1),
"update": 1,
"values": [Vector2i(0, 5), Vector2i(1, 5), Vector2i(2, 5), Vector2i(3, 5)]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_0a2an"]
_data = {
"attack": SubResource("Animation_6p4h5"),
"idle": SubResource("Animation_ue5sa"),
"walk": SubResource("Animation_o87wd")
}
[sub_resource type="AnimationNodeBlendTree" id="AnimationNodeBlendTree_h4jmi"]
nodes/output/position = Vector2(900, 140)
[node name="test_player" type="CharacterBody2D"]
script = ExtResource("1_6aci1")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(1, 2)
shape = SubResource("RectangleShape2D_8xegc")
[node name="Sprite2D" type="Sprite2D" parent="."]
z_index = 1
texture = ExtResource("1_8pmbp")
hframes = 6
vframes = 6
frame = 33
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
"": SubResource("AnimationLibrary_0a2an")
}
[node name="AnimationTree" type="AnimationTree" parent="."]
tree_root = SubResource("AnimationNodeBlendTree_h4jmi")
anim_player = NodePath("../AnimationPlayer")
[node name="player_cam" type="Camera2D" parent="."]
current = true
[node name="InvulnerableTimer" type="Timer" parent="."]