Merge branch 'main' of https://github.com/MarcEricMartel/Game-Jam-A23
This commit is contained in:
commit
2a333b24c2
20
Scenes/Levels/level_test.tscn
Normal file
20
Scenes/Levels/level_test.tscn
Normal file
@ -0,0 +1,20 @@
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[gd_scene load_steps=4 format=3 uid="uid://vd3ffjat2jln"]
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[ext_resource type="PackedScene" uid="uid://b8s2seg2lf7wo" path="res://Scenes/Tilemaps/tileset_1.tscn" id="1_287nl"]
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[ext_resource type="PackedScene" uid="uid://b5lnjonlf4i1b" path="res://Scenes/enemy.tscn" id="2_ftshv"]
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[ext_resource type="PackedScene" uid="uid://brnx3xyyd0e71" path="res://Scenes/Spawnables/bat_spawnable.tscn" id="3_a1ucf"]
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[node name="Level1" type="Node2D"]
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[node name="TileSet1" parent="." instance=ExtResource("1_287nl")]
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[node name="Decor" type="Node2D" parent="."]
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[node name="Enemy" parent="." instance=ExtResource("2_ftshv")]
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position = Vector2(441, 312)
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[node name="BatSpawnable" parent="." instance=ExtResource("3_a1ucf")]
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position = Vector2(248, 225)
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[node name="BatSpawnable2" parent="." instance=ExtResource("3_a1ucf")]
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position = Vector2(644, 251)
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@ -1,4 +1,4 @@
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extends AITemplate
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extends AITemplate
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func getDirection(position, enemyPosition) -> Vector2:
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func getDirection(position, enemyPosition) -> Vector2:
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return Vector2.ZERO
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return Vector2(enemyPosition - position).normalized()
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@ -1,5 +1,5 @@
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class_name AITemplate
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class_name AITemplate
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extends Node
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extends Node
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func run(position, enemyPosition) -> Vector2:
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func getDirection(position, enemyPosition) -> Vector2:
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return Vector2.ZERO
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return Vector2.ZERO
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@ -6,9 +6,18 @@
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[node name="BatSpawnable" instance=ExtResource("1_verf7")]
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[node name="BatSpawnable" instance=ExtResource("1_verf7")]
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maxHp = 10
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maxHp = 10
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attackSpeed = 10.0
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attackSpeed = 10.0
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speed = 100.0
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speed = 2000.0
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damage = 1
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damage = 1
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priority = 1
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priority = 1
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[node name="AnimatedSprite2D" parent="." index="0"]
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frame_progress = 0.482614
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[node name="AttackCollision" parent="Attack" index="0"]
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position = Vector2(8, 1)
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[node name="DamageCollision" parent="Attack" index="1"]
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position = Vector2(10, 1)
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[node name="AI" parent="." index="3"]
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[node name="AI" parent="." index="3"]
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script = ExtResource("2_x3ldf")
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script = ExtResource("2_x3ldf")
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@ -6,11 +6,15 @@ extends CharacterBody2D
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@export var speed : float = 0
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@export var speed : float = 0
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@export var damage : int = 0
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@export var damage : int = 0
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@export var priority : int = 0
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@export var priority : int = 0
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@export var canAttack : bool = true
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@onready var ai : Node = $AI
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@onready var ai : Node = $AI
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@onready var animatedSprite : AnimatedSprite2D = $AnimatedSprite2D
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@onready var animatedSprite : AnimatedSprite2D = $AnimatedSprite2D
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@onready var attackCollision : CollisionShape2D = $Attack/AttackCollision
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@onready var damageCollision : CollisionShape2D = $Attack/DamageCollision
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var isAlive : bool = true
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var isAlive : bool = true
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var isFacingLeft : bool = false
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var direction : Vector2 = Vector2.ZERO
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var direction : Vector2 = Vector2.ZERO
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var enemy : CharacterBody2D = null
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var enemy : CharacterBody2D = null
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@ -20,25 +24,35 @@ var cooldown : float = 0
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func _ready():
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func _ready():
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enemy = get_node("../Enemy")
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enemy = get_node("../Enemy")
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currentHp = maxHp
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currentHp = maxHp
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animatedSprite.play("default")
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func _process(delta):
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func _process(delta):
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if !isAlive:
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if !isAlive:
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return
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return
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if enemy != null:
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if enemy != null:
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direction = ai.getDirection(position, enemy.position)
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direction = ai.getDirection(global_position, enemy.global_position)
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else:
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else:
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direction = Vector2.ZERO
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direction = Vector2.ZERO
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if !isFacingLeft && velocity.x >= 0:
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isFacingLeft = true
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scale = Vector2(1, 1)
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elif isFacingLeft && velocity.x < 0:
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isFacingLeft = false
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scale = Vector2(-1, 1)
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velocity = direction * speed * delta
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velocity = direction * speed * delta
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move_and_slide()
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move_and_slide()
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func attack(target):
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func attack():
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if !canAttack || !isAlive:
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return
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animatedSprite.play("attack")
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animatedSprite.play("attack")
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animatedSprite.connect("animation_finished", endAttack(target))
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animatedSprite.connect("animation_finished", endAttack)
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func endAttack():
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func endAttack(target):
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target.receive_damage(damage)
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animatedSprite.play("default")
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animatedSprite.play("default")
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func receive_damage(dmg):
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func receive_damage(dmg):
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@ -54,13 +68,13 @@ func receive_damage(dmg):
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func die():
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func die():
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isAlive = false
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isAlive = false
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animatedSprite.play("death")
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animatedSprite.play("death")
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animatedSprite.connect("animation_finished", self.fadeOut())
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animatedSprite.connect("animation_finished", fadeOut)
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func fadeOut():
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func fadeOut():
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var tween = Tween.new()
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var tween = get_tree().create_tween()
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add_child(tween)
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tween.tween_property(animatedSprite, "modulate", Color(0,0,0,0), 1)
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tween.tween_property(animatedSprite, "modulate", Color(0,0,0,0), 1)
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tween.tween_callback(clean())
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tween.tween_callback(clean)
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func clean():
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func clean():
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queue_free()
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queue_free()
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@ -1,4 +1,4 @@
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[gd_scene load_steps=36 format=3 uid="uid://kkfxguj0lr5a"]
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[gd_scene load_steps=37 format=3 uid="uid://kkfxguj0lr5a"]
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[ext_resource type="Script" path="res://Scenes/Spawnables/template_spawnable.gd" id="1_rkej7"]
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[ext_resource type="Script" path="res://Scenes/Spawnables/template_spawnable.gd" id="1_rkej7"]
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[ext_resource type="Texture2D" uid="uid://f60ndepwmpj2" path="res://Assets/Bat/noBKG_BatAttack_strip.png" id="2_7ayi7"]
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[ext_resource type="Texture2D" uid="uid://f60ndepwmpj2" path="res://Assets/Bat/noBKG_BatAttack_strip.png" id="2_7ayi7"]
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@ -225,7 +225,10 @@ height = 14.0
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_2l8j3"]
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_2l8j3"]
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radius = 7.0
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radius = 7.0
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height = 22.0
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height = 24.0
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_o2kl1"]
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radius = 8.0
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[node name="TemplateSpawnable" type="CharacterBody2D"]
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[node name="TemplateSpawnable" type="CharacterBody2D"]
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collision_layer = 6
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collision_layer = 6
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@ -234,6 +237,9 @@ script = ExtResource("1_rkej7")
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[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
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[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
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sprite_frames = SubResource("SpriteFrames_k6v1d")
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sprite_frames = SubResource("SpriteFrames_k6v1d")
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animation = &"attack"
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frame = 7
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frame_progress = 0.387978
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[node name="BodyCollision" type="CollisionShape2D" parent="."]
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[node name="BodyCollision" type="CollisionShape2D" parent="."]
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rotation = 1.5708
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rotation = 1.5708
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@ -242,8 +248,16 @@ shape = SubResource("CapsuleShape2D_5aviq")
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[node name="Attack" type="Area2D" parent="."]
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[node name="Attack" type="Area2D" parent="."]
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[node name="AttackCollision" type="CollisionShape2D" parent="Attack"]
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[node name="AttackCollision" type="CollisionShape2D" parent="Attack"]
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position = Vector2(1, 1)
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rotation = 1.5708
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rotation = 1.5708
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shape = SubResource("CapsuleShape2D_2l8j3")
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shape = SubResource("CapsuleShape2D_2l8j3")
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debug_color = Color(0.803922, 0, 0.180392, 0.419608)
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debug_color = Color(0.678431, 0.556863, 0.137255, 0.419608)
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[node name="DamageCollision" type="CollisionShape2D" parent="Attack"]
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position = Vector2(2, 2)
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rotation = 1.5708
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shape = SubResource("CapsuleShape2D_o2kl1")
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disabled = true
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debug_color = Color(0.639216, 0, 0.156863, 0.419608)
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[node name="AI" type="Node" parent="."]
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[node name="AI" type="Node" parent="."]
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@ -445,3 +445,4 @@ debug_color = Color(0.956863, 0.203922, 0, 0.419608)
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[connection signal="animation_looped" from="Sprite" to="." method="_on_sprite_animation_looped"]
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[connection signal="animation_looped" from="Sprite" to="." method="_on_sprite_animation_looped"]
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[connection signal="timeout" from="Atk_cooldown" to="." method="_on_atk_cooldown_timeout"]
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[connection signal="timeout" from="Atk_cooldown" to="." method="_on_atk_cooldown_timeout"]
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[connection signal="body_entered" from="AttackArea" to="." method="_on_attack_area_body_entered"]
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@ -12,11 +12,17 @@ extends CharacterBody2D
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@export var maxvel: float = 2
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@export var maxvel: float = 2
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@export var experience: int = 0
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@export var experience: int = 0
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@export var state: String = "Idle"
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@export var state: String = "Idle"
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@export var damage: int = 5
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@onready var anim: Node = get_node("Sprite")
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@onready var anim: Node = get_node("Sprite")
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@onready var cooldown: Node = get_node("Atk_cooldown")
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@onready var cooldown: Node = get_node("Atk_cooldown")
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@onready var lvlanim: Node = get_node("LvlUp")
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@onready var lvlanim: Node = get_node("LvlUp")
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@onready var lvlsnd: Node = get_node("LvlUpSnd")
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@onready var lvlsnd: Node = get_node("LvlUpSnd")
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@onready var hitanim: Node = get_node("Hit")
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@onready var atk1l: Node = get_node("AttackArea/Attack1CollisionL")
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@onready var atk1r: Node = get_node("AttackArea/Attack1CollisionR")
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@onready var atk2l: Node = get_node("AttackArea/Attack2CollisionL")
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@onready var atk2r: Node = get_node("AttackArea/Attack2CollisionR")
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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func _ready():
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func _ready():
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@ -35,14 +41,8 @@ func _process(delta):
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# AI STUFF
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# AI STUFF
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#velocity = processAI(objects,velocity,delta)
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#velocity = processAI(objects,velocity,delta)
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velocity.x += delta
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velocity.y += delta
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if abs(velocity.x + velocity.y) > maxvel:
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move_and_slide()
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velocity.x *= maxvel / velocity.x
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velocity.y *= maxvel / velocity.y
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position += velocity
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func processAI(objs, delta):
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func processAI(objs, delta):
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@ -57,23 +57,23 @@ func attack():
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if (level > 1):
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if (level > 1):
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setAnimState("Attack2")
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setAnimState("Attack2")
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if is_facing_left:
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if is_facing_left:
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get_node("AttackArea/Attack2CollisionL").set_disabled(false)
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atk2r.set_disabled(false)
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else:
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else:
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get_node("AttackArea/Attack2CollisionR").set_disabled(false)
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atk2l.set_disabled(false)
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else:
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else:
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setAnimState("Attack")
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setAnimState("Attack")
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if is_facing_left:
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if is_facing_left:
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get_node("AttackArea/Attack1CollisionL").set_disabled(false)
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atk1r.set_disabled(false)
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else:
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else:
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get_node("AttackArea/Attack1CollisionR").set_disabled(false)
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atk1l.set_disabled(false)
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func stop_attack():
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func stop_attack():
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is_attacking = false
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is_attacking = false
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get_node("AttackArea/Attack1CollisionL").set_disabled(true)
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atk1l.set_disabled(true)
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get_node("AttackArea/Attack1CollisionR").set_disabled(true)
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atk1r.set_disabled(true)
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get_node("AttackArea/Attack2CollisionL").set_disabled(true)
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atk2l.set_disabled(true)
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get_node("AttackArea/Attack2CollisionR").set_disabled(true)
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atk2r.set_disabled(true)
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func setAnimState(newstate):
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func setAnimState(newstate):
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@ -84,7 +84,10 @@ func setAnimState(newstate):
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func receive_damage(dmg):
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func receive_damage(dmg):
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if hitanim.is_emitting():
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pass
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hp -= dmg
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hp -= dmg
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hitanim.restart()
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if hp < 0:
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if hp < 0:
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velocity = Vector2(0,0)
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velocity = Vector2(0,0)
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setAnimState("Die")
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setAnimState("Die")
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@ -98,6 +101,7 @@ func receive_exp(x):
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setLevel(level + 1)
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setLevel(level + 1)
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func setLevel(lvl):
|
func setLevel(lvl):
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level = lvl
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level = lvl
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lvlanim.restart()
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lvlanim.restart()
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@ -116,3 +120,8 @@ func _on_sprite_animation_looped():
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stop_attack()
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stop_attack()
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is_dying = false
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is_dying = false
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func _on_attack_area_body_entered(body):
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if typeof(body) == typeof(TemplateSpawnable):
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body.receive_damage(damage)
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@ -12,7 +12,7 @@ func _process(delta):
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func _on_start_button_pressed():
|
func _on_start_button_pressed():
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get_tree().change_scene_to_file("res://Scenes/Levels/level1.tscn")
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get_tree().change_scene_to_file("res://Scenes/Levels/level_1.tscn")
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func _on_quit_button_pressed():
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func _on_quit_button_pressed():
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@ -17,9 +17,11 @@ config/icon="res://icon.svg"
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[display]
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[display]
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window/size/viewport_width=1920
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window/size/viewport_width=960
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window/size/viewport_height=1080
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window/size/viewport_height=540
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window/size/mode=3
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window/size/mode=3
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window/size/resizable=false
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window/stretch/mode="viewport"
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|
|
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[rendering]
|
[rendering]
|
||||||
|
|
||||||
|
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