Know your enemy
This commit is contained in:
parent
1e0ff0a91c
commit
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BIN
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Assets/star.png.import
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||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_5yjm0")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_gayvm")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_8kgas")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_ljjvo")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_i6md0")
|
||||||
|
}],
|
||||||
|
"loop": true,
|
||||||
|
"name": &"Idle",
|
||||||
|
"speed": 12.0
|
||||||
|
}, {
|
||||||
|
"frames": [{
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_g7ded")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_2e5l4")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_ixhjo")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_g1f2v")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_48ewd")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_45egi")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_7dpr7")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_0t86y")
|
||||||
|
}],
|
||||||
|
"loop": true,
|
||||||
|
"name": &"Run",
|
||||||
|
"speed": 12.0
|
||||||
|
}]
|
||||||
|
|
||||||
|
[sub_resource type="Curve" id="Curve_22gv0"]
|
||||||
|
min_value = -200.0
|
||||||
|
max_value = 200.0
|
||||||
|
_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(0.0153061, 183.158), 0.0, 0.0, 0, 0, Vector2(1, -98.9474), 0.0, 0.0, 0, 0]
|
||||||
|
point_count = 3
|
||||||
|
|
||||||
|
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_p2hkm"]
|
||||||
|
height = 38.0
|
||||||
|
|
||||||
|
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_qykhm"]
|
||||||
|
radius = 16.0
|
||||||
|
height = 72.0
|
||||||
|
|
||||||
|
[node name="Enemy" type="CharacterBody2D"]
|
||||||
|
position = Vector2(10, 10)
|
||||||
|
collision_layer = 5
|
||||||
|
collision_mask = 5
|
||||||
script = ExtResource("1_xj62t")
|
script = ExtResource("1_xj62t")
|
||||||
|
|
||||||
[node name="Sprite" type="Sprite2D" parent="."]
|
[node name="Sprite" type="AnimatedSprite2D" parent="."]
|
||||||
texture = SubResource("ImageTexture_s1wwp")
|
sprite_frames = SubResource("SpriteFrames_dqf8u")
|
||||||
|
animation = &"Idle"
|
||||||
|
autoplay = "Idle"
|
||||||
|
frame_progress = 0.93659
|
||||||
|
flip_h = true
|
||||||
|
|
||||||
[node name="Atk_cooldown" type="Timer" parent="."]
|
[node name="Atk_cooldown" type="Timer" parent="."]
|
||||||
autostart = true
|
autostart = true
|
||||||
|
|
||||||
|
[node name="LvlUp" type="CPUParticles2D" parent="."]
|
||||||
|
emitting = false
|
||||||
|
amount = 14
|
||||||
|
one_shot = true
|
||||||
|
explosiveness = 0.24
|
||||||
|
local_coords = true
|
||||||
|
texture = ExtResource("6_53bg1")
|
||||||
|
emission_shape = 1
|
||||||
|
emission_sphere_radius = 30.23
|
||||||
|
direction = Vector2(0, 0)
|
||||||
|
gravity = Vector2(0, 0)
|
||||||
|
initial_velocity_min = 1000.0
|
||||||
|
initial_velocity_max = 1000.0
|
||||||
|
orbit_velocity_min = 10.0
|
||||||
|
orbit_velocity_max = 10.0
|
||||||
|
radial_accel_curve = SubResource("Curve_22gv0")
|
||||||
|
scale_amount_min = 0.01
|
||||||
|
scale_amount_max = 0.01
|
||||||
|
color = Color(1, 1, 1, 0.423529)
|
||||||
|
|
||||||
|
[node name="CharacterCollision" type="CollisionShape2D" parent="."]
|
||||||
|
shape = SubResource("CapsuleShape2D_p2hkm")
|
||||||
|
|
||||||
|
[node name="AttackArea" type="Area2D" parent="."]
|
||||||
|
collision_layer = 2
|
||||||
|
collision_mask = 2
|
||||||
|
|
||||||
|
[node name="Attack1CollisionR" type="CollisionShape2D" parent="AttackArea"]
|
||||||
|
position = Vector2(3, -7)
|
||||||
|
rotation = 1.5708
|
||||||
|
skew = 0.223402
|
||||||
|
shape = SubResource("CapsuleShape2D_qykhm")
|
||||||
|
debug_color = Color(0.956863, 0.203922, 0, 0.419608)
|
||||||
|
|
||||||
|
[node name="Attack1CollisionL" type="CollisionShape2D" parent="AttackArea"]
|
||||||
|
position = Vector2(-3, -7)
|
||||||
|
rotation = 1.5708
|
||||||
|
skew = -0.169297
|
||||||
|
shape = SubResource("CapsuleShape2D_qykhm")
|
||||||
|
debug_color = Color(0.956863, 0.203922, 0, 0.419608)
|
||||||
|
|
||||||
|
[node name="Attack2CollisionR" type="CollisionShape2D" parent="AttackArea"]
|
||||||
|
position = Vector2(25, -7)
|
||||||
|
rotation = 1.5708
|
||||||
|
skew = 0.0837758
|
||||||
|
shape = SubResource("CapsuleShape2D_qykhm")
|
||||||
|
debug_color = Color(0.956863, 0.203922, 0, 0.419608)
|
||||||
|
|
||||||
|
[node name="Attack2CollisionL" type="CollisionShape2D" parent="AttackArea"]
|
||||||
|
position = Vector2(-25, -7)
|
||||||
|
rotation = 1.5708
|
||||||
|
skew = -0.0837758
|
||||||
|
shape = SubResource("CapsuleShape2D_qykhm")
|
||||||
|
debug_color = Color(0.956863, 0.203922, 0, 0.419608)
|
||||||
|
|
||||||
|
[connection signal="animation_looped" from="Sprite" to="." method="_on_sprite_animation_looped"]
|
||||||
[connection signal="timeout" from="Atk_cooldown" to="." method="_on_atk_cooldown_timeout"]
|
[connection signal="timeout" from="Atk_cooldown" to="." method="_on_atk_cooldown_timeout"]
|
||||||
|
@ -1,17 +1,101 @@
|
|||||||
extends Node2D
|
extends CharacterBody2D
|
||||||
|
|
||||||
|
@onready var levelup = [300, 900, 2700, 6500, 14000, 23000, 34000, 48000, 64000]
|
||||||
|
|
||||||
|
@onready var is_facing_left: bool = false
|
||||||
|
@onready var is_attacking: bool = false
|
||||||
|
@onready var is_dying: bool = false
|
||||||
|
|
||||||
|
@export var level: int = 1
|
||||||
|
@export var hp: int = 100
|
||||||
|
@export var maxhp: int = 100
|
||||||
|
@export var experience: int = 0
|
||||||
|
@export var state: String = "Idle"
|
||||||
|
|
||||||
|
@onready var anim: Node = get_node("Sprite")
|
||||||
|
@onready var cooldown: Node = get_node("Atk_cooldown")
|
||||||
|
@onready var lvlanim: Node = get_node("LvlUp")
|
||||||
|
|
||||||
# Called when the node enters the scene tree for the first time.
|
# Called when the node enters the scene tree for the first time.
|
||||||
func _ready():
|
func _ready():
|
||||||
pass # Replace with function body.
|
pass # Replace with function body.
|
||||||
|
|
||||||
|
|
||||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||||
func _process(delta):
|
func _process(delta):
|
||||||
pass
|
if abs(velocity.x) < 0.1 && abs(velocity.y) < 0.1 && !is_attacking:
|
||||||
|
setAnimState("Idle")
|
||||||
|
elif !is_attacking:
|
||||||
|
setAnimState("Run")
|
||||||
|
|
||||||
|
is_facing_left = velocity.x >= 0
|
||||||
|
|
||||||
func _attack():
|
# AI STUFF
|
||||||
pass
|
velocity.x += delta
|
||||||
|
velocity.y += delta
|
||||||
|
|
||||||
|
position += velocity
|
||||||
|
|
||||||
|
|
||||||
|
func attack():
|
||||||
|
is_attacking = true
|
||||||
|
if (level > 1):
|
||||||
|
setAnimState("Attack2")
|
||||||
|
if is_facing_left:
|
||||||
|
get_node("AttackArea/Attack2CollisionL").set_disabled(false)
|
||||||
|
else:
|
||||||
|
get_node("AttackArea/Attack2CollisionR").set_disabled(false)
|
||||||
|
else:
|
||||||
|
setAnimState("Attack")
|
||||||
|
if is_facing_left:
|
||||||
|
get_node("AttackArea/Attack1CollisionL").set_disabled(false)
|
||||||
|
else:
|
||||||
|
get_node("AttackArea/Attack1CollisionR").set_disabled(false)
|
||||||
|
|
||||||
|
|
||||||
|
func stop_attack():
|
||||||
|
is_attacking = false
|
||||||
|
get_node("AttackArea/Attack1CollisionL").set_disabled(true)
|
||||||
|
get_node("AttackArea/Attack1CollisionR").set_disabled(true)
|
||||||
|
get_node("AttackArea/Attack2CollisionL").set_disabled(true)
|
||||||
|
get_node("AttackArea/Attack2CollisionR").set_disabled(true)
|
||||||
|
|
||||||
|
|
||||||
|
func setAnimState(newstate):
|
||||||
|
anim.animation = newstate
|
||||||
|
anim.flip_h = !is_facing_left
|
||||||
|
|
||||||
|
state = newstate
|
||||||
|
|
||||||
|
|
||||||
|
func receive_damage(dmg):
|
||||||
|
hp -= dmg
|
||||||
|
if hp < 0:
|
||||||
|
velocity = Vector2(0,0)
|
||||||
|
setAnimState("Die")
|
||||||
|
state = "Die"
|
||||||
|
is_dying = true
|
||||||
|
|
||||||
|
|
||||||
|
func receive_exp(x):
|
||||||
|
experience += x
|
||||||
|
if experience > levelup[level - 1] && level <= 8:
|
||||||
|
setLevel(level + 1)
|
||||||
|
|
||||||
|
|
||||||
|
func setLevel(lvl):
|
||||||
|
level = lvl
|
||||||
|
lvlanim.restart()
|
||||||
|
|
||||||
|
if level > 2:
|
||||||
|
cooldown.wait_time = 0.5
|
||||||
|
|
||||||
|
|
||||||
func _on_atk_cooldown_timeout():
|
func _on_atk_cooldown_timeout():
|
||||||
pass # Replace with function body.
|
attack()
|
||||||
|
|
||||||
|
|
||||||
|
func _on_sprite_animation_looped():
|
||||||
|
if is_attacking:
|
||||||
|
stop_attack()
|
||||||
|
is_dying = false
|
||||||
|
Loading…
Reference in New Issue
Block a user