Merge branch 'main' of github.com:MarcEricMartel/Game-Jam-A23
This commit is contained in:
commit
eaf2a0f200
@ -5,19 +5,13 @@
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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 = 50.0
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speed = 2000.0
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speed = 4000.0
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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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[node name="AnimatedSprite2D" parent="." index="0"]
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frame_progress = 0.482614
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frame_progress = 0.482614
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[node name="AttackCollision" parent="Attack" index="0"]
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[node name="AI" parent="." index="4"]
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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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script = ExtResource("2_x3ldf")
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script = ExtResource("2_x3ldf")
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@ -1,17 +1,21 @@
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class_name TemplateSpawnable
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class_name TemplateSpawnable
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extends CharacterBody2D
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extends CharacterBody2D
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const ATTACK_COOLDOWN : float = 100
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@export var maxHp : int = 0
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@export var maxHp : int = 0
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@export var attackSpeed : float = 0
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@export var attackSpeed : float = 0
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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 cost : int = 0
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@export var minSpawnRange : float = 0
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@export var canAttack : bool = true
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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 attackArea : Area2D = $AttackArea
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@onready var damageCollision : CollisionShape2D = $Attack/DamageCollision
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@onready var damageCollision : CollisionShape2D = $DamageArea/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 isFacingLeft : bool = false
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@ -29,30 +33,44 @@ func _ready():
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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(global_position, enemy.global_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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if !isFacingLeft && direction.x < 0:
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isFacingLeft = true
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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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scale = Vector2(-1, 1)
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elif isFacingLeft && direction.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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if cooldown > 0:
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if cooldown - attackSpeed * delta <= 0:
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cooldown = 0
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else:
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cooldown -= attackSpeed * delta
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attemptAttack()
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func attemptAttack():
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if !canAttack || !isAlive || cooldown > 0:
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return
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if attackArea.overlaps_body(enemy):
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attack()
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func attack():
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func attack():
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if !canAttack || !isAlive:
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cooldown = ATTACK_COOLDOWN
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return
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animatedSprite.play("attack")
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animatedSprite.play("attack")
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damageCollision.disabled = false
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animatedSprite.connect("animation_finished", endAttack)
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animatedSprite.connect("animation_finished", endAttack)
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func endAttack():
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func endAttack():
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damageCollision.disabled = true
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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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@ -67,7 +85,10 @@ 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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damageCollision.disabled = true
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animatedSprite.stop()
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animatedSprite.play("death")
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animatedSprite.play("death")
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animatedSprite.disconnect("animation_finished", endAttack)
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animatedSprite.connect("animation_finished", 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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@ -78,3 +99,8 @@ func fadeOut():
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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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func _on_damage_area_body_entered(body):
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if body == enemy:
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enemy.receive_damage(damage)
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@ -245,15 +245,17 @@ frame_progress = 0.387978
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rotation = 1.5708
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rotation = 1.5708
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shape = SubResource("CapsuleShape2D_5aviq")
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shape = SubResource("CapsuleShape2D_5aviq")
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[node name="Attack" type="Area2D" parent="."]
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[node name="AttackArea" type="Area2D" parent="."]
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[node name="AttackCollision" type="CollisionShape2D" parent="Attack"]
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[node name="AttackCollision" type="CollisionShape2D" parent="AttackArea"]
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position = Vector2(1, 1)
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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(0.678431, 0.556863, 0.137255, 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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[node name="DamageArea" type="Area2D" parent="."]
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[node name="DamageCollision" type="CollisionShape2D" parent="DamageArea"]
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position = Vector2(2, 2)
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position = Vector2(2, 2)
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rotation = 1.5708
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rotation = 1.5708
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shape = SubResource("CapsuleShape2D_o2kl1")
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shape = SubResource("CapsuleShape2D_o2kl1")
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@ -261,3 +263,5 @@ disabled = true
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debug_color = Color(0.639216, 0, 0.156863, 0.419608)
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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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[connection signal="body_entered" from="DamageArea" to="." method="_on_damage_area_body_entered"]
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