first commit

This commit is contained in:
pennyrigate 2022-12-07 02:00:47 -05:00
commit 096ebe5aa4
275 changed files with 3937 additions and 0 deletions

10
objects/Camera2D.tscn Normal file
View file

@ -0,0 +1,10 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://objects/camera.gd" type="Script" id=1]
[node name="Camera2D" type="Camera2D"]
offset = Vector2( 128, 96 )
current = true
smoothing_enabled = true
smoothing_speed = 8.0
script = ExtResource( 1 )

View file

@ -0,0 +1,16 @@
extends Node2D
export var cost = 0
onready var label = $Label
func _ready():
label.visible = true
label.set_text(str(cost))
func _physics_process(delta):
#Open
if Game.golds >= cost: $AnimationPlayer.play("open")
func _on_AnimationPlayer_animation_finished(anim_name):
if anim_name == "open":
queue_free()

View file

@ -0,0 +1,122 @@
[gd_scene load_steps=8 format=2]
[ext_resource path="res://objects/barrier/barrier.gd" type="Script" id=1]
[ext_resource path="res://graphics/barrier/barrier.png" type="Texture" id=2]
[ext_resource path="res://fonts/2ndpuberty..fnt" type="BitmapFont" id=3]
[sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 2, 8 )
[sub_resource type="Animation" id=4]
resource_name = "initial"
length = 0.4
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:region_rect")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 0,
"values": [ Rect2( 0, 0, 16, 16 ) ]
}
tracks/1/type = "value"
tracks/1/path = NodePath("StaticBody2D/CollisionShape2D:disabled")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ false ]
}
tracks/2/type = "value"
tracks/2/path = NodePath("StaticBody2D:scale")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 0,
"values": [ Vector2( 1, 1 ) ]
}
[sub_resource type="Animation" id=3]
resource_name = "open"
length = 0.4
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:region_rect")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.4 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 0,
"values": [ Rect2( 0, 0, 16, 16 ), Rect2( 0, 0, 16, 0 ) ]
}
tracks/1/type = "value"
tracks/1/path = NodePath("StaticBody2D/CollisionShape2D:disabled")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0, 0.4 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 1,
"values": [ false, true ]
}
tracks/2/type = "value"
tracks/2/path = NodePath("StaticBody2D:scale")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/keys = {
"times": PoolRealArray( 0, 0.4 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 0,
"values": [ Vector2( 1, 1 ), Vector2( 1, 0 ) ]
}
[sub_resource type="Theme" id=5]
default_font = ExtResource( 3 )
[node name="Barrier" type="Node2D"]
script = ExtResource( 1 )
[node name="Sprite" type="Sprite" parent="."]
texture = ExtResource( 2 )
centered = false
region_enabled = true
region_rect = Rect2( 0, 0, 16, 16 )
[node name="StaticBody2D" type="StaticBody2D" parent="."]
[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
position = Vector2( 8, 8 )
shape = SubResource( 1 )
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
anims/initial = SubResource( 4 )
anims/open = SubResource( 3 )
[node name="Label" type="Label" parent="."]
visible = false
margin_left = -12.0
margin_top = -15.0
margin_right = 28.0
margin_bottom = 5.0
theme = SubResource( 5 )
text = "0"
align = 1
[connection signal="animation_finished" from="AnimationPlayer" to="." method="_on_AnimationPlayer_animation_finished"]

24
objects/camera.gd Normal file
View file

@ -0,0 +1,24 @@
extends Camera2D
onready var resolution = Game.resolution
onready var player = get_parent().get_node("Player")
onready var current_sector = (player.global_position / resolution).floor()
onready var last_sector = current_sector
func _ready():
set_as_toplevel(true)
Game.current_sector = current_sector
func _process(delta):
#Scroll screen when player is on different sector
current_sector = (player.global_position / resolution).floor()
if current_sector != last_sector:
position = current_sector * resolution
last_sector = current_sector
Game.current_sector = current_sector
##Delete enemies when offscreen
#func _on_CullArea_area_exited(area):
# #delete offscreen enemies
# if area.is_in_group("enemy"):
# area.get_parent().queue_free()

View file

@ -0,0 +1,13 @@
extends Node2D
export var value = 1
func _ready():
#Sync all coinframes
$AnimatedSprite.play()
func _on_Area2D_area_entered(area):
#Collect
if area.is_in_group("player"):
Game.golds += value
queue_free()

View file

@ -0,0 +1,53 @@
[gd_scene load_steps=11 format=2]
[ext_resource path="res://objects/collectibles/gold.gd" type="Script" id=1]
[ext_resource path="res://scripts/recolor_border.shader" type="Shader" id=2]
[ext_resource path="res://graphics/collectibles/coin.png" type="Texture" id=3]
[ext_resource path="res://graphics/collectibles/pal_penny.png" type="Texture" id=4]
[sub_resource type="ShaderMaterial" id=1]
shader = ExtResource( 2 )
shader_param/border_color = Color( 0, 0, 0, 1 )
shader_param/border_corners = false
shader_param/palette = ExtResource( 4 )
[sub_resource type="AtlasTexture" id=2]
atlas = ExtResource( 3 )
region = Rect2( 0, 0, 8, 8 )
[sub_resource type="AtlasTexture" id=3]
atlas = ExtResource( 3 )
region = Rect2( 8, 0, 8, 8 )
[sub_resource type="AtlasTexture" id=4]
atlas = ExtResource( 3 )
region = Rect2( 16, 0, 8, 8 )
[sub_resource type="SpriteFrames" id=5]
animations = [ {
"frames": [ SubResource( 2 ), SubResource( 3 ), SubResource( 4 ), SubResource( 3 ) ],
"loop": true,
"name": "default",
"speed": 7.0
} ]
[sub_resource type="RectangleShape2D" id=6]
extents = Vector2( 4, 4 )
[node name="Gold" type="Node2D"]
script = ExtResource( 1 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
material = SubResource( 1 )
frames = SubResource( 5 )
frame = 1
playing = true
centered = false
[node name="Area2D" type="Area2D" parent="."]
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
position = Vector2( 4, 4 )
shape = SubResource( 6 )
[connection signal="area_entered" from="Area2D" to="." method="_on_Area2D_area_entered"]

View file

@ -0,0 +1,12 @@
extends Node2D
export var value = 1
func _ready():
$AnimationPlayer.play("glow")
func _on_Area2D_area_entered(area):
#Collect
if area.is_in_group("player"):
Game.shards += value
queue_free()

View file

@ -0,0 +1,50 @@
[gd_scene load_steps=7 format=2]
[ext_resource path="res://scripts/1px_border.gdshader" type="Shader" id=1]
[ext_resource path="res://graphics/collectibles/shard.png" type="Texture" id=2]
[ext_resource path="res://objects/collectibles/shard.gd" type="Script" id=3]
[sub_resource type="ShaderMaterial" id=7]
shader = ExtResource( 1 )
shader_param/border_color = Color( 0, 0, 0, 1 )
shader_param/border_corners = false
[sub_resource type="RectangleShape2D" id=6]
extents = Vector2( 5.5, 5.5 )
[sub_resource type="Animation" id=8]
resource_name = "glow"
length = 0.8
loop = true
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:modulate")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.4, 0.8 ),
"transitions": PoolRealArray( 1, 1, 1 ),
"update": 0,
"values": [ Color( 0.329412, 0.360784, 0.847059, 1 ), Color( 1, 1, 1, 1 ), Color( 0.329412, 0.360784, 0.847059, 1 ) ]
}
[node name="Shard" type="Node2D"]
script = ExtResource( 3 )
[node name="Sprite" type="Sprite" parent="."]
modulate = Color( 0.861621, 0.868095, 0.96844, 1 )
material = SubResource( 7 )
position = Vector2( 5, 3 )
texture = ExtResource( 2 )
[node name="Area2D" type="Area2D" parent="."]
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
position = Vector2( 4.5, 2.5 )
shape = SubResource( 6 )
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
anims/glow = SubResource( 8 )
[connection signal="area_entered" from="Area2D" to="." method="_on_Area2D_area_entered"]

View file

@ -0,0 +1,15 @@
extends Node2D
export var value = 1
func _ready():
#Sync all coinframes
$AnimatedSprite.play()
func _on_Area2D_area_entered(area):
#Collect
if area.is_in_group("player"):
Game.stars += value
#5 Star reward
if Game.stars == 5: Game.shards += 1
queue_free()

View file

@ -0,0 +1,67 @@
[gd_scene load_steps=14 format=2]
[ext_resource path="res://graphics/collectibles/pal_star_red.png" type="Texture" id=1]
[ext_resource path="res://scripts/recolor_border.shader" type="Shader" id=2]
[ext_resource path="res://objects/collectibles/star.gd" type="Script" id=3]
[ext_resource path="res://graphics/collectibles/star.png" type="Texture" id=4]
[sub_resource type="ShaderMaterial" id=1]
shader = ExtResource( 2 )
shader_param/border_color = Color( 0, 0, 0, 1 )
shader_param/border_corners = false
shader_param/palette = ExtResource( 1 )
[sub_resource type="AtlasTexture" id=2]
atlas = ExtResource( 4 )
region = Rect2( 0, 0, 11, 11 )
[sub_resource type="AtlasTexture" id=3]
atlas = ExtResource( 4 )
region = Rect2( 11, 0, 11, 11 )
[sub_resource type="AtlasTexture" id=4]
atlas = ExtResource( 4 )
region = Rect2( 22, 0, 11, 11 )
[sub_resource type="AtlasTexture" id=5]
atlas = ExtResource( 4 )
region = Rect2( 33, 0, 11, 11 )
[sub_resource type="AtlasTexture" id=6]
atlas = ExtResource( 4 )
region = Rect2( 44, 0, 11, 11 )
[sub_resource type="AtlasTexture" id=7]
atlas = ExtResource( 4 )
region = Rect2( 55, 0, 11, 11 )
[sub_resource type="SpriteFrames" id=8]
animations = [ {
"frames": [ SubResource( 2 ), SubResource( 3 ), SubResource( 4 ), SubResource( 5 ), SubResource( 6 ), SubResource( 7 ) ],
"loop": true,
"name": "default",
"speed": 8.0
} ]
[sub_resource type="RectangleShape2D" id=9]
extents = Vector2( 4, 4 )
[node name="Star" type="Node2D"]
script = ExtResource( 3 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
material = SubResource( 1 )
position = Vector2( -1, -3 )
frames = SubResource( 8 )
frame = 3
playing = true
centered = false
[node name="Area2D" type="Area2D" parent="."]
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
visible = false
position = Vector2( 4, 4 )
shape = SubResource( 9 )
[connection signal="area_entered" from="Area2D" to="." method="_on_Area2D_area_entered"]

View file

@ -0,0 +1,52 @@
extends Node2D
#How far to move
export var left_up_boundry = 0.0
export var right_down_boundry = 0.0
#Start direction
export var direction = 1
export var speed = 50
#Move horizontal or vertical
export(int, "Horizontal", "Vertical") var move_direction
export var flip_sprite = true
export var can_be_killed_by_sword = true
#Onreadys
onready var startpos = position
onready var sprite = $AnimatedSprite
func _physics_process(delta):
if move_direction == 0:
move_side_to_side(delta)
else: move_up_and_down(delta)
func move_side_to_side(delta):
#Move
position.x += direction * (speed * delta)
#Switch dir
if position.x >= startpos.x + (right_down_boundry * 8):
direction = -1
if flip_sprite == true: sprite.scale.x = -1
if position.x <= startpos.x + (-left_up_boundry * 8):
direction = 1
if flip_sprite == true: sprite.scale.x = 1
func move_up_and_down(delta):
#Move
position.y += direction * (speed * delta)
#Switch dir
if position.y >= startpos.y + (right_down_boundry * 8):
direction = -1
if flip_sprite == true: sprite.scale.y = 1
if position.y <= startpos.y + (-left_up_boundry * 8):
direction = 1
if flip_sprite == true: sprite.scale.y = -1
func _on_Area2D_area_entered(area):
#Kill player
if area.is_in_group("player"):
area.get_parent().die()
#Die from sword
if area.is_in_group("sword"):
if can_be_killed_by_sword:
queue_free()

View file

@ -0,0 +1,12 @@
extends Node2D
export var can_be_killed_by_sword = true
func _on_Area2D_area_entered(area):
#Kill player
if area.is_in_group("player"):
area.get_parent().die()
#Die from sword
if area.is_in_group("sword"):
if can_be_killed_by_sword:
queue_free()

49
objects/enemy/slime.tscn Normal file
View file

@ -0,0 +1,49 @@
[gd_scene load_steps=10 format=2]
[ext_resource path="res://graphics/enemy/slime.png" type="Texture" id=1]
[ext_resource path="res://scripts/recolor_border.shader" type="Shader" id=2]
[ext_resource path="res://graphics/enemy/slime_purple.png" type="Texture" id=3]
[ext_resource path="res://objects/enemy/enemy_stationary.gd" type="Script" id=4]
[sub_resource type="ShaderMaterial" id=1]
shader = ExtResource( 2 )
shader_param/border_color = Color( 0, 0, 0, 1 )
shader_param/border_corners = false
shader_param/palette = ExtResource( 3 )
[sub_resource type="AtlasTexture" id=2]
atlas = ExtResource( 1 )
region = Rect2( 0, 0, 13, 13 )
[sub_resource type="AtlasTexture" id=3]
atlas = ExtResource( 1 )
region = Rect2( 13, 0, 13, 13 )
[sub_resource type="SpriteFrames" id=4]
animations = [ {
"frames": [ SubResource( 2 ), SubResource( 3 ) ],
"loop": true,
"name": "default",
"speed": 7.0
} ]
[sub_resource type="RectangleShape2D" id=5]
extents = Vector2( 5.5, 4.5 )
[node name="Slime" type="Node2D"]
script = ExtResource( 4 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
material = SubResource( 1 )
position = Vector2( 5, -5 )
frames = SubResource( 4 )
playing = true
[node name="Area2D" type="Area2D" parent="."]
visible = false
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
position = Vector2( 4.5, -4.5 )
shape = SubResource( 5 )
[connection signal="area_entered" from="Area2D" to="." method="_on_Area2D_area_entered"]

45
objects/enemy/snake.tscn Normal file
View file

@ -0,0 +1,45 @@
[gd_scene load_steps=9 format=2]
[ext_resource path="res://graphics/enemy/snake.png" type="Texture" id=1]
[ext_resource path="res://scripts/1px_border.gdshader" type="Shader" id=2]
[ext_resource path="res://objects/enemy/enemy_move_sidesideupdown.gd" type="Script" id=3]
[sub_resource type="ShaderMaterial" id=1]
shader = ExtResource( 2 )
shader_param/border_color = Color( 0, 0, 0, 1 )
shader_param/border_corners = false
[sub_resource type="AtlasTexture" id=2]
atlas = ExtResource( 1 )
region = Rect2( 0, 0, 16, 16 )
[sub_resource type="AtlasTexture" id=3]
atlas = ExtResource( 1 )
region = Rect2( 16, 0, 16, 16 )
[sub_resource type="SpriteFrames" id=4]
animations = [ {
"frames": [ SubResource( 2 ), SubResource( 3 ) ],
"loop": true,
"name": "default",
"speed": 7.0
} ]
[sub_resource type="RectangleShape2D" id=5]
extents = Vector2( 8, 8 )
[node name="Snake" type="Node2D"]
script = ExtResource( 3 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
material = SubResource( 1 )
frames = SubResource( 4 )
playing = true
[node name="Area2D" type="Area2D" parent="."]
visible = false
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
shape = SubResource( 5 )
[connection signal="area_entered" from="Area2D" to="." method="_on_Area2D_area_entered"]

4
objects/ladder/ladder.gd Normal file
View file

@ -0,0 +1,4 @@
extends Node2D
onready var left_snap = $LeftSnap
onready var right_snap = $RightSnap
onready var middle = position.x + 4

View file

@ -0,0 +1,23 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://objects/ladder/ladder.gd" type="Script" id=1]
[sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 4, 4 )
[node name="Ladder" type="Node2D"]
script = ExtResource( 1 )
[node name="Area2D" type="Area2D" parent="."]
collision_layer = 4
collision_mask = 4
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
position = Vector2( 4, 4 )
shape = SubResource( 1 )
[node name="LeftSnap" type="Position2D" parent="."]
position = Vector2( 0, 4 )
[node name="RightSnap" type="Position2D" parent="."]
position = Vector2( 8, 4 )

171
objects/player/player.gd Normal file
View file

@ -0,0 +1,171 @@
extends KinematicBody2D
##Children
onready var sprite = $Sprite
onready var climb_ray = $ClimbRay
onready var anims = $AnimationPlayer
onready var sword_sprite = $SwordSprite
onready var sword_hitbox = $SwordArea
##States
enum State {IDLE,WALK,JUMP,FALL,STUNNED,CLIMB,SWORD}
var current_state = State.IDLE
var axis = Vector2.ZERO
##Physics
var velocity = Vector2.ZERO
var walk_speed = 50
var gravity = 12.50
var jump_pressure = 0
var jump_force = 200
var current_ladder = null
##Attacking
func _physics_process(delta):
axis = Vector2(Input.get_axis("ui_left","ui_right"),Input.get_axis("ui_up","ui_down"))
#Check ladder
check_ladder()
match current_state:
State.IDLE:
_process_idle()
continue
State.WALK:
_process_walk()
continue
State.IDLE, State.WALK:
_process_idle_walk()
State.JUMP:
_process_jump()
continue
State.FALL:
_process_fall()
continue
State.CLIMB:
_process_climb()
continue
State.SWORD:
_process_sword()
#Gravity
if current_state != State.CLIMB: velocity.y += gravity
#Apply velocity
move_and_slide(velocity,Vector2.UP)
print(Game.shards)
if Input.is_action_just_pressed("debug_1"): $AnimationPlayer.play("Stab")
func _process_idle():
if anims.get_current_animation() != "idle": anims.play("idle")
#Stop
velocity.x = 0
#Goto Walk
if axis.x != 0: current_state = State.WALK
func _process_walk():
if anims.get_current_animation() != "walk": anims.play("walk")
#Move
move(walk_speed,0,true)
#Goto Idle
if axis.x == 0: current_state = State.IDLE
#Push Blocks
for i in get_slide_count():
var collision = get_slide_collision(i)
if collision.get_collider().is_in_group("pushable"):
print(collision.get_collider())
collision.get_collider().push(collision.normal)
func _process_idle_walk():
velocity.y = 0
#Goto Fall
if !is_on_floor(): current_state = State.FALL
#Goto Jump
check_jump()
#Goto Sword
if Input.is_action_just_pressed("sword"):
current_state = State.SWORD
return
func _process_jump():
jump_pressure += 1
#Pressure sensitive jump
if jump_pressure == 15 or Input.is_action_just_released("jump"):
velocity.y = -jump_force / 4
#velocity.y = 0
current_state = State.FALL
func _process_fall():
anims.play("jump")
#anims.play("jump")
move(walk_speed,0,true)
#Return to idle
if is_on_floor():
current_state = State.IDLE
return
func _process_climb():
#Graphics
anims.play("climb")
anims.set_speed_scale(abs(axis.y))
#Climb
position.y += axis.y * 0.65
#Manual Jump,, only works when holding neutral or away from ladder
if axis.x != sprite.scale.x: check_jump()
#Auto Jump
if climb_ray.get_collider() == null:
velocity.y = -jump_force
current_state = State.FALL
return
func _process_sword():
anims.play("stab")
#Stop
velocity.x = 0
sword_sprite.scale.x = sprite.scale.x
#Move hitbox with flip
sword_hitbox.position.x = 10 * sprite.scale.x
#Return to idle after animationplayer end anim signal
func check_jump():
if Input.is_action_just_pressed("jump") && !Input.is_action_pressed("ui_down"):
#Detach ladder
if current_state == State.CLIMB: position.x -= sprite.scale.x * 5
anims.set_speed_scale(1)
# Jump
jump_pressure = 0
current_state = State.JUMP
anims.play("jump")
velocity.y = -jump_force
move(walk_speed,0,true)
func move(hsp,vsp,flip:bool):
velocity.x = hsp * axis.x
#Flip
if flip: if sign(axis.x) != 0: sprite.scale.x = axis.x
func check_ladder():
if climb_ray.get_collider() != null:
current_ladder = climb_ray.get_collider().get_parent()
#Stop the velocity
velocity = Vector2.ZERO
#Snap to closest side
if position.x < current_ladder.middle:
position.x = current_ladder.left_snap.global_position.x
sprite.scale.x = 1
else:
position.x = current_ladder.right_snap.global_position.x
sprite.scale.x = -1
#Start Climbing
current_state = State.CLIMB
#Move the raycast
climb_ray.position.x = 4 * sprite.scale.x
func die():
get_tree().reload_current_scene()
func _on_AnimationPlayer_animation_finished(anim_name):
#Return to idle after slash
if anim_name == "stab":
current_state = State.IDLE
return

496
objects/player/player.tscn Normal file
View file

@ -0,0 +1,496 @@
[gd_scene load_steps=43 format=2]
[ext_resource path="res://objects/player/player.gd" type="Script" id=1]
[ext_resource path="res://graphics/player/sg_walk.png" type="Texture" id=2]
[ext_resource path="res://graphics/player/sg_idle.png" type="Texture" id=3]
[ext_resource path="res://scripts/recolor_border.shader" type="Shader" id=4]
[ext_resource path="res://graphics/player/jump.png" type="Texture" id=5]
[ext_resource path="res://graphics/player/pal_purplearmor.png" type="Texture" id=6]
[ext_resource path="res://graphics/player/sg_climb.png" type="Texture" id=7]
[ext_resource path="res://graphics/player/pal_sword_red.png" type="Texture" id=8]
[ext_resource path="res://graphics/player/sg_stab.png" type="Texture" id=9]
[ext_resource path="res://graphics/player/sword_slash.png" type="Texture" id=10]
[ext_resource path="res://graphics/player/sword_stab.png" type="Texture" id=11]
[ext_resource path="res://graphics/player/sg_slash.png" type="Texture" id=12]
[ext_resource path="res://scripts/recolor.tres" type="Shader" id=13]
[sub_resource type="ShaderMaterial" id=14]
shader = ExtResource( 4 )
shader_param/border_color = Color( 0, 0, 0, 1 )
shader_param/border_corners = true
shader_param/palette = ExtResource( 6 )
[sub_resource type="AtlasTexture" id=12]
atlas = ExtResource( 7 )
region = Rect2( 0, 0, 20, 20 )
[sub_resource type="AtlasTexture" id=13]
atlas = ExtResource( 7 )
region = Rect2( 20, 0, 20, 20 )
[sub_resource type="AtlasTexture" id=16]
atlas = ExtResource( 12 )
region = Rect2( 0, 0, 32, 32 )
[sub_resource type="AtlasTexture" id=17]
atlas = ExtResource( 12 )
region = Rect2( 32, 0, 32, 32 )
[sub_resource type="AtlasTexture" id=18]
atlas = ExtResource( 12 )
region = Rect2( 64, 0, 32, 32 )
[sub_resource type="AtlasTexture" id=19]
atlas = ExtResource( 9 )
region = Rect2( 0, 0, 32, 32 )
[sub_resource type="AtlasTexture" id=20]
atlas = ExtResource( 9 )
region = Rect2( 32, 0, 32, 32 )
[sub_resource type="AtlasTexture" id=8]
atlas = ExtResource( 2 )
region = Rect2( 0, 0, 20, 20 )
[sub_resource type="AtlasTexture" id=9]
atlas = ExtResource( 2 )
region = Rect2( 20, 0, 20, 20 )
[sub_resource type="AtlasTexture" id=10]
atlas = ExtResource( 2 )
region = Rect2( 40, 0, 20, 20 )
[sub_resource type="AtlasTexture" id=11]
atlas = ExtResource( 2 )
region = Rect2( 60, 0, 20, 20 )
[sub_resource type="SpriteFrames" id=5]
animations = [ {
"frames": [ SubResource( 12 ), SubResource( 13 ) ],
"loop": true,
"name": "climb",
"speed": 7.0
}, {
"frames": [ ExtResource( 3 ) ],
"loop": true,
"name": "idle",
"speed": 5.0
}, {
"frames": [ ExtResource( 5 ) ],
"loop": true,
"name": "jump",
"speed": 5.0
}, {
"frames": [ SubResource( 16 ), SubResource( 17 ), SubResource( 18 ) ],
"loop": false,
"name": "slash",
"speed": 7.0
}, {
"frames": [ SubResource( 19 ), SubResource( 20 ) ],
"loop": false,
"name": "stab",
"speed": 15.0
}, {
"frames": [ SubResource( 8 ), SubResource( 9 ), SubResource( 10 ), SubResource( 11 ) ],
"loop": true,
"name": "walk",
"speed": 10.0
} ]
[sub_resource type="ShaderMaterial" id=21]
shader = ExtResource( 13 )
shader_param/palette = ExtResource( 8 )
[sub_resource type="AtlasTexture" id=22]
atlas = ExtResource( 10 )
region = Rect2( 0, 0, 32, 32 )
[sub_resource type="AtlasTexture" id=23]
atlas = ExtResource( 10 )
region = Rect2( 32, 0, 32, 32 )
[sub_resource type="AtlasTexture" id=24]
atlas = ExtResource( 10 )
region = Rect2( 64, 0, 32, 32 )
[sub_resource type="AtlasTexture" id=25]
atlas = ExtResource( 11 )
region = Rect2( 0, 0, 32, 32 )
[sub_resource type="AtlasTexture" id=26]
atlas = ExtResource( 11 )
region = Rect2( 32, 0, 32, 32 )
[sub_resource type="SpriteFrames" id=15]
animations = [ {
"frames": [ SubResource( 22 ), SubResource( 23 ), SubResource( 24 ) ],
"loop": true,
"name": "slash",
"speed": 7.0
}, {
"frames": [ SubResource( 25 ), SubResource( 26 ) ],
"loop": false,
"name": "stab",
"speed": 15.0
} ]
[sub_resource type="ShaderMaterial" id=27]
shader = ExtResource( 4 )
shader_param/border_color = Color( 0, 0, 0, 1 )
shader_param/border_corners = true
shader_param/palette = ExtResource( 6 )
[sub_resource type="ShaderMaterial" id=28]
shader = ExtResource( 13 )
shader_param/palette = ExtResource( 8 )
[sub_resource type="RectangleShape2D" id=6]
extents = Vector2( 4, 7 )
[sub_resource type="Animation" id=29]
resource_name = "climb"
length = 0.3
loop = true
step = 0.15
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:region_rect")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.15 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 1,
"values": [ Rect2( 0, 0, 20, 20 ), Rect2( 20, 0, 20, 20 ) ]
}
tracks/1/type = "value"
tracks/1/path = NodePath("Sprite:texture")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ ExtResource( 7 ) ]
}
tracks/2/type = "value"
tracks/2/path = NodePath("SwordArea/SwordHitBox:disabled")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ true ]
}
tracks/3/type = "value"
tracks/3/path = NodePath("SwordSprite:texture")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ null ]
}
[sub_resource type="Animation" id=30]
resource_name = "idle"
length = 0.5
loop = true
step = 0.06
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:region_rect")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ Rect2( 0, 0, 20, 20 ) ]
}
tracks/1/type = "value"
tracks/1/path = NodePath("Sprite:texture")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ ExtResource( 3 ) ]
}
tracks/2/type = "value"
tracks/2/path = NodePath("SwordArea/SwordHitBox:disabled")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ true ]
}
tracks/3/type = "value"
tracks/3/path = NodePath("SwordSprite:texture")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ null ]
}
[sub_resource type="Animation" id=31]
resource_name = "jump"
length = 0.5
loop = true
step = 0.06
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:region_rect")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ Rect2( 1, 0, 20, 20 ) ]
}
tracks/1/type = "value"
tracks/1/path = NodePath("Sprite:texture")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ ExtResource( 5 ) ]
}
tracks/2/type = "value"
tracks/2/path = NodePath("SwordArea/SwordHitBox:disabled")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ true ]
}
tracks/3/type = "value"
tracks/3/path = NodePath("SwordSprite:texture")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ null ]
}
[sub_resource type="Animation" id=32]
resource_name = "stab"
length = 0.3
step = 0.06
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:region_rect")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.06 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 1,
"values": [ Rect2( 0, 0, 32, 32 ), Rect2( 32, 0, 32, 32 ) ]
}
tracks/1/type = "value"
tracks/1/path = NodePath("Sprite:texture")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ ExtResource( 9 ) ]
}
tracks/2/type = "value"
tracks/2/path = NodePath("SwordArea/SwordHitBox:disabled")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/keys = {
"times": PoolRealArray( 0, 0.06 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 1,
"values": [ true, false ]
}
tracks/3/type = "value"
tracks/3/path = NodePath("SwordSprite:texture")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ ExtResource( 11 ) ]
}
tracks/4/type = "value"
tracks/4/path = NodePath("SwordSprite:region_rect")
tracks/4/interp = 1
tracks/4/loop_wrap = true
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/keys = {
"times": PoolRealArray( 0, 0.06 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 1,
"values": [ Rect2( 0, 0, 32, 32 ), Rect2( 32, 0, 32, 32 ) ]
}
[sub_resource type="Animation" id=33]
resource_name = "walk"
length = 0.4
loop = true
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:region_rect")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.1, 0.2, 0.3 ),
"transitions": PoolRealArray( 1, 1, 1, 1 ),
"update": 1,
"values": [ Rect2( 0, 0, 20, 20 ), Rect2( 20, 0, 20, 20 ), Rect2( 40, 0, 20, 20 ), Rect2( 60, 0, 20, 20 ) ]
}
tracks/1/type = "value"
tracks/1/path = NodePath("Sprite:texture")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ ExtResource( 2 ) ]
}
tracks/2/type = "value"
tracks/2/path = NodePath("SwordArea/SwordHitBox:disabled")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ true ]
}
tracks/3/type = "value"
tracks/3/path = NodePath("SwordSprite:texture")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ null ]
}
[sub_resource type="RectangleShape2D" id=34]
extents = Vector2( 6, 7 )
[node name="Player" type="KinematicBody2D"]
script = ExtResource( 1 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
visible = false
material = SubResource( 14 )
frames = SubResource( 5 )
animation = "stab"
frame = 1
playing = true
[node name="Sword" type="AnimatedSprite" parent="."]
visible = false
material = SubResource( 21 )
frames = SubResource( 15 )
animation = "stab"
frame = 1
playing = true
[node name="Sprite" type="Sprite" parent="."]
material = SubResource( 27 )
texture = ExtResource( 3 )
region_enabled = true
region_rect = Rect2( 0, 0, 20, 20 )
[node name="SwordSprite" type="Sprite" parent="."]
material = SubResource( 28 )
region_enabled = true
region_rect = Rect2( 32, 0, 32, 32 )
[node name="Area2D" type="Area2D" parent="." groups=["player"]]
position = Vector2( 0, 3 )
[node name="CollisionShape2D2" type="CollisionShape2D" parent="Area2D"]
shape = SubResource( 6 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="." groups=["sword"]]
position = Vector2( 0, 3 )
shape = SubResource( 6 )
[node name="ClimbRay" type="RayCast2D" parent="."]
visible = false
position = Vector2( 4, 10 )
enabled = true
cast_to = Vector2( 0, -14 )
collision_mask = 4
collide_with_areas = true
collide_with_bodies = false
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
anims/climb = SubResource( 29 )
anims/idle = SubResource( 30 )
anims/jump = SubResource( 31 )
anims/stab = SubResource( 32 )
anims/walk = SubResource( 33 )
[node name="SwordArea" type="Area2D" parent="." groups=["sword"]]
[node name="SwordHitBox" type="CollisionShape2D" parent="SwordArea"]
position = Vector2( 10, 3 )
shape = SubResource( 34 )
disabled = true
[connection signal="animation_finished" from="AnimationPlayer" to="." method="_on_AnimationPlayer_animation_finished"]

13
objects/rock/rock.gd Normal file
View file

@ -0,0 +1,13 @@
extends KinematicBody2D
var velocity = Vector2.ZERO
func _physics_process(delta):
if !is_on_floor():
#Gravity
velocity.y = 100
velocity.x = 0
move_and_slide(velocity,Vector2.UP)
velocity.x = 0
func push(direction):
velocity -= direction * 32

26
objects/rock/rock.tscn Normal file
View file

@ -0,0 +1,26 @@
[gd_scene load_steps=6 format=2]
[ext_resource path="res://graphics/rock/rock.png" type="Texture" id=1]
[ext_resource path="res://scripts/1px_border.gdshader" type="Shader" id=2]
[ext_resource path="res://objects/rock/rock.gd" type="Script" id=3]
[sub_resource type="ShaderMaterial" id=1]
shader = ExtResource( 2 )
shader_param/border_color = Color( 0, 0, 0, 1 )
shader_param/border_corners = false
[sub_resource type="RectangleShape2D" id=2]
extents = Vector2( 5, 4.5 )
[node name="Rock" type="KinematicBody2D" groups=["pushable"]]
script = ExtResource( 3 )
[node name="Sprite" type="Sprite" parent="."]
material = SubResource( 1 )
position = Vector2( 0, -1 )
texture = ExtResource( 1 )
centered = false
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2( 5, 3.5 )
shape = SubResource( 2 )