forked from team-sg/hero-mark-2
first commit
This commit is contained in:
commit
096ebe5aa4
275 changed files with 3937 additions and 0 deletions
171
objects/player/player.gd
Normal file
171
objects/player/player.gd
Normal file
|
@ -0,0 +1,171 @@
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|||
extends KinematicBody2D
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##Children
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onready var sprite = $Sprite
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onready var climb_ray = $ClimbRay
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onready var anims = $AnimationPlayer
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onready var sword_sprite = $SwordSprite
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onready var sword_hitbox = $SwordArea
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##States
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enum State {IDLE,WALK,JUMP,FALL,STUNNED,CLIMB,SWORD}
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var current_state = State.IDLE
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var axis = Vector2.ZERO
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##Physics
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var velocity = Vector2.ZERO
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var walk_speed = 50
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var gravity = 12.50
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var jump_pressure = 0
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var jump_force = 200
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var current_ladder = null
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##Attacking
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func _physics_process(delta):
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axis = Vector2(Input.get_axis("ui_left","ui_right"),Input.get_axis("ui_up","ui_down"))
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#Check ladder
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check_ladder()
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match current_state:
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State.IDLE:
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_process_idle()
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continue
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State.WALK:
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_process_walk()
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continue
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State.IDLE, State.WALK:
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_process_idle_walk()
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State.JUMP:
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_process_jump()
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continue
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State.FALL:
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_process_fall()
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continue
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State.CLIMB:
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_process_climb()
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continue
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State.SWORD:
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_process_sword()
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#Gravity
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if current_state != State.CLIMB: velocity.y += gravity
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#Apply velocity
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move_and_slide(velocity,Vector2.UP)
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print(Game.shards)
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if Input.is_action_just_pressed("debug_1"): $AnimationPlayer.play("Stab")
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func _process_idle():
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if anims.get_current_animation() != "idle": anims.play("idle")
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#Stop
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velocity.x = 0
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#Goto Walk
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if axis.x != 0: current_state = State.WALK
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func _process_walk():
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if anims.get_current_animation() != "walk": anims.play("walk")
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#Move
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move(walk_speed,0,true)
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#Goto Idle
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if axis.x == 0: current_state = State.IDLE
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#Push Blocks
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for i in get_slide_count():
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var collision = get_slide_collision(i)
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if collision.get_collider().is_in_group("pushable"):
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print(collision.get_collider())
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collision.get_collider().push(collision.normal)
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func _process_idle_walk():
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velocity.y = 0
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#Goto Fall
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if !is_on_floor(): current_state = State.FALL
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#Goto Jump
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check_jump()
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#Goto Sword
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if Input.is_action_just_pressed("sword"):
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current_state = State.SWORD
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return
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func _process_jump():
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jump_pressure += 1
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#Pressure sensitive jump
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if jump_pressure == 15 or Input.is_action_just_released("jump"):
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velocity.y = -jump_force / 4
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#velocity.y = 0
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current_state = State.FALL
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func _process_fall():
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anims.play("jump")
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#anims.play("jump")
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move(walk_speed,0,true)
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#Return to idle
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if is_on_floor():
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current_state = State.IDLE
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return
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func _process_climb():
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#Graphics
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anims.play("climb")
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anims.set_speed_scale(abs(axis.y))
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#Climb
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position.y += axis.y * 0.65
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#Manual Jump,, only works when holding neutral or away from ladder
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if axis.x != sprite.scale.x: check_jump()
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#Auto Jump
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if climb_ray.get_collider() == null:
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velocity.y = -jump_force
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current_state = State.FALL
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return
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func _process_sword():
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anims.play("stab")
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#Stop
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velocity.x = 0
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sword_sprite.scale.x = sprite.scale.x
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#Move hitbox with flip
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sword_hitbox.position.x = 10 * sprite.scale.x
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#Return to idle after animationplayer end anim signal
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func check_jump():
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if Input.is_action_just_pressed("jump") && !Input.is_action_pressed("ui_down"):
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#Detach ladder
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if current_state == State.CLIMB: position.x -= sprite.scale.x * 5
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anims.set_speed_scale(1)
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# Jump
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jump_pressure = 0
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current_state = State.JUMP
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anims.play("jump")
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velocity.y = -jump_force
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move(walk_speed,0,true)
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func move(hsp,vsp,flip:bool):
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velocity.x = hsp * axis.x
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#Flip
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if flip: if sign(axis.x) != 0: sprite.scale.x = axis.x
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func check_ladder():
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if climb_ray.get_collider() != null:
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current_ladder = climb_ray.get_collider().get_parent()
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#Stop the velocity
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velocity = Vector2.ZERO
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#Snap to closest side
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if position.x < current_ladder.middle:
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position.x = current_ladder.left_snap.global_position.x
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sprite.scale.x = 1
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else:
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position.x = current_ladder.right_snap.global_position.x
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sprite.scale.x = -1
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#Start Climbing
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current_state = State.CLIMB
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#Move the raycast
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climb_ray.position.x = 4 * sprite.scale.x
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func die():
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get_tree().reload_current_scene()
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func _on_AnimationPlayer_animation_finished(anim_name):
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#Return to idle after slash
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if anim_name == "stab":
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current_state = State.IDLE
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return
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496
objects/player/player.tscn
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496
objects/player/player.tscn
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@ -0,0 +1,496 @@
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[gd_scene load_steps=43 format=2]
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[ext_resource path="res://objects/player/player.gd" type="Script" id=1]
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[ext_resource path="res://graphics/player/sg_walk.png" type="Texture" id=2]
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[ext_resource path="res://graphics/player/sg_idle.png" type="Texture" id=3]
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[ext_resource path="res://scripts/recolor_border.shader" type="Shader" id=4]
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[ext_resource path="res://graphics/player/jump.png" type="Texture" id=5]
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[ext_resource path="res://graphics/player/pal_purplearmor.png" type="Texture" id=6]
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[ext_resource path="res://graphics/player/sg_climb.png" type="Texture" id=7]
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[ext_resource path="res://graphics/player/pal_sword_red.png" type="Texture" id=8]
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[ext_resource path="res://graphics/player/sg_stab.png" type="Texture" id=9]
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[ext_resource path="res://graphics/player/sword_slash.png" type="Texture" id=10]
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[ext_resource path="res://graphics/player/sword_stab.png" type="Texture" id=11]
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[ext_resource path="res://graphics/player/sg_slash.png" type="Texture" id=12]
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[ext_resource path="res://scripts/recolor.tres" type="Shader" id=13]
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[sub_resource type="ShaderMaterial" id=14]
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shader = ExtResource( 4 )
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shader_param/border_color = Color( 0, 0, 0, 1 )
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shader_param/border_corners = true
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shader_param/palette = ExtResource( 6 )
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[sub_resource type="AtlasTexture" id=12]
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atlas = ExtResource( 7 )
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region = Rect2( 0, 0, 20, 20 )
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[sub_resource type="AtlasTexture" id=13]
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atlas = ExtResource( 7 )
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region = Rect2( 20, 0, 20, 20 )
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[sub_resource type="AtlasTexture" id=16]
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atlas = ExtResource( 12 )
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region = Rect2( 0, 0, 32, 32 )
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[sub_resource type="AtlasTexture" id=17]
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atlas = ExtResource( 12 )
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region = Rect2( 32, 0, 32, 32 )
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[sub_resource type="AtlasTexture" id=18]
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atlas = ExtResource( 12 )
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region = Rect2( 64, 0, 32, 32 )
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[sub_resource type="AtlasTexture" id=19]
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atlas = ExtResource( 9 )
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region = Rect2( 0, 0, 32, 32 )
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[sub_resource type="AtlasTexture" id=20]
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atlas = ExtResource( 9 )
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region = Rect2( 32, 0, 32, 32 )
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[sub_resource type="AtlasTexture" id=8]
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atlas = ExtResource( 2 )
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region = Rect2( 0, 0, 20, 20 )
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[sub_resource type="AtlasTexture" id=9]
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atlas = ExtResource( 2 )
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region = Rect2( 20, 0, 20, 20 )
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[sub_resource type="AtlasTexture" id=10]
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atlas = ExtResource( 2 )
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region = Rect2( 40, 0, 20, 20 )
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[sub_resource type="AtlasTexture" id=11]
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atlas = ExtResource( 2 )
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region = Rect2( 60, 0, 20, 20 )
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[sub_resource type="SpriteFrames" id=5]
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animations = [ {
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"frames": [ SubResource( 12 ), SubResource( 13 ) ],
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"loop": true,
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"name": "climb",
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"speed": 7.0
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}, {
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"frames": [ ExtResource( 3 ) ],
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"loop": true,
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"name": "idle",
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"speed": 5.0
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}, {
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"frames": [ ExtResource( 5 ) ],
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"loop": true,
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"name": "jump",
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"speed": 5.0
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}, {
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"frames": [ SubResource( 16 ), SubResource( 17 ), SubResource( 18 ) ],
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"loop": false,
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"name": "slash",
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"speed": 7.0
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}, {
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"frames": [ SubResource( 19 ), SubResource( 20 ) ],
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"loop": false,
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"name": "stab",
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"speed": 15.0
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}, {
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"frames": [ SubResource( 8 ), SubResource( 9 ), SubResource( 10 ), SubResource( 11 ) ],
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"loop": true,
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"name": "walk",
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"speed": 10.0
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} ]
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[sub_resource type="ShaderMaterial" id=21]
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shader = ExtResource( 13 )
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shader_param/palette = ExtResource( 8 )
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||||
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||||
[sub_resource type="AtlasTexture" id=22]
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||||
atlas = ExtResource( 10 )
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||||
region = Rect2( 0, 0, 32, 32 )
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||||
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[sub_resource type="AtlasTexture" id=23]
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||||
atlas = ExtResource( 10 )
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||||
region = Rect2( 32, 0, 32, 32 )
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[sub_resource type="AtlasTexture" id=24]
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atlas = ExtResource( 10 )
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||||
region = Rect2( 64, 0, 32, 32 )
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||||
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[sub_resource type="AtlasTexture" id=25]
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atlas = ExtResource( 11 )
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||||
region = Rect2( 0, 0, 32, 32 )
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||||
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||||
[sub_resource type="AtlasTexture" id=26]
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||||
atlas = ExtResource( 11 )
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||||
region = Rect2( 32, 0, 32, 32 )
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[sub_resource type="SpriteFrames" id=15]
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animations = [ {
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"frames": [ SubResource( 22 ), SubResource( 23 ), SubResource( 24 ) ],
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"loop": true,
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"name": "slash",
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||||
"speed": 7.0
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||||
}, {
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||||
"frames": [ SubResource( 25 ), SubResource( 26 ) ],
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||||
"loop": false,
|
||||
"name": "stab",
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||||
"speed": 15.0
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} ]
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[sub_resource type="ShaderMaterial" id=27]
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||||
shader = ExtResource( 4 )
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||||
shader_param/border_color = Color( 0, 0, 0, 1 )
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||||
shader_param/border_corners = true
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||||
shader_param/palette = ExtResource( 6 )
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||||
|
||||
[sub_resource type="ShaderMaterial" id=28]
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||||
shader = ExtResource( 13 )
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||||
shader_param/palette = ExtResource( 8 )
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||||
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||||
[sub_resource type="RectangleShape2D" id=6]
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||||
extents = Vector2( 4, 7 )
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||||
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||||
[sub_resource type="Animation" id=29]
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||||
resource_name = "climb"
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||||
length = 0.3
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||||
loop = true
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||||
step = 0.15
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||||
tracks/0/type = "value"
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||||
tracks/0/path = NodePath("Sprite:region_rect")
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||||
tracks/0/interp = 1
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tracks/0/loop_wrap = true
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||||
tracks/0/imported = false
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||||
tracks/0/enabled = true
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||||
tracks/0/keys = {
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||||
"times": PoolRealArray( 0, 0.15 ),
|
||||
"transitions": PoolRealArray( 1, 1 ),
|
||||
"update": 1,
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||||
"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"]
|
Loading…
Add table
Add a link
Reference in a new issue