sg pushin' shovin' squishin' some snails n' skeles with rocks

This commit is contained in:
Haze Weathers 2023-05-10 18:25:26 -04:00
parent 56fb173a24
commit 3ba9afd2be
4 changed files with 117 additions and 17 deletions

View file

@ -1,23 +1,23 @@
extends KinematicBody2D
var velocity = Vector2.ZERO
onready var bottom = $Bottom
var velocity: Vector2 = Vector2.ZERO
func _physics_process(delta):
if !is_on_floor():
if not is_on_floor():
#Gravity
velocity.y = 100
velocity.x = 0
velocity.y = 100.0
velocity.x = 0.0
else:
velocity.y = 0
velocity.y = 0.0
move_and_slide(velocity,Vector2.UP)
velocity.x = 0
velocity.x = 0.0
func push(direction):
velocity -= direction * 32
func push(amount: float):
velocity.x = amount
func _on_Hitbox_area_entered(area):
# do not squish if in "blocks_squash" group
if area.is_in_group("enemy_hitbox") && !area.is_in_group("blocks_squash"):
if area.is_in_group("enemy_hitbox") and not area.is_in_group("blocks_squash"):
var enemy = area.get_parent()
if enemy.global_position.y > global_position.y && velocity.y > 0:
if enemy.global_position.y > global_position.y and velocity.y > 0:
enemy.die()

View file

@ -10,7 +10,7 @@ shader_param/border_color = Color( 0, 0, 0, 1 )
shader_param/border_corners = false
[sub_resource type="RectangleShape2D" id=2]
extents = Vector2( 3.7, 4 )
extents = Vector2( 3.75, 4 )
[sub_resource type="RectangleShape2D" id=3]
extents = Vector2( 4, 4 )
@ -37,7 +37,4 @@ collision_layer = 5
position = Vector2( 5, 4 )
shape = SubResource( 3 )
[node name="Bottom" type="Position2D" parent="."]
position = Vector2( 4, 8 )
[connection signal="area_entered" from="Hitbox" to="." method="_on_Hitbox_area_entered"]

View file

@ -10,6 +10,8 @@ const DeathSplatter = preload("res://objects/player/player_death_particles.tscn"
# EXPORTS #
## horizontal movement speed
export var walk_speed: float = 50.0
## speed to push pushable objects at
export var push_speed: float = 25.0
## climbing speed
export var climb_speed: float = 39.0
## gravity force
@ -43,15 +45,22 @@ onready var grounded_shape: CollisionShape2D = $"%GroundedShape"
onready var airborne_shape: CollisionShape2D = $"%AirborneShape"
onready var ladder_detector: RayCast2D = $"%LadderDetector"
onready var death_splatter_position: Position2D = $"%DeathSplatterPosition"
onready var pushable_detector: RayCast2D = $"%PushableDetector"
# OVERRIDES #
func _ready() -> void:
# death handling
Game.respawn_point = global_position
connect("died", Game, "_on_player_died")
# to detect floor on first frame
move_and_slide(Vector2(0.0, 1.0), Vector2.UP)
# make certain pushable detector will not detect player
pushable_detector.add_exception(self)
# set up state chart
state_chart.initialize()
state_chart.set_guard_property("can_respawn", true)
# state chart debug
$StateDebugLayer/StateChartDebug.target = state_chart
func _physics_process(delta: float) -> void:
@ -103,6 +112,9 @@ func _on_Grounded_state_entered() -> void:
snap.y = 2.5 # snap when in grounded state
velocity.y = 1.0
func _on_Pushing_state_entered() -> void:
animation_player.play("push")
func _on_Airborne_state_entered() -> void:
grounded_shape.disabled = true
airborne_shape.disabled = false
@ -208,6 +220,21 @@ func _process_can_walk(delta: float) -> void:
else:
animation_player.play("idle")
## rubbing up against a wall or pushing an object
func _process_pushing(delta: float) -> void:
if not is_on_wall():
state_chart.send_event("push_stop")
var input_dir = sign(Input.get_axis("ui_left", "ui_right"))
if input_dir != 0.0:
pushable_detector.force_raycast_update()
if pushable_detector.is_colliding():
var col = pushable_detector.get_collider()
if col.is_in_group("pushable"):
col.push(input_dir * push_speed)
velocity.x = input_dir * push_speed * 2.0
else:
state_chart.send_event("push_stop")
## climbing on ladders
func _process_climbing(delta: float) -> void:
# climbing movement
@ -271,10 +298,13 @@ func _process_movement(delta: float) -> void:
if col != null:
if col.remainder.y >= 1.0 and col.normal.y == 0.0:
position.x += col.normal.x * 0.001
# check for wall
if is_on_wall():
state_chart.send_event("push_start")
# COLLISION CALLBACKS #
func _on_Hitbox_body_entered(body: Node) -> void:
if body.is_in_group("death"):
die()

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=37 format=2]
[gd_scene load_steps=39 format=2]
[ext_resource path="res://objects/player/player_scholar.gd" type="Script" id=1]
[ext_resource path="res://graphics/player/pal_purplearmor.png" type="Texture" id=2]
@ -20,6 +20,7 @@
[ext_resource path="res://graphics/particles/dust.png" type="Texture" id=18]
[ext_resource path="res://graphics/player/sg_fall_scared.png" type="Texture" id=19]
[ext_resource path="res://graphics/player/sg_fall.png" type="Texture" id=20]
[ext_resource path="res://graphics/player/sg_push.png" type="Texture" id=21]
[sub_resource type="ShaderMaterial" id=1]
shader = ExtResource( 3 )
@ -407,6 +408,59 @@ tracks/3/keys = {
"values": [ 0.0 ]
}
[sub_resource type="Animation" id=17]
resource_name = "push"
length = 0.8
loop = true
tracks/0/type = "value"
tracks/0/path = NodePath("Graphics/Sprite:texture")
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": [ ExtResource( 21 ) ]
}
tracks/1/type = "value"
tracks/1/path = NodePath("Graphics/Sprite:hframes")
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": [ 4 ]
}
tracks/2/type = "value"
tracks/2/path = NodePath("Graphics/Sprite:frame")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/keys = {
"times": PoolRealArray( 0, 0.2, 0.4, 0.6 ),
"transitions": PoolRealArray( 1, 1, 1, 1 ),
"update": 1,
"values": [ 0, 1, 2, 3 ]
}
tracks/3/type = "value"
tracks/3/path = NodePath("Graphics/Sprite:rotation_degrees")
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": 0,
"values": [ 0.0 ]
}
[sub_resource type="Animation" id=11]
resource_name = "shoot_airborne"
length = 0.001
@ -650,6 +704,12 @@ scale_amount = 0.25
scale_amount_random = 0.5
scale_amount_curve = SubResource( 13 )
[node name="PushableDetector" type="RayCast2D" parent="Graphics"]
unique_name_in_owner = true
position = Vector2( 3, -4 )
cast_to = Vector2( 1, 0 )
collision_mask = 4
[node name="BodyShape" type="CollisionShape2D" parent="."]
position = Vector2( 0.5, -5 )
shape = SubResource( 2 )
@ -685,6 +745,7 @@ anims/fall = SubResource( 15 )
anims/fall_scared = SubResource( 14 )
anims/idle = SubResource( 6 )
anims/jump = SubResource( 8 )
anims/push = SubResource( 17 )
anims/shoot_airborne = SubResource( 11 )
anims/shoot_grounded = SubResource( 10 )
anims/walk = SubResource( 7 )
@ -749,6 +810,11 @@ to = NodePath("../../Shooting")
event = "shoot"
guard_expression = "can_shoot"
[node name="On PushStart" type="Node" parent="StateChart/Root/Movement/Grounded/CanWalk"]
script = ExtResource( 10 )
to = NodePath("../../Pushing")
event = "push_start"
[node name="Shooting" type="Node" parent="StateChart/Root/Movement/Grounded"]
script = ExtResource( 11 )
consumed_events = [ "jump" ]
@ -761,6 +827,11 @@ event = "shoot_end"
[node name="Pushing" type="Node" parent="StateChart/Root/Movement/Grounded"]
script = ExtResource( 11 )
[node name="On PushStop" type="Node" parent="StateChart/Root/Movement/Grounded/Pushing"]
script = ExtResource( 10 )
to = NodePath("../../CanWalk")
event = "push_stop"
[node name="Airborne" type="Node" parent="StateChart/Root/Movement"]
process_priority = 5
script = ExtResource( 9 )
@ -934,6 +1005,8 @@ script = ExtResource( 8 )
[connection signal="state_physics_processing" from="StateChart/Root/Movement/Grounded/CanWalk" to="." method="_process_horizontal_movement"]
[connection signal="state_physics_processing" from="StateChart/Root/Movement/Grounded/CanWalk" to="." method="_process_can_walk"]
[connection signal="state_entered" from="StateChart/Root/Movement/Grounded/Shooting" to="." method="_on_Shooting_state_entered"]
[connection signal="state_entered" from="StateChart/Root/Movement/Grounded/Pushing" to="." method="_on_Pushing_state_entered"]
[connection signal="state_physics_processing" from="StateChart/Root/Movement/Grounded/Pushing" to="." method="_process_pushing"]
[connection signal="state_entered" from="StateChart/Root/Movement/Airborne" to="." method="_on_Airborne_state_entered"]
[connection signal="state_physics_processing" from="StateChart/Root/Movement/Airborne" to="." method="_process_gravity"]
[connection signal="state_physics_processing" from="StateChart/Root/Movement/Airborne/Jump" to="." method="_process_jump"]