a NEW game mechanic??

This commit is contained in:
pennyrigate 2023-11-24 21:44:12 -05:00
parent c4da203de7
commit 7cc669e813
6 changed files with 334 additions and 3 deletions

View file

@ -0,0 +1,34 @@
extends Node2D
onready var cast = $RayCast2D
export var speed = 80
var fall = false
onready var refresh_timer = $RefreshTimer
onready var anims = $AnimationPlayer
onready var startpos = position
func _physics_process(delta):
if cast.is_colliding():
var collider = cast.get_collider()
if collider.is_in_group("player_hitbox") or collider.is_in_group("msx"):
if fall == false: refresh_timer.start()
fall = true
if fall == true:
position.y += speed * delta
if !refresh_timer.is_stopped() && refresh_timer.get_time_left() <= 0.6:
anims.play("disappear")
func _on_Hitbox_area_entered(area):
if area.is_in_group("player_hitbox"):
area.get_parent().die()
func _on_RefreshTimer_timeout():
call_deferred("set_position", startpos)
fall = false
anims.play("idle")
anims.play("disappear", -1, -1.0, true)

View file

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[gd_scene load_steps=7 format=2]
[ext_resource path="res://graphics/stalactite/stalactite.png" type="Texture" id=1]
[ext_resource path="res://objects/environment/stalactite/stalactite.gd" type="Script" id=2]
[sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 4, 5 )
[sub_resource type="Animation" id=4]
length = 0.001
tracks/0/type = "value"
tracks/0/path = NodePath("Hitbox/CollisionShape2D:disabled")
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": [ true ]
}
[sub_resource type="Animation" id=2]
resource_name = "disappear"
length = 0.6
step = 0.05
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:visible")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0.00203761, 0.1, 0.2, 0.3, 0.4, 0.5 ),
"transitions": PoolRealArray( 1, 1, 1, 1, 1, 1 ),
"update": 1,
"values": [ true, false, true, false, true, false ]
}
tracks/1/type = "value"
tracks/1/path = NodePath("Hitbox/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, 0.6 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 1,
"values": [ false, true ]
}
tracks/2/type = "value"
tracks/2/path = NodePath("RayCast2D:enabled")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/keys = {
"times": PoolRealArray( 0, 0.6 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 1,
"values": [ true, false ]
}
[sub_resource type="Animation" id=3]
resource_name = "idle"
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:visible")
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": [ true ]
}
tracks/1/type = "value"
tracks/1/path = NodePath("RayCast2D:enabled")
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": [ true ]
}
tracks/2/type = "value"
tracks/2/path = NodePath("Hitbox/CollisionShape2D: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": [ false ]
}
[node name="Stalactite" type="Node2D"]
script = ExtResource( 2 )
[node name="Sprite" type="Sprite" parent="."]
position = Vector2( 4, 0 )
texture = ExtResource( 1 )
[node name="RayCast2D" type="RayCast2D" parent="."]
position = Vector2( 3, 0 )
enabled = true
cast_to = Vector2( 0, 40 )
collision_mask = 10
collide_with_areas = true
[node name="Hitbox" type="Area2D" parent="."]
collision_mask = 2
[node name="CollisionShape2D" type="CollisionShape2D" parent="Hitbox"]
position = Vector2( 4, 0 )
shape = SubResource( 1 )
disabled = true
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
autoplay = "idle"
anims/RESET = SubResource( 4 )
anims/disappear = SubResource( 2 )
anims/idle = SubResource( 3 )
[node name="RefreshTimer" type="Timer" parent="."]
wait_time = 2.0
one_shot = true
[connection signal="area_entered" from="Hitbox" to="." method="_on_Hitbox_area_entered"]
[connection signal="timeout" from="RefreshTimer" to="." method="_on_RefreshTimer_timeout"]