forked from team-sg/hero-mark-2
Made some changes :)
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parent
038935709f
commit
8f6a068eba
76 changed files with 889 additions and 36 deletions
48
objects/enemy/bat.tscn
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48
objects/enemy/bat.tscn
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@ -0,0 +1,48 @@
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[gd_scene load_steps=9 format=2]
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[ext_resource path="res://scripts/1px_border.gdshader" type="Shader" id=1]
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[ext_resource path="res://graphics/enemy/bat.png" type="Texture" id=2]
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[ext_resource path="res://objects/enemy/enemy_move_sidesideupdown.gd" type="Script" id=3]
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[sub_resource type="ShaderMaterial" id=1]
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shader = ExtResource( 1 )
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shader_param/border_color = Color( 0, 0, 0, 1 )
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shader_param/border_corners = false
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[sub_resource type="AtlasTexture" id=2]
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atlas = ExtResource( 2 )
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region = Rect2( 0, 0, 18, 10 )
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[sub_resource type="AtlasTexture" id=3]
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atlas = ExtResource( 2 )
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region = Rect2( 18, 0, 18, 10 )
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[sub_resource type="SpriteFrames" id=4]
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animations = [ {
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"frames": [ SubResource( 2 ), SubResource( 3 ) ],
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"loop": true,
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"name": "default",
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"speed": 8.0
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} ]
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[sub_resource type="RectangleShape2D" id=5]
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extents = Vector2( 5, 5 )
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[node name="Bat" type="Node2D"]
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script = ExtResource( 3 )
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can_be_killed_by_sword = false
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speed = 40
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move_direction = 1
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flip_sprite = false
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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material = SubResource( 1 )
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frames = SubResource( 4 )
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playing = true
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[node name="Area2D" type="Area2D" parent="."]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
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shape = SubResource( 5 )
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[connection signal="area_entered" from="Area2D" to="." method="_on_Area2D_area_entered"]
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@ -2,6 +2,7 @@ extends Node2D
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export var can_be_killed_by_sword = true
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export var can_be_squashed = true
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export var score_for_killing = 0
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func _on_Area2D_area_entered(area):
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#Kill player
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@ -10,9 +11,15 @@ func _on_Area2D_area_entered(area):
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#Die from sword
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if area.is_in_group("sword"):
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if can_be_killed_by_sword:
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queue_free()
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die()
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else:
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Game.instance_node(Game.block_text,global_position.x,global_position.y,get_parent())
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#Die from rock/ get squashed
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if area.is_in_group("squash"):
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var squasher = area.get_parent()
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if squasher.position.y + squasher.bottom.position.y < global_position.y:
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queue_free()
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die()
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func die():
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Game.score += score_for_killing
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queue_free()
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@ -32,14 +32,16 @@ extents = Vector2( 5.5, 4.5 )
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[node name="Slime" type="Node2D"]
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script = ExtResource( 4 )
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score_for_killing = 10
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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material = SubResource( 1 )
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position = Vector2( 5, 3 )
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position = Vector2( 1, 3 )
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frames = SubResource( 4 )
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playing = true
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[node name="Area2D" type="Area2D" parent="."]
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position = Vector2( -4, 0 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
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position = Vector2( 4.5, 3.5 )
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@ -30,10 +30,12 @@ extents = Vector2( 8, 8 )
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[node name="Snake" type="Node2D"]
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script = ExtResource( 3 )
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score_for_killing = 15
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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material = SubResource( 1 )
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frames = SubResource( 4 )
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frame = 1
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playing = true
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[node name="Area2D" type="Area2D" parent="."]
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