diff --git a/objects/player/player.gd b/objects/player/player.gd deleted file mode 100644 index 9b8ef05..0000000 --- a/objects/player/player.gd +++ /dev/null @@ -1,430 +0,0 @@ -extends KinematicBody2D - -signal hatch_exited - -const ArrowProjectile = preload("res://objects/player/arrow_projectile.tscn") - -##CLEAN UP CODE LATER -##Movement -export var use_iframes = false -export var walk_speed = 50 -export var gravity = 12 -export var max_fall_speed = INF -export var jump_time = 15 -export var jump_force = 150 -export var doublejump_force = 122 -##Children -onready var sprite = $Sprite -onready var climb_ray = $ClimbRay -onready var anims = $AnimationPlayer -onready var sword_sprite = $SwordSprite -onready var sword_hitbox = $SwordArea -onready var death_particles = $DeathSplatter -onready var dust_particles = $DustParticles -onready var iframe_timer = $IframeTimer -onready var hitbox = $Area2D/CollisionShape2D2 - -#Map -onready var map = get_owner() -##States -enum State {IDLE,WALK,JUMP,FALL,STUNNED,CLIMB,SWORD,SHOOT,INACTIVE,TRANSPORT,HATCH} -var current_state = State.IDLE -var can_die = true -var dead = false -##Runtime -var axis = Vector2.ZERO #Current direction being held -var trail_color = Color(0.25,0,1,0.4) - #Physics -var velocity = Vector2.ZERO -var current_ladder = null #Used for checking climbing every frame instead of area entered -var jump_pressure = 0 -var can_doublejump = true -var can_move_in_air = false -var transport_speed = 0.0 -var transport_direction = Vector2.ZERO - #Positions -var arrowpos = Vector2(5,3) -##Preload - -#Set initial respawn point -func _ready(): - $LeftShoe.shape.length = 0.0 - Game.respawn_point = global_position - -func _physics_process(delta): - if current_state == State.INACTIVE: - return - 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() - continue - State.JUMP: - _process_jump() - continue - State.FALL: - _process_fall() - continue - State.JUMP, State.FALL: - _process_jump_fall() - continue - State.CLIMB: - _process_climb() - continue - State.SWORD: - _process_sword() - continue - State.SHOOT: - _process_shoot() - continue - State.TRANSPORT: - _process_transport(delta) - return - State.HATCH: - _process_hatch(delta) - return - - #Gravity - if current_state != State.CLIMB: - velocity.y = min(velocity.y + gravity, max_fall_speed) - #Cut y velocity when hitting ceiling - if is_on_ceiling(): - current_state = State.FALL - position.y += 1 - velocity.y = 0 - #Apply velocity - var snap = Vector2.ZERO - if velocity.y < 0.0 and current_ladder == null: - snap.y = 1.0 - move_and_slide_with_snap(velocity, snap, Vector2.UP, true) - #Moon Jump - if Debug.moon_jump == true: can_doublejump = true - #2011 - if Debug.cfox_mode == true: - anims.play("idle") - anims.set_speed_scale(0) - #Infinite arrows - if Debug.infinite_arrows == true: - Game.arrows = 99 - -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"): - collision.get_collider().push(collision.normal) - -func _process_idle_walk(): - can_doublejump = false - can_move_in_air = false - velocity.y = 0 - #Goto Fall - if !is_on_floor(): current_state = State.FALL - #Goto Jump - check_jump() - #Goto Sword - if Debug.allow_sword && Input.is_action_just_pressed("sword"): - Audio.play_sound(Audio.a_sword,Audio.ac_jump) - current_state = State.SWORD - return - #Goto Shoot - check_shoot() - -func _process_jump(): - jump_pressure += 1 - #Pressure sensitive jump - if jump_pressure >= jump_time or Input.is_action_just_released("jump"): - velocity.y = -jump_force / 4 - #velocity.y = 0 - current_state = State.FALL - -func _process_fall(): - if anims.get_current_animation() != "doublejump": anims.play("jump") - #Return to idle - if is_on_floor(): - current_state = State.IDLE - return - #Cant move in air - if !can_move_in_air: velocity.x = 0 - -func _process_jump_fall(): - check_double_jump() - move(walk_speed,0,true) - #Goto Shoot - check_shoot() - -func _process_climb(): - can_move_in_air = true - can_doublejump = true - #Graphics - anims.play("climb") - anims.set_speed_scale(abs(axis.y)) - #Climb - position.y += axis.y * 0.65 - #Sound - if axis.y == -1: - if Audio.ac_climb.get_stream() != Audio.a_climb_up: Audio.play_sound(Audio.a_climb_up,Audio.ac_climb) - if axis.y == 1: - if Audio.ac_climb.get_stream() != Audio.a_climb_down: Audio.play_sound(Audio.a_climb_down,Audio.ac_climb) - if axis.y == 0: Audio.ac_climb.set_stream(null) - #Manual Jump,, only works when holding neutral or away from ladder - if axis.x != sprite.scale.x && Input.is_action_just_pressed("jump"): - position.x -= sprite.scale.x * 3 - velocity.y = -jump_force - anims.set_speed_scale(1) - current_state = State.FALL - Audio.ac_climb.set_stream(null) - return - if climb_ray.get_collider() == null: - if axis.y == -1: - #Auto Jump - velocity.y = -jump_force - Audio.play_sound(Audio.a_jump,Audio.ac_jump) - #Auto dismount - Audio.ac_climb.set_stream(null) - current_state = State.FALL - return - #Side dismount - if axis.x != sprite.scale.x && Input.is_action_just_pressed("shoot"): - position.x -= sprite.scale.x * 3 - current_state = State.FALL - anims.set_speed_scale(1) - Audio.ac_climb.set_stream(null) - 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 = sprite.scale.x * 10 - #Return to idle after animationplayer end anim signal - -func _process_shoot(): - #Stop - velocity.x = 0 - if anims.get_current_animation() == "shoot air": - #Cancel air shoot animation when grounded - if is_on_floor(): - current_state = State.IDLE - return - move(walk_speed,0,true) - -func _process_transport(delta): - position += transport_direction * transport_speed * delta - -func _process_hatch(delta): - if Input.is_action_just_pressed("exit_hatch"): - anims.play("enter hatch", -1, -2,true) - emit_signal("hatch_exited") - -func spawn_arrow(): - Audio.play_sound(Audio.a_shoot,Audio.ac_jump) - var arrow = ArrowProjectile.instance() - arrow.global_position = Vector2( - global_position.x + arrowpos.x * sprite.scale.x, - global_position.y + arrowpos.y - ) - arrow.direction = sprite.scale.x - arrow.add_to_group("player_arrow") - map.add_child(arrow) - -func check_jump(): - if Input.is_action_just_pressed("jump"): - #Detach ladder - if current_state == State.CLIMB: - Audio.ac_climb.set_stream(null) # stop climb sound - position.x -= sprite.scale.x * 3 - else: - dust_particles.restart() - anims.set_speed_scale(1) - # Jump - can_doublejump = true - can_move_in_air = true - velocity.y = 0 - jump_pressure = 0 - current_state = State.JUMP - Audio.play_sound(Audio.a_jump,Audio.ac_jump) - anims.play("jump") - velocity.y = -jump_force - move(walk_speed,0,true) - -func check_double_jump(): - if is_on_floor(): - check_jump() - if Input.is_action_just_pressed("jump") && can_doublejump: - Audio.play_sound(Audio.a_doublejump,Audio.ac_jump) - can_doublejump = false - velocity.y = -doublejump_force - anims.play("doublejump") - -func check_shoot(): - #Only Shoot if have arrows and there are no arrows onscreen - if Input.is_action_just_pressed("shoot") && Game.arrows > 0 && get_tree().get_nodes_in_group("player_arrow").size() == 0: - current_state = State.SHOOT - if is_on_floor(): - anims.play("shoot grounded") - else: - anims.play("shoot air") #Shoot immediately in air - -func move(hsp,vsp,flip:bool): - if is_on_floor() or can_move_in_air: - 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 enter_transport(speed, direction): - transport_speed = speed - transport_direction = direction - current_state = State.TRANSPORT - can_doublejump = false - anims.play("doublejump") - -func exit_transport(): - current_state = State.FALL - -func enter_hatch(snap_position): - if dead: - return - position = snap_position - current_state = State.INACTIVE - hitbox.disabled = true - collision_layer = 0 - anims.play("enter hatch", -1, 2) - -func die(): - #If the player is already dead, don't kill them again - if current_state == State.INACTIVE or current_state == State.HATCH: - return - if can_die: - dead = true - Audio.ac_climb.set_stream(null) # stop climbing sound\ - #Create particles - var new_particles = death_particles.duplicate() - get_parent().add_child(new_particles) - new_particles.global_position = global_position - new_particles.emitting = true - sprite.visible = false - current_state = State.INACTIVE # Set to state where player is not controllable - position = Game.respawn_point # Set respawn point - if Game.lives <= 0 && Game.use_lives: - #Gover - #Particles - new_particles.amount = 64 - new_particles.lifetime = 0.45 - new_particles.speed_scale = 1.5 - current_state = State.INACTIVE # Set to state where player is not controllable - Audio.play_sound(Audio.a_gover, Audio.ac_die) - #Slow down time - var time_tween = get_tree().create_tween() - time_tween.tween_property(Engine, "time_scale", 0.1, 0.3) - Audio.ac_music.stream_paused = true - yield(time_tween, "finished") #Resume from freeze frame - yield(get_tree().create_timer, "timeout") - Game.call_deferred("restart_level") - else: - #Die - Game.lives -= 1 - Game.deaths += 1 - Audio.play_sound(Audio.a_die, Audio.ac_die) - yield(Game.freeze_frame(0.3), "timeout") - #Reduce points if playing in infinite lives mode - if Game.use_lives == false && Game.lives < 0: - Game.score = max(0,Game.score - 500) - #Iframes after respawn - if use_iframes: - iframe_timer.start() - can_die = false - #Respawn player - current_state = State.IDLE - sprite.visible = true - dead = false - -func _on_AnimationPlayer_animation_finished(anim_name): - #Set hatch state - if anim_name == "enter hatch": - match current_state: - State.INACTIVE: - current_state = State.HATCH - return - State.HATCH: - current_state = State.IDLE - hitbox.disabled = false - collision_layer = 2 - return - if current_state == State.INACTIVE: - return - #Return to idle after slash - if anim_name == "stab": - current_state = State.IDLE - return - #Return to idle after grounded shoot - if anim_name == "shoot grounded": - current_state = State.IDLE - return - #Return to fall or idle after air shoot - if anim_name == "shoot air": - if is_on_floor(): - current_state = State.IDLE - return - else: - current_state = State.FALL - return - - -func _on_SwordArea_area_entered(area): - if area.is_in_group("enemy_hitbox"): - var target = area.get_parent() - # create block text and return if blocked - if area.is_in_group("blocks_sword"): - var pos = target.global_position - Game.instance_node(Game.block_text, pos.x, pos.y, target.get_parent()) - return - else: - target.die() - -func _on_Area2D_body_entered(body): - if body.is_in_group("death"): die() - - -func _on_IframeTimer_timeout(): - can_die = true diff --git a/objects/player/player.tscn b/objects/player/player.tscn deleted file mode 100644 index 526d2fc..0000000 --- a/objects/player/player.tscn +++ /dev/null @@ -1,751 +0,0 @@ -[gd_scene load_steps=34 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://shaders/recolor_border.shader" type="Shader" id=4] -[ext_resource path="res://graphics/player/sg_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/sg_shoot_grounded.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_shoot_air.png" type="Texture" id=12] -[ext_resource path="res://shaders/recolor.tres" type="Shader" id=13] -[ext_resource path="res://graphics/player/sg_doublejump.png" type="Texture" id=14] -[ext_resource path="res://objects/player/player_death_particles.tscn" type="PackedScene" id=15] -[ext_resource path="res://graphics/particles/dust.png" type="Texture" id=16] -[ext_resource path="res://scripts/snap_sprite.gd" type="Script" id=17] - -[sub_resource type="ShaderMaterial" id=38] -resource_local_to_scene = true -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( 2.5, 5 ) - -[sub_resource type="RectangleShape2D" id=39] -extents = Vector2( 2.5, 5 ) - -[sub_resource type="RayShape2D" id=44] -length = 0.01 - -[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 ] -} -tracks/4/type = "value" -tracks/4/path = NodePath("Sprite:rotation_degrees") -tracks/4/interp = 1 -tracks/4/loop_wrap = true -tracks/4/imported = false -tracks/4/enabled = true -tracks/4/keys = { -"times": PoolRealArray( 0 ), -"transitions": PoolRealArray( 1 ), -"update": 0, -"values": [ 0.0 ] -} - 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-[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 ] -} -tracks/4/type = "value" -tracks/4/path = NodePath("Sprite:rotation_degrees") -tracks/4/interp = 1 -tracks/4/loop_wrap = true -tracks/4/imported = false -tracks/4/enabled = true -tracks/4/keys = { -"times": PoolRealArray( 0 ), -"transitions": PoolRealArray( 1 ), -"update": 0, -"values": [ 0.0 ] -} - -[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 ] -} -tracks/4/type = "value" -tracks/4/path = NodePath("Sprite:rotation_degrees") -tracks/4/interp = 1 -tracks/4/loop_wrap = true -tracks/4/imported = false -tracks/4/enabled = true -tracks/4/keys = { -"times": PoolRealArray( 0 ), -"transitions": PoolRealArray( 1 ), -"update": 0, -"values": [ 0.0 ] -} - -[sub_resource type="Animation" id=37] -resource_name = "shoot air" -length = 0.5 -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( 12 ) ] -} -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 ] -} -tracks/4/type = "value" -tracks/4/path = NodePath("Sprite:rotation_degrees") -tracks/4/interp = 1 -tracks/4/loop_wrap = true -tracks/4/imported = false -tracks/4/enabled = true -tracks/4/keys = { -"times": PoolRealArray( 0 ), -"transitions": PoolRealArray( 1 ), -"update": 0, -"values": [ 0.0 ] -} -tracks/5/type = "method" -tracks/5/path = NodePath(".") -tracks/5/interp = 1 -tracks/5/loop_wrap = true -tracks/5/imported = false -tracks/5/enabled = true -tracks/5/keys = { -"times": PoolRealArray( 0 ), -"transitions": PoolRealArray( 1 ), -"values": [ { -"args": [ ], -"method": "spawn_arrow" -} ] -} - -[sub_resource type="Animation" id=36] -resource_name = "shoot grounded" -length = 0.25 -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, 0.03, 0.06, 0.12, 0.15, 0.18 ), -"transitions": PoolRealArray( 1, 1, 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 ), Rect2( 80, 0, 20, 20 ), Rect2( 100, 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( 10 ) ] -} -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( ), -"transitions": PoolRealArray( ), -"update": 1, -"values": [ ] -} -tracks/4/type = "value" -tracks/4/path = NodePath("Sprite:rotation_degrees") -tracks/4/interp = 1 -tracks/4/loop_wrap = true -tracks/4/imported = false -tracks/4/enabled = true -tracks/4/keys = { -"times": PoolRealArray( 0 ), -"transitions": PoolRealArray( 1 ), -"update": 0, -"values": [ 0.0 ] -} -tracks/5/type = "method" -tracks/5/path = NodePath(".") -tracks/5/interp = 1 -tracks/5/loop_wrap = true -tracks/5/imported = false -tracks/5/enabled = true -tracks/5/keys = { -"times": PoolRealArray( 0.12 ), -"transitions": PoolRealArray( 1 ), -"values": [ { -"args": [ ], -"method": "spawn_arrow" -} ] -} - -[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 ) ] -} -tracks/5/type = "value" -tracks/5/path = NodePath("Sprite:rotation_degrees") -tracks/5/interp = 1 -tracks/5/loop_wrap = true -tracks/5/imported = false -tracks/5/enabled = true -tracks/5/keys = { -"times": PoolRealArray( 0 ), -"transitions": PoolRealArray( 1 ), -"update": 0, -"values": [ 0.0 ] -} - -[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 ] -} -tracks/4/type = "value" -tracks/4/path = NodePath("Sprite:rotation_degrees") -tracks/4/interp = 1 -tracks/4/loop_wrap = true -tracks/4/imported = false -tracks/4/enabled = true -tracks/4/keys = { -"times": PoolRealArray( 0 ), -"transitions": PoolRealArray( 1 ), -"update": 0, -"values": [ 0.0 ] -} - -[sub_resource type="RectangleShape2D" id=34] -extents = Vector2( 6, 7 ) - -[sub_resource type="Curve" id=43] -_data = [ Vector2( 0, 1 ), 0.0, -0.0636948, 0, 0, Vector2( 1, 0 ), -3.43886, 0.0, 0, 0 ] - -[node name="Player" type="KinematicBody2D"] -collision_layer = 0 -collision_mask = 7 -script = ExtResource( 1 ) -max_fall_speed = 255.0 - -[node name="Trail" type="Node" parent="."] - -[node name="Sprite" type="Sprite" parent="."] -material = SubResource( 38 ) -texture = ExtResource( 3 ) -region_enabled = true -region_rect = Rect2( 0, 0, 20, 20 ) -script = ExtResource( 17 ) - -[node name="SwordSprite" type="Sprite" parent="."] -material = SubResource( 28 ) -region_enabled = true -region_rect = Rect2( 0, 0, 32, 32 ) -script = ExtResource( 17 ) - -[node name="Area2D" type="Area2D" parent="." groups=["player"]] -position = Vector2( 0, 3 ) -collision_layer = 11 -collision_mask = 33 - -[node name="CollisionShape2D2" type="CollisionShape2D" parent="Area2D"] -position = Vector2( 0.5, 2 ) -shape = SubResource( 6 ) - -[node name="CollisionShape2D" type="CollisionShape2D" parent="."] -position = Vector2( 0.5, 5 ) -shape = SubResource( 39 ) - -[node name="LeftShoe" type="CollisionShape2D" parent="."] -position = Vector2( -2, 10 ) -shape = SubResource( 44 ) - -[node name="RightShoe" type="CollisionShape2D" parent="."] -position = Vector2( 3, 10 ) -shape = SubResource( 44 ) - -[node name="ClimbRay" type="RayCast2D" parent="."] -position = Vector2( 0.5, 10 ) -enabled = true -cast_to = Vector2( 0, -10 ) -collision_mask = 64 -collide_with_areas = true -collide_with_bodies = false - -[node name="AnimationPlayer" type="AnimationPlayer" parent="."] -anims/climb = SubResource( 29 ) -anims/doublejump = SubResource( 35 ) -"anims/enter hatch" = SubResource( 45 ) -anims/idle = SubResource( 30 ) -anims/jump = SubResource( 31 ) -"anims/shoot air" = SubResource( 37 ) -"anims/shoot grounded" = SubResource( 36 ) -anims/stab = SubResource( 32 ) -anims/walk = SubResource( 33 ) - -[node name="SwordArea" type="Area2D" parent="." groups=["sword"]] -visible = false - -[node name="SwordHitBox" type="CollisionShape2D" parent="SwordArea"] -position = Vector2( 0, 3 ) -shape = SubResource( 34 ) -disabled = true - -[node name="DeathSplatter" parent="." instance=ExtResource( 15 )] - -[node name="DustParticles" type="CPUParticles2D" parent="."] -position = Vector2( 0, 12 ) -z_index = 1 -emitting = false -amount = 5 -lifetime = 0.3 -one_shot = true -explosiveness = 0.9 -fract_delta = false -local_coords = false -texture = ExtResource( 16 ) -emission_shape = 2 -emission_rect_extents = Vector2( 5, 0 ) -direction = Vector2( 0, -1 ) -spread = 60.0 -gravity = Vector2( 0, 0 ) -initial_velocity = 10.0 -initial_velocity_random = 0.8 -angle = 720.0 -angle_random = 1.0 -scale_amount = 0.25 -scale_amount_random = 0.5 -scale_amount_curve = SubResource( 43 ) - -[node name="IframeTimer" type="Timer" parent="."] -wait_time = 0.5 - -[connection signal="body_entered" from="Area2D" to="." method="_on_Area2D_body_entered"] -[connection signal="animation_finished" from="AnimationPlayer" to="." method="_on_AnimationPlayer_animation_finished"] -[connection signal="area_entered" from="SwordArea" to="." method="_on_SwordArea_area_entered"] -[connection signal="timeout" from="IframeTimer" to="." method="_on_IframeTimer_timeout"] diff --git a/objects/player/player_scholar.gd b/objects/player/player_scholar.gd index 1c3a546..156e9ad 100644 --- a/objects/player/player_scholar.gd +++ b/objects/player/player_scholar.gd @@ -65,6 +65,7 @@ func _ready() -> void: state_chart.initialize() state_chart.set_guard_property("can_respawn", true) state_chart.set_guard_property("use_iframes", use_iframes) + state_chart.set_guard_property("red_feather", false) # state chart debug $StateDebugLayer/StateChartDebug.target = state_chart @@ -89,6 +90,12 @@ func _physics_process(delta: float) -> void: # check if in contact with ladder if ladder_detector.is_colliding(): state_chart.send_event("ladder_touched") + + #Cheats + #CFox mode + if Debug.cfox_mode == true: + animation_player.play("idle") + animation_player.set_speed_scale(0) # HELPER FUNCTIONS # diff --git a/objects/player/player_scholar.tscn b/objects/player/player_scholar.tscn index 08f1604..d4e70ac 100644 --- a/objects/player/player_scholar.tscn +++ b/objects/player/player_scholar.tscn @@ -996,6 +996,15 @@ __meta__ = { } initial_state = NodePath("Falling") +[node name="On Jump If Redfeather" type="Node" parent="StateChart/Root/Movement/Airborne"] +script = ExtResource( 10 ) +__meta__ = { +"_editor_description_": "enter double jump state when the jump button is pressed" +} +to = NodePath("../Jump/NormalJump") +event = "jump" +guard_expression = "red_feather" + [node name="On Grounded" type="Node" parent="StateChart/Root/Movement/Airborne"] script = ExtResource( 10 ) to = NodePath("../../Grounded")