STG-2600 redraw

This commit is contained in:
Haze Weathers 2023-09-08 22:10:26 -04:00
parent d215a8728a
commit d87ff6531c
34 changed files with 584 additions and 203 deletions

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@ -31,7 +31,6 @@ script = ExtResource( 2 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
frames = SubResource( 4 )
frame = 1
playing = true
[node name="Hitbox" type="Area2D" parent="." groups=["arrow"]]

View file

@ -2,17 +2,18 @@ extends "res://objects/enemy/enemy.gd"
signal entered_phase(phase)
export var shot_speed = 50
const Bullet = preload("res://objects/enemy/2600_bullet.tscn")
export var shot_speed: float = 50
export var fire_rate: float = 1
export var can_shoot = false
export var can_shoot: bool = false
var hp = 3
var hp: int = 3
onready var Bullet = preload("res://objects/enemy/2600_bullet.tscn")
onready var positions = $Positions
onready var bullet_positions = $"%BulletPositions"
onready var shoot_timer = $ShootTimer
onready var anims = $AnimationPlayer
onready var head_sprite = $Body/Head
onready var head_sprite = $"%Head"
func _on_ShootTimer_timeout():
@ -20,7 +21,7 @@ func _on_ShootTimer_timeout():
func shoot():
Audio.play_sound(Audio.a_bullet_barrage,Audio.ac_boss)
for pos in positions.get_children():
for pos in bullet_positions.get_children():
var bullet = Bullet.instance()
bullet.global_position = pos.global_position
bullet.direction = Vector2.LEFT.rotated(pos.rotation)
@ -40,15 +41,14 @@ func die():
anims.play("Beam")
match hp:
2:
Game.instance_node(load("res://objects/enemy/boss/collapse_blocks.tscn"),0,0,get_parent())
Game.instance_node(preload("res://objects/enemy/boss/collapse_blocks.tscn"),0,0,get_parent())
emit_signal("entered_phase", 2)
head_sprite.texture = load("res://graphics/enemy/boss/stg2600_head_cracked.png")
head_sprite.texture = preload("res://graphics/enemy/boss/stg_2600/head_cracked.png")
1:
shot_speed = 70
fire_rate = 0.8
emit_signal("entered_phase", 3)
$Body/Head/Intelli.visible = true
head_sprite.texture = load("res://graphics/enemy/boss/stg2600_head_broken.png")
head_sprite.texture = preload("res://graphics/enemy/boss/stg_2600/head_broken.png")
0:
queue_free()
emit_signal("entered_phase", 4)

View file

@ -1,132 +1,61 @@
[gd_scene load_steps=13 format=2]
[gd_scene load_steps=21 format=2]
[ext_resource path="res://objects/enemy/boss/2600.gd" type="Script" id=1]
[ext_resource path="res://graphics/enemy/boss/stg2600_head.png" type="Texture" id=2]
[ext_resource path="res://graphics/enemy/boss/stg2600_leg.png" type="Texture" id=3]
[ext_resource path="res://graphics/enemy/boss/stg2600_beam.png" type="Texture" id=4]
[ext_resource path="res://graphics/enemy/boss/stg_2600/beam.png" type="Texture" id=4]
[ext_resource path="res://graphics/npc/intelli_idle.png" type="Texture" id=5]
[ext_resource path="res://graphics/enemy/boss/stg_2600/head_intact.png" type="Texture" id=6]
[ext_resource path="res://graphics/enemy/boss/stg_2600/bolt_large.png" type="Texture" id=7]
[ext_resource path="res://graphics/enemy/boss/stg_2600/bolt_medium.png" type="Texture" id=8]
[ext_resource path="res://graphics/enemy/boss/stg_2600/leg.png" type="Texture" id=9]
[ext_resource path="res://scripts/sprite_ext.gd" type="Script" id=10]
[ext_resource path="res://shaders/scale3x.gdshader" type="Shader" id=11]
[ext_resource path="res://graphics/enemy/boss/stg_2600/foot.png" type="Texture" id=12]
[ext_resource path="res://graphics/enemy/boss/stg_2600/beam_gradient.png" type="Texture" id=13]
[ext_resource path="res://shaders/beam_cycle.gdshader" type="Shader" id=14]
[sub_resource type="CanvasItemMaterial" id=7]
blend_mode = 1
[sub_resource type="ShaderMaterial" id=10]
shader = ExtResource( 14 )
shader_param/cycle_speed = 1.0
shader_param/gradient = ExtResource( 13 )
[sub_resource type="RectangleShape2D" id=6]
extents = Vector2( 7.97672, 8 )
extents = Vector2( 128, 8 )
[sub_resource type="ShaderMaterial" id=8]
shader = ExtResource( 11 )
shader_param/pixel_scale = 1.0
[sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 28.5, 16 )
extents = Vector2( 20.5, 15.5 )
[sub_resource type="RectangleShape2D" id=2]
extents = Vector2( 44, 16 )
extents = Vector2( 47, 16 )
[sub_resource type="RectangleShape2D" id=3]
extents = Vector2( 38, 13 )
extents = Vector2( 23, 13 )
[sub_resource type="Animation" id=4]
resource_name = "Beam"
length = 8.0
length = 4.0
tracks/0/type = "value"
tracks/0/path = NodePath("Body/Head/Beam:modulate")
tracks/0/path = NodePath(".:can_shoot")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
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"transitions": PoolRealArray( 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ),
"update": 0,
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}
tracks/1/type = "value"
tracks/1/path = NodePath("Body/Head/Beam:visible")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0, 1.3, 3.1 ),
"transitions": PoolRealArray( 1, 1, 1 ),
"update": 1,
"values": [ false, true, true ]
}
tracks/2/type = "value"
tracks/2/path = NodePath("Body/Head:rotation_degrees")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/keys = {
"times": PoolRealArray( 0, 1.3, 1.4, 3.1, 3.2, 3.5 ),
"transitions": PoolRealArray( 1, 1, 1, 1, 1, 1 ),
"update": 0,
"values": [ 0.0, 15.0, 15.0, -15.0, -15.0, 0.0 ]
}
tracks/3/type = "value"
tracks/3/path = NodePath("Body/Head/Beam:scale")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/keys = {
"times": PoolRealArray( 0, 1.3, 1.4, 3.1, 3.2 ),
"transitions": PoolRealArray( 1, 1, 1, 1, 1 ),
"update": 0,
"values": [ Vector2( 13.4376, 1 ), Vector2( 14, 0 ), Vector2( 14, 1 ), Vector2( 14, 1 ), Vector2( 14, 0 ) ]
}
tracks/4/type = "value"
tracks/4/path = NodePath("Body/Head/Beam:position")
tracks/4/interp = 1
tracks/4/loop_wrap = true
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/keys = {
"times": PoolRealArray( 0, 3.1 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 0,
"values": [ Vector2( -70, -8 ), Vector2( -70, -8 ) ]
}
tracks/5/type = "value"
tracks/5/path = NodePath(".:can_shoot")
tracks/5/interp = 1
tracks/5/loop_wrap = true
tracks/5/imported = false
tracks/5/enabled = true
tracks/5/keys = {
"times": PoolRealArray( 0, 3.5 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 1,
"values": [ false, true ]
}
tracks/6/type = "value"
tracks/6/path = NodePath("AnimationPlayer:current_animation")
tracks/6/interp = 1
tracks/6/loop_wrap = true
tracks/6/imported = false
tracks/6/enabled = true
tracks/6/keys = {
"times": PoolRealArray( 7.9 ),
"transitions": PoolRealArray( 1 ),
"update": 2,
"values": [ "RESET" ]
}
tracks/7/type = "value"
tracks/7/path = NodePath("Body/Head/Beam/Hitbox/CollisionShape2D:disabled")
tracks/7/interp = 1
tracks/7/loop_wrap = true
tracks/7/imported = false
tracks/7/enabled = true
tracks/7/keys = {
"times": PoolRealArray( 0, 1.3, 3.2 ),
"transitions": PoolRealArray( 1, 1, 1 ),
"update": 1,
"values": [ true, false, true ]
}
tracks/8/type = "method"
tracks/8/path = NodePath(".")
tracks/8/interp = 1
tracks/8/loop_wrap = true
tracks/8/imported = false
tracks/8/enabled = true
tracks/8/keys = {
tracks/1/type = "method"
tracks/1/path = NodePath(".")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 1.4, 3.2 ),
"transitions": PoolRealArray( 1, 1 ),
"values": [ {
@ -137,6 +66,54 @@ tracks/8/keys = {
"method": "_play_laser_sound"
} ]
}
tracks/2/type = "value"
tracks/2/path = NodePath("Axle/Head/Beam:scale")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/keys = {
"times": PoolRealArray( 0, 1.3, 1.4, 3.1, 3.2 ),
"transitions": PoolRealArray( 1, 1, 1, 1, 1 ),
"update": 0,
"values": [ Vector2( 1, 1e-05 ), Vector2( 1, 1e-05 ), Vector2( 1, 1 ), Vector2( 1, 1 ), Vector2( 1, 1e-05 ) ]
}
tracks/3/type = "value"
tracks/3/path = NodePath("Axle/Head/InternalBeam:scale")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/keys = {
"times": PoolRealArray( 0, 1.3, 3.1, 3.2 ),
"transitions": PoolRealArray( 1, 1, 1, 1 ),
"update": 0,
"values": [ Vector2( 1e-05, 1 ), Vector2( 1, 1 ), Vector2( 1, 1 ), Vector2( 1, 1e-05 ) ]
}
tracks/4/type = "value"
tracks/4/path = NodePath("Axle/Head/Beam/Hitbox/BeamShape:disabled")
tracks/4/interp = 1
tracks/4/loop_wrap = true
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/keys = {
"times": PoolRealArray( 0, 1.4, 3.2 ),
"transitions": PoolRealArray( 1, 1, 1 ),
"update": 1,
"values": [ true, false, true ]
}
tracks/5/type = "value"
tracks/5/path = NodePath("Axle/Head: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, 1.3, 1.4, 3.1, 3.2, 3.5 ),
"transitions": PoolRealArray( 1, 1, 1, 1, 1, 1 ),
"update": 0,
"values": [ 0.0, 15.0, 15.0, -15.0, -15.0, 0.0 ]
}
[sub_resource type="Animation" id=5]
length = 0.001
@ -152,94 +129,308 @@ tracks/0/keys = {
"update": 1,
"values": [ true ]
}
tracks/1/type = "value"
tracks/1/path = NodePath("Axle/Head/Beam:scale")
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": 0,
"values": [ Vector2( 1, 1e-05 ) ]
}
tracks/2/type = "value"
tracks/2/path = NodePath("Axle/Head/InternalBeam:scale")
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": 0,
"values": [ Vector2( 1, 1 ) ]
}
tracks/3/type = "value"
tracks/3/path = NodePath("Axle/Head/Beam/Hitbox/BeamShape:disabled")
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": [ true ]
}
tracks/4/type = "value"
tracks/4/path = NodePath("Axle/Head: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 = "value"
tracks/5/path = NodePath("Axle/Head/Beam:visible")
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": [ true ]
}
[node name="2600" type="Node2D"]
position = Vector2( 0, -16 )
script = ExtResource( 1 )
can_shoot = true
[node name="Body" type="Node2D" parent="."]
position = Vector2( 1, 0 )
[node name="Axle" type="Node2D" parent="."]
position = Vector2( 66, 78 )
[node name="LegR" type="Sprite" parent="Body"]
position = Vector2( 44, 112 )
texture = ExtResource( 3 )
[node name="JointBack" type="Sprite" parent="Axle"]
modulate = Color( 0.75, 0.75, 0.75, 1 )
position = Vector2( -10, -4 )
texture = ExtResource( 7 )
__meta__ = {
"_edit_bone_": true
}
[node name="Head" type="Sprite" parent="Body"]
position = Vector2( 73, 72 )
texture = ExtResource( 2 )
offset = Vector2( -23, -24 )
[node name="LegBack" type="Sprite" parent="Axle/JointBack"]
show_behind_parent = true
rotation = -0.436332
texture = ExtResource( 9 )
offset = Vector2( 0, 18 )
region_enabled = true
region_rect = Rect2( 0, 0, 12, 36 )
__meta__ = {
"_edit_bone_": true,
"_edit_ik_": true
}
[node name="Beam" type="Sprite" parent="Body/Head"]
visible = false
modulate = Color( 1, 0.423529, 0.4, 1 )
material = SubResource( 7 )
position = Vector2( -70, -8 )
scale = Vector2( 13.4376, 1 )
[node name="KneeBack" type="Node2D" parent="Axle/JointBack/LegBack"]
position = Vector2( 0, 36 )
__meta__ = {
"_edit_bone_": true
}
[node name="ShinBack" type="Sprite" parent="Axle/JointBack/LegBack/KneeBack"]
rotation = 0.872665
texture = ExtResource( 9 )
offset = Vector2( 0, 24 )
region_enabled = true
region_rect = Rect2( 0, 0, 12, 48 )
__meta__ = {
"_edit_bone_": true
}
[node name="FootBack" type="Sprite" parent="Axle/JointBack/LegBack/KneeBack/ShinBack"]
position = Vector2( 0.00983047, 47.8521 )
rotation = -0.436332
texture = ExtResource( 12 )
offset = Vector2( -11.6527, 2.61113 )
script = ExtResource( 10 )
__meta__ = {
"_edit_bone_": true
}
rotation_lock = 0.0
[node name="Endpoint" type="Position2D" parent="Axle/JointBack/LegBack/KneeBack/ShinBack/FootBack"]
position = Vector2( -17, 0 )
__meta__ = {
"_edit_bone_": true,
"_gizmo_extents_": 4.0
}
[node name="HitboxTransform" type="RemoteTransform2D" parent="Axle/JointBack/LegBack/KneeBack/ShinBack/FootBack"]
position = Vector2( -8.99999, 5 )
remote_path = NodePath("../../../../../../../Hitbox/FootShapeBack")
[node name="KneeBack" type="Sprite" parent="Axle/JointBack/LegBack/KneeBack"]
texture = ExtResource( 8 )
hframes = 8
script = ExtResource( 10 )
fps = 4.0
rotation_lock = 0.0
[node name="Head" type="Sprite" parent="Axle"]
unique_name_in_owner = true
position = Vector2( 0, -4 )
texture = ExtResource( 6 )
offset = Vector2( -13, -25 )
__meta__ = {
"_edit_bone_": true
}
[node name="End" type="Position2D" parent="Axle/Head"]
position = Vector2( -20, -28 )
__meta__ = {
"_edit_bone_": true,
"_gizmo_extents_": 4.0
}
[node name="HitboxTransform" type="RemoteTransform2D" parent="Axle/Head"]
position = Vector2( -18, -10 )
remote_path = NodePath("../../../Hitbox/HeadShape")
[node name="CannonBG" type="ColorRect" parent="Axle/Head"]
show_behind_parent = true
margin_left = -64.0
margin_top = -18.0
margin_right = -32.0
margin_bottom = -2.0
color = Color( 0.266667, 0.266667, 0.305882, 1 )
[node name="Intelli" type="Sprite" parent="Axle/Head"]
show_behind_parent = true
position = Vector2( -37, -32 )
texture = ExtResource( 5 )
flip_h = true
[node name="Beam" type="Sprite" parent="Axle/Head"]
show_behind_parent = true
material = SubResource( 10 )
position = Vector2( -58, -10 )
scale = Vector2( 1, 1e-05 )
texture = ExtResource( 4 )
offset = Vector2( -8, 0 )
offset = Vector2( -128, 0 )
region_enabled = true
region_rect = Rect2( 0, 0, 256, 16 )
[node name="Hitbox" type="Area2D" parent="Body/Head/Beam" groups=["blocks arrow", "enemy_hitbox"]]
position = Vector2( -8.03715, 0 )
[node name="Hitbox" type="Area2D" parent="Axle/Head/Beam" groups=["blocks arrow", "enemy_hitbox"]]
[node name="CollisionShape2D" type="CollisionShape2D" parent="Body/Head/Beam/Hitbox"]
position = Vector2( 0.0139904, 0 )
[node name="BeamShape" type="CollisionShape2D" parent="Axle/Head/Beam/Hitbox"]
position = Vector2( -128, 0 )
shape = SubResource( 6 )
disabled = true
[node name="Intelli" type="Sprite" parent="Body/Head"]
visible = false
position = Vector2( -42, -31 )
rotation = 3.14159
scale = Vector2( 1, -1 )
texture = ExtResource( 5 )
[node name="InternalBeam" type="Sprite" parent="Axle/Head"]
show_behind_parent = true
material = SubResource( 10 )
position = Vector2( -33, -10 )
texture = ExtResource( 4 )
offset = Vector2( -12, 0 )
region_enabled = true
region_rect = Rect2( 0, 0, 20, 14 )
region_rect = Rect2( 0, 0, 24, 16 )
[node name="LegL" type="Sprite" parent="Body"]
position = Vector2( 67, 112 )
texture = ExtResource( 3 )
[node name="JointFront" type="Sprite" parent="Axle"]
position = Vector2( 11, -4 )
texture = ExtResource( 7 )
__meta__ = {
"_edit_bone_": true,
"_edit_ik_": true
}
[node name="Positions" type="Node2D" parent="."]
[node name="LegFront" type="Sprite" parent="Axle/JointFront"]
show_behind_parent = true
rotation = -0.436332
texture = ExtResource( 9 )
offset = Vector2( 0, 18 )
region_enabled = true
region_rect = Rect2( 0, 0, 12, 36 )
__meta__ = {
"_edit_bone_": true,
"_edit_ik_": true
}
[node name="ShinFront" type="Sprite" parent="Axle/JointFront/LegFront"]
material = SubResource( 8 )
position = Vector2( 3.8147e-06, 36 )
rotation = 0.872665
texture = ExtResource( 9 )
offset = Vector2( 0, 24 )
region_enabled = true
region_rect = Rect2( 0, 0, 12, 48 )
__meta__ = {
"_edit_bone_": true
}
[node name="FootFront" type="Sprite" parent="Axle/JointFront/LegFront/ShinFront"]
position = Vector2( 0.00983047, 47.8521 )
rotation = -0.436332
texture = ExtResource( 12 )
offset = Vector2( -11.6527, 2.61113 )
script = ExtResource( 10 )
__meta__ = {
"_edit_bone_": true
}
rotation_lock = 0.0
[node name="Endpoint" type="Position2D" parent="Axle/JointFront/LegFront/ShinFront/FootFront"]
position = Vector2( -17, 0 )
__meta__ = {
"_edit_bone_": true,
"_gizmo_extents_": 4.0
}
[node name="HitboxTransform" type="RemoteTransform2D" parent="Axle/JointFront/LegFront/ShinFront/FootFront"]
position = Vector2( -8.99999, 5 )
remote_path = NodePath("../../../../../../Hitbox/FootShapeFront")
[node name="KneeFront" type="Sprite" parent="Axle/JointFront/LegFront"]
position = Vector2( 3.8147e-06, 36 )
texture = ExtResource( 8 )
hframes = 8
script = ExtResource( 10 )
fps = 4.0
rotation_lock = 0.0
[node name="BulletPositions" type="Node2D" parent="."]
unique_name_in_owner = true
position = Vector2( -153, -24 )
[node name="Position2D" type="Position2D" parent="Positions"]
[node name="Position1" type="Position2D" parent="BulletPositions"]
position = Vector2( 152, 80 )
[node name="Position2D2" type="Position2D" parent="Positions"]
[node name="Position2" type="Position2D" parent="BulletPositions"]
position = Vector2( 152, 88 )
rotation = -0.436332
[node name="Position2D3" type="Position2D" parent="Positions"]
[node name="Position3" type="Position2D" parent="BulletPositions"]
position = Vector2( 152, 96 )
rotation = -0.872665
[node name="ShootTimer" type="Timer" parent="."]
unique_name_in_owner = true
autostart = true
[node name="WeakSpot" type="Area2D" parent="." groups=["boss_weakspot", "enemy_hitbox"]]
position = Vector2( 1, 0 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="WeakSpot"]
position = Vector2( 27.5, 32 )
position = Vector2( 26.5, 32.5 )
shape = SubResource( 1 )
[node name="Hitbox" type="Area2D" parent="." groups=["blocks_arrow", "enemy_hitbox"]]
position = Vector2( 1, 0 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="Hitbox"]
position = Vector2( 43, 64 )
[node name="HeadShape" type="CollisionShape2D" parent="Hitbox"]
position = Vector2( 47, 64 )
shape = SubResource( 2 )
[node name="CollisionShape2D2" type="CollisionShape2D" parent="Hitbox"]
position = Vector2( 48, 155 )
[node name="FootShapeFront" type="CollisionShape2D" parent="Hitbox"]
position = Vector2( 62, 155 )
shape = SubResource( 3 )
[node name="FootShapeBack" type="CollisionShape2D" parent="Hitbox"]
position = Vector2( 41, 155 )
shape = SubResource( 3 )
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
anims/Beam = SubResource( 4 )
anims/RESET = SubResource( 5 )
[connection signal="area_entered" from="Body/Head/Beam/Hitbox" to="." method="_on_Hitbox_area_entered"]
[connection signal="area_entered" from="Axle/Head/Beam/Hitbox" to="." method="_on_Hitbox_area_entered"]
[connection signal="timeout" from="ShootTimer" to="." method="_on_ShootTimer_timeout"]
[connection signal="area_entered" from="WeakSpot" to="." method="_on_WeakSpot_area_entered"]
[connection signal="area_entered" from="Hitbox" to="." method="_on_Hitbox_area_entered"]

41
scripts/sprite_ext.gd Normal file
View file

@ -0,0 +1,41 @@
extends Sprite
## emitted when the stop frame is reached
signal stopped()
## speed at which to animate
export var fps: float = 0.0
## frame to stop on when reached
export var stop_at_frame: int = -1
## whether to animate back and forth instead of loop
export var ping_pong: bool = false
## whether to maintain fixed global rotation
export var rotation_lock: float = NAN
## whether the animation is paused
var stopped: bool = false
var _time: float = 0.0
func _process(delta):
# rotation lock
if not is_nan(rotation_lock):
global_rotation_degrees = rotation_lock
# do not animate if paused
if stopped:
return
# accumulate time and animate
_time += abs(fps) * delta
if _time >= 1.0:
_time -= 1.0
# posmod to loop around
frame = posmod(frame + int(sign(fps)), hframes * vframes)
if frame == stop_at_frame:
stopped = true
if ping_pong and frame == 0:
fps = -fps

View file

@ -0,0 +1,10 @@
shader_type canvas_item;
render_mode blend_add;
uniform float cycle_speed = 1.0;
uniform sampler2D gradient;
void fragment() {
COLOR = texture(TEXTURE, UV);
COLOR *= texture(gradient, vec2(TIME * cycle_speed, 0.0));
}