made archers and roboturrets syncable

This commit is contained in:
pennyrigate 2023-09-15 21:27:37 -04:00
parent 902ec2c4a9
commit ffba0c6620
4 changed files with 110 additions and 12 deletions

View file

@ -105,7 +105,7 @@ material = SubResource( 18 )
position = Vector2( 5, -2 )
texture = ExtResource( 2 )
region_enabled = true
region_rect = Rect2( 0, 0, 19, 20 )
region_rect = Rect2( 133, 0, 19, 20 )
[node name="Hitbox" type="Area2D" parent="." groups=["enemy_hitbox"]]
position = Vector2( 5, -2 )

View file

@ -8,9 +8,11 @@ onready var timer = $Timer
onready var anims = $AnimationPlayer
onready var shootpos = $ShootPos
onready var raycast = $RayCast2D
onready var muzzle_flash = $MuzzleFlashParticles
const ArrowProjectile = preload("res://objects/enemy/roboturret_proj.tscn")
func _ready():
timer.start(shoot_time)
death_sound = Audio.a_die_robot
# adjust to difficulty
shoot_time /= Game.enemy_speed_factor
@ -23,17 +25,16 @@ func _physics_process(delta):
anims.play("turn right")
else:
anims.play("turn left")
#Do not charge up offscreen
if Game.get_sector(position) != Game.current_sector: timer.start()
func spawn_bullet():
muzzle_flash.emitting = true
var arrow = ArrowProjectile.instance()
arrow.global_position = global_position + (shootpos.position * scale)
arrow.direction = sign(shootpos.position.x) * scale.x
arrow.target_group = "player_hitbox"
arrow.speed = arrow_speed
Game.get_map().add_child(arrow)
timer.start(shoot_time)
func die():
.die()

View file

@ -1,9 +1,10 @@
[gd_scene load_steps=11 format=2]
[gd_scene load_steps=14 format=2]
[ext_resource path="res://shaders/1px_border.gdshader" type="Shader" id=1]
[ext_resource path="res://graphics/enemy/roboturret.png" type="Texture" id=2]
[ext_resource path="res://objects/enemy/roboturret.gd" type="Script" id=3]
[ext_resource path="res://graphics/enemy/tin_eye.png" type="Texture" id=4]
[ext_resource path="res://graphics/particles/muzzle_flash.png" type="Texture" id=5]
[sub_resource type="ShaderMaterial" id=1]
shader = ExtResource( 1 )
@ -22,7 +23,31 @@ tracks/0/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 0,
"values": [ Vector2( -9, 2 ) ]
"values": [ Vector2( -9, 3 ) ]
}
tracks/1/type = "value"
tracks/1/path = NodePath("MuzzleFlashParticles:rotation_degrees")
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": [ 240.0 ]
}
tracks/2/type = "value"
tracks/2/path = NodePath("MuzzleFlashParticles:position")
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( -7, 3 ) ]
}
[sub_resource type="Animation" id=3]
@ -50,7 +75,7 @@ tracks/1/keys = {
"times": PoolRealArray( 0, 0.4 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 1,
"values": [ Vector2( 9, 3 ), Vector2( -9, 3 ) ]
"values": [ Vector2( 15, 3 ), Vector2( -9, 3 ) ]
}
tracks/2/type = "value"
tracks/2/path = NodePath("RayCast2D:cast_to")
@ -64,6 +89,30 @@ tracks/2/keys = {
"update": 1,
"values": [ Vector2( -48, 0 ), Vector2( 48, 0 ) ]
}
tracks/3/type = "value"
tracks/3/path = NodePath("MuzzleFlashParticles: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, 0.4 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 0,
"values": [ 60.0, 240.0 ]
}
tracks/4/type = "value"
tracks/4/path = NodePath("MuzzleFlashParticles:position")
tracks/4/interp = 1
tracks/4/loop_wrap = true
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/keys = {
"times": PoolRealArray( 0, 0.4 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 0,
"values": [ Vector2( 13, 3 ), Vector2( -7, 3 ) ]
}
[sub_resource type="Animation" id=4]
resource_name = "turn right"
@ -90,7 +139,7 @@ tracks/1/keys = {
"times": PoolRealArray( 0, 0.4 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 1,
"values": [ Vector2( -9, 3 ), Vector2( 9, 3 ) ]
"values": [ Vector2( -9, 3 ), Vector2( 15, 3 ) ]
}
tracks/2/type = "value"
tracks/2/path = NodePath("RayCast2D:cast_to")
@ -104,6 +153,30 @@ tracks/2/keys = {
"update": 1,
"values": [ Vector2( 48, 0 ), Vector2( -48, 0 ) ]
}
tracks/3/type = "value"
tracks/3/path = NodePath("MuzzleFlashParticles:position")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/keys = {
"times": PoolRealArray( 0, 0.4 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 0,
"values": [ Vector2( -7, 3 ), Vector2( 13, 3 ) ]
}
tracks/4/type = "value"
tracks/4/path = NodePath("MuzzleFlashParticles: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, 0.4 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 0,
"values": [ 240.0, 60.0 ]
}
[sub_resource type="RectangleShape2D" id=5]
extents = Vector2( 2, 3 )
@ -124,6 +197,14 @@ tracks/0/keys = {
"values": [ Color( 0.560784, 1, 0.560784, 1 ), Color( 1, 0.56, 0.567333, 1 ), Color( 0.560784, 1, 0.560784, 1 ) ]
}
[sub_resource type="Curve" id=7]
_data = [ Vector2( 0, 0 ), 0.0, 0.0, 0, 0, Vector2( 0.5, 1 ), 0.0, 0.0, 0, 0, Vector2( 1, 0 ), 0.0, 0.0, 0, 0 ]
[sub_resource type="Gradient" id=8]
interpolation_mode = 2
offsets = PoolRealArray( 0.20339, 0.432203 )
colors = PoolColorArray( 1, 1, 1, 1, 1, 1, 0.290196, 1 )
[node name="Roboturret" type="Node2D" groups=["enemy"]]
script = ExtResource( 3 )
score_for_killing = 100
@ -136,12 +217,12 @@ hframes = 5
region_rect = Rect2( 20, 0, 20, 16 )
[node name="Eye" type="Sprite" parent="."]
modulate = Color( 0.560784, 1, 0.560784, 1 )
modulate = Color( 0.912157, 0.648, 0.566023, 1 )
position = Vector2( 3, 3 )
texture = ExtResource( 4 )
[node name="ShootPos" type="Position2D" parent="."]
position = Vector2( -9, 2 )
position = Vector2( -9, 3 )
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
playback_speed = 0.75
@ -150,7 +231,6 @@ anims/RESET = SubResource( 2 )
"anims/turn right" = SubResource( 4 )
[node name="Timer" type="Timer" parent="."]
autostart = true
[node name="RayCast2D" type="RayCast2D" parent="."]
position = Vector2( 3, 3 )
@ -169,5 +249,23 @@ shape = SubResource( 5 )
autoplay = "eye hue"
"anims/eye hue" = SubResource( 6 )
[node name="MuzzleFlashParticles" type="CPUParticles2D" parent="."]
pause_mode = 2
unique_name_in_owner = true
position = Vector2( -7, 3 )
rotation = 4.18879
emitting = false
amount = 6
lifetime = 0.1
one_shot = true
explosiveness = 0.75
draw_order = 1
texture = ExtResource( 5 )
gravity = Vector2( 0, 0 )
angle = 120.0
angle_random = 1.0
scale_amount_curve = SubResource( 7 )
color_ramp = SubResource( 8 )
[connection signal="timeout" from="Timer" to="." method="_on_Timer_timeout"]
[connection signal="area_entered" from="Hitbox" to="." method="_on_Hitbox_area_entered"]

View file

@ -35,7 +35,6 @@ func spawn_arrow():
arrow.target_group = "player_hitbox"
arrow.speed = arrow_speed
Game.get_map().add_child(arrow)
timer.start(shoot_time)
func die():
for n in bones_amount: