first commit

This commit is contained in:
pennyrigate 2022-12-07 02:00:47 -05:00
commit 096ebe5aa4
275 changed files with 3937 additions and 0 deletions

171
objects/player/player.gd Normal file
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extends KinematicBody2D
##Children
onready var sprite = $Sprite
onready var climb_ray = $ClimbRay
onready var anims = $AnimationPlayer
onready var sword_sprite = $SwordSprite
onready var sword_hitbox = $SwordArea
##States
enum State {IDLE,WALK,JUMP,FALL,STUNNED,CLIMB,SWORD}
var current_state = State.IDLE
var axis = Vector2.ZERO
##Physics
var velocity = Vector2.ZERO
var walk_speed = 50
var gravity = 12.50
var jump_pressure = 0
var jump_force = 200
var current_ladder = null
##Attacking
func _physics_process(delta):
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()
State.JUMP:
_process_jump()
continue
State.FALL:
_process_fall()
continue
State.CLIMB:
_process_climb()
continue
State.SWORD:
_process_sword()
#Gravity
if current_state != State.CLIMB: velocity.y += gravity
#Apply velocity
move_and_slide(velocity,Vector2.UP)
print(Game.shards)
if Input.is_action_just_pressed("debug_1"): $AnimationPlayer.play("Stab")
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"):
print(collision.get_collider())
collision.get_collider().push(collision.normal)
func _process_idle_walk():
velocity.y = 0
#Goto Fall
if !is_on_floor(): current_state = State.FALL
#Goto Jump
check_jump()
#Goto Sword
if Input.is_action_just_pressed("sword"):
current_state = State.SWORD
return
func _process_jump():
jump_pressure += 1
#Pressure sensitive jump
if jump_pressure == 15 or Input.is_action_just_released("jump"):
velocity.y = -jump_force / 4
#velocity.y = 0
current_state = State.FALL
func _process_fall():
anims.play("jump")
#anims.play("jump")
move(walk_speed,0,true)
#Return to idle
if is_on_floor():
current_state = State.IDLE
return
func _process_climb():
#Graphics
anims.play("climb")
anims.set_speed_scale(abs(axis.y))
#Climb
position.y += axis.y * 0.65
#Manual Jump,, only works when holding neutral or away from ladder
if axis.x != sprite.scale.x: check_jump()
#Auto Jump
if climb_ray.get_collider() == null:
velocity.y = -jump_force
current_state = State.FALL
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 = 10 * sprite.scale.x
#Return to idle after animationplayer end anim signal
func check_jump():
if Input.is_action_just_pressed("jump") && !Input.is_action_pressed("ui_down"):
#Detach ladder
if current_state == State.CLIMB: position.x -= sprite.scale.x * 5
anims.set_speed_scale(1)
# Jump
jump_pressure = 0
current_state = State.JUMP
anims.play("jump")
velocity.y = -jump_force
move(walk_speed,0,true)
func move(hsp,vsp,flip:bool):
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 die():
get_tree().reload_current_scene()
func _on_AnimationPlayer_animation_finished(anim_name):
#Return to idle after slash
if anim_name == "stab":
current_state = State.IDLE
return

496
objects/player/player.tscn Normal file
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[gd_scene load_steps=43 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://scripts/recolor_border.shader" type="Shader" id=4]
[ext_resource path="res://graphics/player/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/sword_slash.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_slash.png" type="Texture" id=12]
[ext_resource path="res://scripts/recolor.tres" type="Shader" id=13]
[sub_resource type="ShaderMaterial" id=14]
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="AtlasTexture" id=12]
atlas = ExtResource( 7 )
region = Rect2( 0, 0, 20, 20 )
[sub_resource type="AtlasTexture" id=13]
atlas = ExtResource( 7 )
region = Rect2( 20, 0, 20, 20 )
[sub_resource type="AtlasTexture" id=16]
atlas = ExtResource( 12 )
region = Rect2( 0, 0, 32, 32 )
[sub_resource type="AtlasTexture" id=17]
atlas = ExtResource( 12 )
region = Rect2( 32, 0, 32, 32 )
[sub_resource type="AtlasTexture" id=18]
atlas = ExtResource( 12 )
region = Rect2( 64, 0, 32, 32 )
[sub_resource type="AtlasTexture" id=19]
atlas = ExtResource( 9 )
region = Rect2( 0, 0, 32, 32 )
[sub_resource type="AtlasTexture" id=20]
atlas = ExtResource( 9 )
region = Rect2( 32, 0, 32, 32 )
[sub_resource type="AtlasTexture" id=8]
atlas = ExtResource( 2 )
region = Rect2( 0, 0, 20, 20 )
[sub_resource type="AtlasTexture" id=9]
atlas = ExtResource( 2 )
region = Rect2( 20, 0, 20, 20 )
[sub_resource type="AtlasTexture" id=10]
atlas = ExtResource( 2 )
region = Rect2( 40, 0, 20, 20 )
[sub_resource type="AtlasTexture" id=11]
atlas = ExtResource( 2 )
region = Rect2( 60, 0, 20, 20 )
[sub_resource type="SpriteFrames" id=5]
animations = [ {
"frames": [ SubResource( 12 ), SubResource( 13 ) ],
"loop": true,
"name": "climb",
"speed": 7.0
}, {
"frames": [ ExtResource( 3 ) ],
"loop": true,
"name": "idle",
"speed": 5.0
}, {
"frames": [ ExtResource( 5 ) ],
"loop": true,
"name": "jump",
"speed": 5.0
}, {
"frames": [ SubResource( 16 ), SubResource( 17 ), SubResource( 18 ) ],
"loop": false,
"name": "slash",
"speed": 7.0
}, {
"frames": [ SubResource( 19 ), SubResource( 20 ) ],
"loop": false,
"name": "stab",
"speed": 15.0
}, {
"frames": [ SubResource( 8 ), SubResource( 9 ), SubResource( 10 ), SubResource( 11 ) ],
"loop": true,
"name": "walk",
"speed": 10.0
} ]
[sub_resource type="ShaderMaterial" id=21]
shader = ExtResource( 13 )
shader_param/palette = ExtResource( 8 )
[sub_resource type="AtlasTexture" id=22]
atlas = ExtResource( 10 )
region = Rect2( 0, 0, 32, 32 )
[sub_resource type="AtlasTexture" id=23]
atlas = ExtResource( 10 )
region = Rect2( 32, 0, 32, 32 )
[sub_resource type="AtlasTexture" id=24]
atlas = ExtResource( 10 )
region = Rect2( 64, 0, 32, 32 )
[sub_resource type="AtlasTexture" id=25]
atlas = ExtResource( 11 )
region = Rect2( 0, 0, 32, 32 )
[sub_resource type="AtlasTexture" id=26]
atlas = ExtResource( 11 )
region = Rect2( 32, 0, 32, 32 )
[sub_resource type="SpriteFrames" id=15]
animations = [ {
"frames": [ SubResource( 22 ), SubResource( 23 ), SubResource( 24 ) ],
"loop": true,
"name": "slash",
"speed": 7.0
}, {
"frames": [ SubResource( 25 ), SubResource( 26 ) ],
"loop": false,
"name": "stab",
"speed": 15.0
} ]
[sub_resource type="ShaderMaterial" id=27]
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( 4, 7 )
[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 ]
}
[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 ]
}
[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 ]
}
[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 ) ]
}
[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 ]
}
[sub_resource type="RectangleShape2D" id=34]
extents = Vector2( 6, 7 )
[node name="Player" type="KinematicBody2D"]
script = ExtResource( 1 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
visible = false
material = SubResource( 14 )
frames = SubResource( 5 )
animation = "stab"
frame = 1
playing = true
[node name="Sword" type="AnimatedSprite" parent="."]
visible = false
material = SubResource( 21 )
frames = SubResource( 15 )
animation = "stab"
frame = 1
playing = true
[node name="Sprite" type="Sprite" parent="."]
material = SubResource( 27 )
texture = ExtResource( 3 )
region_enabled = true
region_rect = Rect2( 0, 0, 20, 20 )
[node name="SwordSprite" type="Sprite" parent="."]
material = SubResource( 28 )
region_enabled = true
region_rect = Rect2( 32, 0, 32, 32 )
[node name="Area2D" type="Area2D" parent="." groups=["player"]]
position = Vector2( 0, 3 )
[node name="CollisionShape2D2" type="CollisionShape2D" parent="Area2D"]
shape = SubResource( 6 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="." groups=["sword"]]
position = Vector2( 0, 3 )
shape = SubResource( 6 )
[node name="ClimbRay" type="RayCast2D" parent="."]
visible = false
position = Vector2( 4, 10 )
enabled = true
cast_to = Vector2( 0, -14 )
collision_mask = 4
collide_with_areas = true
collide_with_bodies = false
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
anims/climb = SubResource( 29 )
anims/idle = SubResource( 30 )
anims/jump = SubResource( 31 )
anims/stab = SubResource( 32 )
anims/walk = SubResource( 33 )
[node name="SwordArea" type="Area2D" parent="." groups=["sword"]]
[node name="SwordHitBox" type="CollisionShape2D" parent="SwordArea"]
position = Vector2( 10, 3 )
shape = SubResource( 34 )
disabled = true
[connection signal="animation_finished" from="AnimationPlayer" to="." method="_on_AnimationPlayer_animation_finished"]