added the option for iframes

This commit is contained in:
pennyrigate 2023-02-20 00:48:01 -05:00
parent 19dd1809a2
commit 39a6c027c4
3 changed files with 56 additions and 39 deletions

View file

@ -4,6 +4,7 @@ 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
@ -18,11 +19,13 @@ 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
#Map
onready var map = get_owner()
##States
enum State {IDLE,WALK,JUMP,FALL,STUNNED,CLIMB,SWORD,SHOOT,INACTIVE,TRANSPORT}
var current_state = State.IDLE
var can_die = true
##Runtime
var axis = Vector2.ZERO #Current direction being held
var trail_color = Color(0.25,0,1,0.4)
@ -296,46 +299,51 @@ func exit_transport():
current_state = State.FALL
func die():
Game.ac_climb.set_stream(null) # stop climbing sound\
#If the player is already dead, don't kill them again
if current_state == State.INACTIVE:
return
#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
if can_die:
Game.ac_climb.set_stream(null) # stop climbing sound\
#If the player is already dead, don't kill them again
if current_state == State.INACTIVE:
return
#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
Game.play_sound(Game.a_gover, Game.ac_die)
#Slow down time
var time_tween = get_tree().create_tween()
time_tween.tween_property(Engine, "time_scale", 0.1, 0.3)
Game.ac_music.stop()
yield(time_tween, "finished") #Resume from freeze frame
yield(get_tree().create_timer(1.0 * 0.1), "timeout")
Game.call_deferred("restart_level")
else:
#Die
Game.lives -= 1
Game.deaths += 1
Game.play_sound(Game.a_die, Game.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)
#Respawn player
current_state = State.IDLE
sprite.visible = true
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
Game.play_sound(Game.a_gover, Game.ac_die)
#Slow down time
var time_tween = get_tree().create_tween()
time_tween.tween_property(Engine, "time_scale", 0.1, 0.3)
Game.ac_music.stop()
yield(time_tween, "finished") #Resume from freeze frame
yield(get_tree().create_timer(1.0 * 0.1), "timeout")
Game.call_deferred("restart_level")
else:
#Die
Game.lives -= 1
Game.deaths += 1
Game.play_sound(Game.a_die, Game.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
func _on_AnimationPlayer_animation_finished(anim_name):
if current_state == State.INACTIVE:
@ -371,3 +379,7 @@ func _on_SwordArea_area_entered(area):
func _on_Area2D_body_entered(body):
if body.is_in_group("death"): die()
func _on_IframeTimer_timeout():
can_die = true

View file

@ -711,6 +711,10 @@ scale_amount = 0.25
scale_amount_random = 0.5
scale_amount_curve = SubResource( 43 )
[node name="IframeTimer" type="Timer" parent="."]
wait_time = 0.3
[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"]