falling blocks now have an animation before reappearing
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parent
f8ce5ee5cf
commit
7c94312749
2 changed files with 54 additions and 6 deletions
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@ -6,6 +6,8 @@ onready var startpos = position
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onready var fall_timer = $FallTimer
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onready var refresh_timer = $RefreshTimer
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onready var crush_area = $CrushArea
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onready var collision_shape = $CollisionShape2D
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onready var anims = $AnimationPlayer
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func _physics_process(delta):
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#Fall
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@ -17,6 +19,9 @@ func _physics_process(delta):
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var player = area.get_parent()
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if player.is_on_floor():
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player.die()
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#Play animation when disappearing
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if !refresh_timer.is_stopped() && refresh_timer.get_time_left() <= 0.6:
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anims.play("disappear")
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func _on_Area2D_area_entered(area):
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if area.is_in_group("player"):
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@ -28,8 +33,12 @@ func _on_VisibilityNotifier2D_screen_exited():
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fall = false
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func _on_RefreshTimer_timeout():
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position = startpos
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collision_shape.disabled = true # disable collision
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# re-enable collision and set position at end of frame
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call_deferred("set_position", startpos)
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collision_shape.call_deferred("set_disabled", false)
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fall = false
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anims.play("idle")
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func _on_FallTimer_timeout():
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fall = true
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@ -1,10 +1,10 @@
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[gd_scene load_steps=6 format=2]
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[gd_scene load_steps=8 format=2]
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[ext_resource path="res://graphics/falling_block/falling_block_cave.png" type="Texture" id=1]
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[ext_resource path="res://objects/environment/falling_block/falling_block.gd" type="Script" id=2]
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 4, 1 )
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extents = Vector2( 4, 1.5 )
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[sub_resource type="RectangleShape2D" id=2]
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extents = Vector2( 4, 0.5 )
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@ -12,6 +12,38 @@ extents = Vector2( 4, 0.5 )
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[sub_resource type="RectangleShape2D" id=3]
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extents = Vector2( 3, 0.5 )
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[sub_resource type="Animation" id=4]
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resource_name = "disappear"
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length = 0.6
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step = 0.05
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tracks/0/type = "value"
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tracks/0/path = NodePath("Sprite:visible")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/keys = {
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"times": PoolRealArray( 0.00203761, 0.1, 0.2, 0.3, 0.4, 0.5 ),
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"transitions": PoolRealArray( 1, 1, 1, 1, 1, 1 ),
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"update": 1,
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"values": [ true, false, true, false, true, false ]
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}
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[sub_resource type="Animation" id=5]
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resource_name = "idle"
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tracks/0/type = "value"
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tracks/0/path = NodePath("Sprite:visible")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 1,
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"values": [ true ]
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}
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[node name="FallingBlock" type="KinematicBody2D"]
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collision_layer = 4
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script = ExtResource( 2 )
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@ -21,7 +53,7 @@ texture = ExtResource( 1 )
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centered = false
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2( 4, 2 )
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position = Vector2( 4, 2.5 )
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shape = SubResource( 1 )
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[node name="VisibilityNotifier2D" type="VisibilityNotifier2D" parent="."]
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@ -30,7 +62,6 @@ position = Vector2( 4, 4 )
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scale = Vector2( 0.4, 0.4 )
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[node name="Area2D" type="Area2D" parent="."]
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visible = false
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collision_mask = 2
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
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@ -38,18 +69,26 @@ position = Vector2( 4, -0.5 )
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shape = SubResource( 2 )
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[node name="FallTimer" type="Timer" parent="."]
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process_mode = 0
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wait_time = 0.15
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one_shot = true
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[node name="RefreshTimer" type="Timer" parent="."]
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process_mode = 0
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wait_time = 2.0
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one_shot = true
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[node name="CrushArea" type="Area2D" parent="."]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="CrushArea"]
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position = Vector2( 4, 3.5 )
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position = Vector2( 4, 4.5 )
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shape = SubResource( 3 )
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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autoplay = "idle"
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anims/disappear = SubResource( 4 )
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anims/idle = SubResource( 5 )
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[connection signal="screen_exited" from="VisibilityNotifier2D" to="." method="_on_VisibilityNotifier2D_screen_exited"]
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[connection signal="area_entered" from="Area2D" to="." method="_on_Area2D_area_entered"]
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[connection signal="area_exited" from="Area2D" to="." method="_on_Area2D_area_exited"]
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