the damage system refactor!
killing is now done based on groups, the same way enemies already killed the player. these groups go on the entity's hitbox, not the entity itself. enemies' hitboxes have all been put in "enemy_hitbox" the arrow_projectile has a variable for the target group, so it could easily be simply set to "player" for arrows shot by enemies blocking is also done with groups. any hitbox with "blocks_arrow" will block arrows, same with "blocks_sword" and "blocks_squash"
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parent
5a02d02ceb
commit
a2974d8dd3
14 changed files with 102 additions and 66 deletions
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@ -30,7 +30,6 @@ extents = Vector2( 4, 4 )
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[node name="Bat" type="Node2D" groups=["enemy"]]
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script = ExtResource( 3 )
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can_be_killed_by_sword = false
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score_for_killing = 25
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speed = 40
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move_direction = 1
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@ -42,9 +41,9 @@ frames = SubResource( 4 )
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frame = 1
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playing = true
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[node name="Area2D" type="Area2D" parent="."]
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[node name="Hitbox" type="Area2D" parent="." groups=["blocks_sword", "enemy_hitbox"]]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Hitbox"]
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shape = SubResource( 5 )
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[connection signal="area_entered" from="Area2D" to="." method="_on_Area2D_area_entered"]
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[connection signal="area_entered" from="Hitbox" to="." method="_on_Hitbox_area_entered"]
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@ -1,38 +1,27 @@
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extends Node2D
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###
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### IMPORTANT: enemy's hitbox must be in the group "enemy_hitbox" to be killed
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### it should also be named "Hitbox" for easier (2 click) signal connection
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### as the reciever function has been renamed with that in mind
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###
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const DeathParticles = preload("res://objects/enemy/death_particles.tscn")
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export var can_be_killed_by_sword = true
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export var can_be_killed_by_arrow = true
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export var can_be_squashed = true
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### these variables have been replaced with groups to put on the hitbox
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### - "blocks_arrow"
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### - "blocks_sword"
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### if an enemy's hitbox is not in those groups, it will be killed by them
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#export var can_be_killed_by_sword = true
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#export var can_be_killed_by_arrow = true
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#export var can_be_squashed = true
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export var score_for_killing = 0
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func _on_Area2D_area_entered(area):
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func _on_Hitbox_area_entered(area):
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#Kill player
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if area.is_in_group("player"):
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area.get_parent().die()
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#Die from sword
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if area.is_in_group("sword"):
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if can_be_killed_by_sword:
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die()
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else:
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#Block text
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Game.instance_node(Game.block_text,global_position.x,global_position.y,get_parent())
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#Die from arrow
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if area.is_in_group("arrow"):
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if can_be_killed_by_arrow:
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Game.arrows -= 1
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area.get_parent().queue_free()
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die()
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else:
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#Block text
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Game.instance_node(Game.block_text,global_position.x,global_position.y,get_parent())
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#Die from rock/ get squashed
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if area.is_in_group("squash"):
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Debug.print("squash")
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var squasher = area.get_parent()
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if squasher.global_position.y < global_position.y && squasher.velocity.y > 0:
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die()
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func die():
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var death_particles = DeathParticles.instance()
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@ -13,7 +13,7 @@ export var flip_sprite = true
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#Onreadys
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onready var startpos = position
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onready var sprite = $AnimatedSprite
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onready var raycast = $Area2D/RayCast2D
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onready var raycast = $Hitbox/RayCast2D
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onready var timer = $Timer
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var speed = 50
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@ -47,10 +47,10 @@ playing = true
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position = Vector2( 4, 4 )
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shape = SubResource( 8 )
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[node name="Hitbox" type="Area2D" parent="."]
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[node name="Hitbox" type="Area2D" parent="." groups=["enemy_hitbox"]]
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position = Vector2( 4, 4 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Hitbox"]
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shape = SubResource( 4 )
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[connection signal="area_entered" from="Hitbox" to="." method="_on_Area2D_area_entered"]
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[connection signal="area_entered" from="Hitbox" to="." method="_on_Hitbox_area_entered"]
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@ -40,11 +40,11 @@ position = Vector2( 1, 3 )
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frames = SubResource( 4 )
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playing = true
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[node name="Area2D" type="Area2D" parent="."]
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[node name="Hitbox" type="Area2D" parent="." groups=["enemy_hitbox"]]
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position = Vector2( -4, 0 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Hitbox"]
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position = Vector2( 4.5, 3.5 )
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shape = SubResource( 5 )
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[connection signal="area_entered" from="Area2D" to="." method="_on_Area2D_area_entered"]
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[connection signal="area_entered" from="Hitbox" to="." method="_on_Hitbox_area_entered"]
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@ -41,13 +41,13 @@ frames = SubResource( 4 )
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frame = 1
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playing = true
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[node name="Area2D" type="Area2D" parent="."]
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[node name="Hitbox" type="Area2D" parent="." groups=["enemy_hitbox"]]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Hitbox"]
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position = Vector2( 4, 4 )
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shape = SubResource( 5 )
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[node name="RayCast2D" type="RayCast2D" parent="Area2D"]
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[node name="RayCast2D" type="RayCast2D" parent="Hitbox"]
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position = Vector2( 0, 4 )
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enabled = true
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cast_to = Vector2( 32, 0 )
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@ -58,5 +58,5 @@ collide_with_areas = true
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wait_time = 0.5
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one_shot = true
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[connection signal="area_entered" from="Area2D" to="." method="_on_Area2D_area_entered"]
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[connection signal="area_entered" from="Hitbox" to="." method="_on_Hitbox_area_entered"]
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[connection signal="timeout" from="Timer" to="." method="_on_Timer_timeout"]
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@ -35,13 +35,12 @@ score_for_killing = 15
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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material = SubResource( 1 )
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frames = SubResource( 4 )
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frame = 1
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playing = true
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[node name="Area2D" type="Area2D" parent="."]
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[node name="Hitbox" type="Area2D" parent="." groups=["enemy_hitbox"]]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Hitbox"]
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position = Vector2( 0, 4 )
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shape = SubResource( 5 )
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[connection signal="area_entered" from="Area2D" to="." method="_on_Area2D_area_entered"]
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[connection signal="area_entered" from="Hitbox" to="." method="_on_Hitbox_area_entered"]
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@ -28,12 +28,13 @@ script = ExtResource( 1 )
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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position = Vector2( 4, 12 )
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frames = SubResource( 3 )
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frame = 1
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playing = true
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[node name="Area2D" type="Area2D" parent="."]
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[node name="Hitbox" type="Area2D" parent="." groups=["enemy_hitbox"]]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Hitbox"]
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position = Vector2( 4, 12 )
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shape = SubResource( 4 )
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[connection signal="area_entered" from="Area2D" to="." method="_on_Area2D_area_entered"]
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[connection signal="area_entered" from="Hitbox" to="." method="_on_Hitbox_area_entered"]
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@ -14,3 +14,10 @@ func _physics_process(delta):
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func push(direction):
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velocity -= direction * 32
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func _on_Hitbox_area_entered(area):
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# do not squish if in "blocks_squash" group
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if area.is_in_group("enemy_hitbox") && !area.is_in_group("blocks_squash"):
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var enemy = area.get_parent()
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if enemy.global_position.y > global_position.y && velocity.y > 0:
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enemy.die()
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@ -29,12 +29,14 @@ centered = false
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position = Vector2( 4, 4 )
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shape = SubResource( 2 )
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[node name="Area2D" type="Area2D" parent="." groups=["squash"]]
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[node name="Hitbox" type="Area2D" parent="." groups=["squash"]]
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position = Vector2( -1, 0 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Hitbox"]
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position = Vector2( 5, 4 )
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shape = SubResource( 3 )
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[node name="Bottom" type="Position2D" parent="."]
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position = Vector2( 4, 8 )
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[connection signal="area_entered" from="Hitbox" to="." method="_on_Hitbox_area_entered"]
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@ -1,16 +1,24 @@
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extends Node2D
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onready var cull_edge = Vector2(5 * scale.x,0) #Edge to check culling, if this edge is offscreen, delete the arrow
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export var speed = 240.0
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# group to kill
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var target_group = "enemy_hitbox"
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# direction to fly
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var direction = 1.0
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#Edge to check culling, if this edge is offscreen, delete the arrow
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onready var cull_edge = Vector2(5 * direction,0)
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onready var player = get_parent().get_node("Player")
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onready var initial_sector = Game.get_sector(player.global_position)
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func _ready():
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#Flip depending on player facing
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scale.x = player.sprite.scale.x
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#Flip depending on direction
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scale.x = direction
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func _physics_process(delta):
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#Move in flip direction
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position.x += 4 * scale.x
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#Move in right direction
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position.x += speed * direction * delta
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#Delete when offscreen
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if Game.get_sector(global_position + cull_edge) != initial_sector:
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queue_free()
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@ -22,10 +30,24 @@ func _exit_tree():
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particles.global_position = global_position
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particles.emitting = false
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get_parent().add_child(particles)
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particles.get_node("DeathTimer").start()
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get_tree().create_timer(particles.lifetime, false).connect("timeout", particles, "queue_free")
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#Wall Collision
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func _on_Area2D_body_entered(body):
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func _on_Hitbox_body_entered(body):
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if body is TileMap or body is StaticBody2D:
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queue_free()
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# kill entity if in target group
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func _on_Hitbox_area_entered(area):
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# block if collided area is in "blocks_arrow" group
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if area.is_in_group(target_group):
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var target = area.get_parent()
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# create block text and return if blocked
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if area.is_in_group("blocks_arrow"):
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var pos = target.global_position
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Game.instance_node(Game.block_text, pos.x, pos.y, target.get_parent())
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else:
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# kill targeted node
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target.die()
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Game.arrows = max(0, Game.arrows - 1) # clamp arrows above 0
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queue_free()
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@ -52,15 +52,12 @@ local_coords = false
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process_material = SubResource( 5 )
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texture = ExtResource( 4 )
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[node name="DeathTimer" type="Timer" parent="DustParticles"]
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one_shot = true
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[node name="Hitbox" type="Area2D" parent="." groups=["arrow"]]
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collision_layer = 0
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[node name="Area2D" type="Area2D" parent="." groups=["arrow"]]
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visible = false
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Hitbox"]
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position = Vector2( -0.5, -0.5 )
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shape = SubResource( 2 )
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[connection signal="timeout" from="DustParticles/DeathTimer" to="DustParticles" method="queue_free"]
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[connection signal="body_entered" from="Area2D" to="." method="_on_Area2D_body_entered"]
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[connection signal="area_entered" from="Hitbox" to="." method="_on_Hitbox_area_entered"]
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[connection signal="body_entered" from="Hitbox" to="." method="_on_Hitbox_body_entered"]
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@ -1,5 +1,7 @@
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extends KinematicBody2D
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const ArrowProjectile = preload("res://objects/player/arrow_projectile.tscn")
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##CLEAN UP CODE LATER
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##Children
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onready var sprite = $Sprite
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@ -30,7 +32,6 @@ var can_move_in_air = false
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#Positions
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var arrowpos = Vector2(5,3)
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##Preload
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var pre_arrow = preload("res://objects/player/arrow_projectile.tscn")
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#Set initial respawn point
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func _ready():
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func spawn_arrow():
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Game.play_sound(Game.a_shoot,Game.ac_jump)
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Game.instance_node(pre_arrow,global_position.x+(arrowpos.x*sprite.scale.x),global_position.y+arrowpos.y,map)
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var arrow = ArrowProjectile.instance()
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arrow.global_position = Vector2(
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global_position.x + arrowpos.x * sprite.scale.x,
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global_position.y + arrowpos.y
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)
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arrow.direction = sprite.scale.x
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map.add_child(arrow)
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func check_jump():
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if Input.is_action_just_pressed("jump"):
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else:
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current_state = State.FALL
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return
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func _on_SwordArea_area_entered(area):
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if area.is_in_group("enemy_hitbox"):
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var target = area.get_parent()
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# create block text and return if blocked
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if area.is_in_group("blocks_sword"):
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var pos = target.global_position
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Game.instance_node(Game.block_text, pos.x, pos.y, target.get_parent())
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return
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else:
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target.die()
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@ -731,3 +731,4 @@ process_material = SubResource( 45 )
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texture = ExtResource( 16 )
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[connection signal="animation_finished" from="AnimationPlayer" to="." method="_on_AnimationPlayer_animation_finished"]
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[connection signal="area_entered" from="SwordArea" to="." method="_on_SwordArea_area_entered"]
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