player.tscn: scholar of the first bullet casings

This commit is contained in:
Haze Weathers 2023-05-08 01:00:38 -04:00
parent 79cbd62a69
commit bc57ba4171
45 changed files with 1429 additions and 113 deletions

View file

@ -4,7 +4,7 @@ onready var raycast = $Rotation/RayCast2D
onready var anims = $AnimationPlayer
func _on_Sight_area_entered(area):
if area.is_in_group("player"):
if area.is_in_group("player_hitbox"):
anims.play("lunge")
func _on_AnimationPlayer_animation_finished(anim_name):

View file

@ -0,0 +1,23 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://graphics/particles/bullet_casing.png" type="Texture" id=1]
[sub_resource type="PhysicsMaterial" id=4]
bounce = 0.75
[sub_resource type="RectangleShape2D" id=3]
extents = Vector2( 1, 1.5 )
[node name="BoneParticle" type="RigidBody2D"]
collision_layer = 16
physics_material_override = SubResource( 4 )
[node name="Sprite" type="Sprite" parent="."]
texture = ExtResource( 1 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2( 0, 0.5 )
shape = SubResource( 3 )
__meta__ = {
"_edit_group_": true
}

View file

@ -25,6 +25,7 @@ var turns = 0
const BoneParticle = preload("res://objects/enemy/bone_particle.tscn")
const EasyBullet = preload("res://objects/enemy/roboturret_proj.tscn")
const BulletCasing = preload("res://objects/enemy/bullet_casing.tscn")
func _ready():
if Engine.editor_hint:
@ -44,7 +45,7 @@ func _physics_process(delta):
if !shooting:
# check for player in raycast
var collider = shoot_cast.get_collider()
if collider != null && (collider.is_in_group("player") or collider.is_in_group("msx")):
if collider != null && (collider.is_in_group("player_hitbox") or collider.is_in_group("msx")):
if Game.get_sector(global_position) == Game.get_sector(collider.global_position):
if Game.is_easy_mode:
var easy_bullet = EasyBullet.instance()
@ -56,13 +57,16 @@ func _physics_process(delta):
else:
# kill player and enter shooting state temporarily
collider.get_parent().die()
# play sound
Audio.play_sound(Audio.a_die_robot, Audio.ac_boss)
# muzzle flash
muzzle_flash.emitting = true
shooting = true
get_tree().create_timer(0.5, false).connect("timeout", self, "_stop_shoot")
sprite.play("shoot")
# check other raycast to find collision passing through player
graphics_cast.force_raycast_update()
var hit_position = graphics_cast.to_global(Vector2(256.0, 0.0))
@ -76,6 +80,16 @@ func _physics_process(delta):
# move and play sparks
sparks.global_position = hit_position
sparks.emitting = true
# spawn a bullet casing
var casing = BulletCasing.instance()
casing.rotation = rand_range(0.0, 2.0*PI) # random rotation
casing.global_position = shoot_position.global_position
casing.linear_velocity = Vector2(45.0 * rand_range(0.5, 1.5), 0.0).rotated(rand_range(-PI, 0.0))
casing.angular_velocity = rand_range(-PI*2.0, PI*2.0)
var timer = get_tree().create_timer(3.0 + rand_range(0.0, 1.0), false)
timer.connect("timeout", casing, "queue_free")
get_parent().call_deferred("add_child", casing)
return
# if there aren't turns, walk around

View file

@ -26,7 +26,7 @@ var death_blood_offset = Vector2.ZERO
func _on_Hitbox_area_entered(area):
#Kill player
if area.is_in_group("player"):
if area.is_in_group("player_hitbox"):
area.get_parent().die()
func die():

View file

@ -32,7 +32,7 @@ func _physics_process(delta):
else: move_up_and_down(delta)
#Speed up if in raycast
if raycast.get_collider() != null:
if raycast.get_collider().is_in_group("player"):
if raycast.get_collider().is_in_group("player_hitbox"):
go_fast = true
timer.set_wait_time(0.5)
timer.start()

View file

@ -25,7 +25,7 @@ func _physics_process(delta):
sparks.emitting = true
var collider = cast.get_collider()
if collider.is_in_group("player") or collider.is_in_group("msx"):
if collider.is_in_group("player_hitbox") or collider.is_in_group("msx"):
collider.get_parent().die()
else:
line.visible = false

View file

@ -18,7 +18,7 @@ func _on_Hitbox_area_entered(area):
if area.is_in_group("explosion"):
var timer = get_tree().create_timer(0.2, false)
timer.connect("timeout", self, "die")
if area.is_in_group("player"):
if area.is_in_group("player_hitbox"):
die()
func die():