more ms.x work

This commit is contained in:
pennyrigate 2023-12-26 17:58:47 -05:00
parent e03cede4bb
commit d9f7eaaede
13 changed files with 225 additions and 20 deletions

View file

@ -13,19 +13,25 @@ onready var respawn_raycast = $RespawnRaycast
onready var shard_position = $Position2D
onready var start_position = position
onready var blink_timer = $BlinkTimer
onready var text_anim = $TextAnim
onready var cop_detector = $CopDetector
const shard = preload("res://objects/collectibles/shard.tscn")
const BloodSpray := preload("res://objects/environment/blood/blood_spray.tscn")
#DIALOGUE
const here_take_this = preload("res://audio/sounds/msx_here_take_this.wav")
const come_here = preload("res://audio/sounds/msx_come_here.ogg")
const help_me = preload("res://audio/sounds/msx_help_me_get_outta_here.ogg")
const fuck = preload("res://audio/sounds/msx_fuck.ogg")
const fucking_cop = preload("res://audio/sounds/msx_fucking_cop.ogg")
const goddammit = preload("res://audio/sounds/msx_goddammit.ogg")
const motherfucker = preload("res://audio/sounds/msx_motherfucker.ogg")
const shit = preload("res://audio/sounds/msx_shit.ogg")
func _ready():
raycast.add_exception($Hitbox)
blink_timer.start(rand_range(5.0,7.0))
func _physics_process(delta):
print(respawn_raycast.get_collider())
if is_moving: velocity.x = -50
#Stop when see something
if raycast.is_colliding():
@ -34,14 +40,17 @@ func _physics_process(delta):
if respawn_raycast.is_colliding():
#start moving again after respawning when seeing sg
if raycast.get_collider() != null:
if first_lead == true: Audio.play_sound(help_me,Audio.ac_voice)
first_lead = false
if raycast.get_collider().is_in_group("player_hitbox"): is_moving = true
if raycast.get_collider().is_in_group("player_hitbox"):
if first_lead == true:
Audio.play_sound(help_me,Audio.ac_voice)
text_anim.play("help me")
first_lead = false
is_moving = true
velocity.y += 128 * delta
velocity = move_and_slide_with_snap(velocity, Vector2.DOWN, Vector2.UP, true)
#Anims
if velocity.x == 0:
if !anims.get_current_animation() == "give" && !anims.get_current_animation() == "respawn" && !anims.get_current_animation() == "blink" && !anims.get_current_animation() == "come here": anims.play("idle")
if !anims.get_current_animation() == "give" && !anims.get_current_animation() == "respawn" && !anims.get_current_animation() == "blink" && !anims.get_current_animation() == "come here" && !anims.get_current_animation() == "help me": anims.play("idle")
else:
anims.play("walk")
#Stop at the end of path and give shard
@ -50,6 +59,9 @@ func _physics_process(delta):
velocity.x = 0
if is_holding_shard:
anims.play("give")
#Cop detector
if cop_detector.is_colliding():
print(cop_detector.get_collider())
func spawn_shard():
Audio.play_sound(here_take_this,Audio.ac_voice)