add 3rd monster

This commit is contained in:
Fusselkater 2022-07-19 22:22:16 +02:00
parent 75aa13cdeb
commit e1de3d0748
25 changed files with 1264 additions and 10 deletions

View File

@ -9,3 +9,5 @@ var keys = {
var coins = 0
var health = 100
var player : KinematicBody2D = null

View File

@ -2,9 +2,9 @@ extends "res://objects/characters/monsters/monster.gd"
func _process(delta):
if velocity != null:
if not $RayBottomLeft.is_colliding():
if not $RayBottomLeft.is_colliding() or $RayLeft.is_colliding():
velocity.x = speed
if not $RayBottomRight.is_colliding():
if not $RayBottomRight.is_colliding() or $RayRight.is_colliding():
velocity.x = -speed
func stomped_on_head():

View File

@ -43,7 +43,7 @@ script = ExtResource( 2 )
scale = Vector2( 0.2, 0.2 )
frames = SubResource( 1 )
animation = "idle"
frame = 6
frame = 8
playing = true
[node name="Collision" type="CollisionShape2D" parent="."]
@ -56,12 +56,24 @@ enabled = true
cast_to = Vector2( 0, 5 )
collision_mask = 4
[node name="RayLeft" type="RayCast2D" parent="."]
position = Vector2( -38, 23 )
enabled = true
cast_to = Vector2( -5, 0 )
collision_mask = 4
[node name="RayBottomRight" type="RayCast2D" parent="."]
position = Vector2( 39, 23 )
enabled = true
cast_to = Vector2( 0, 5 )
collision_mask = 4
[node name="RayRight" type="RayCast2D" parent="."]
position = Vector2( 39, 23 )
enabled = true
cast_to = Vector2( 5, 0 )
collision_mask = 4
[node name="RayPlayerLeft" type="RayCast2D" parent="."]
position = Vector2( -38, 21 )
enabled = true

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extends StaticBody2D
export(Vector2) var velocity
export(int) var damage = 5
# Called when the node enters the scene tree for the first time.
func _ready():
$Rotation.play("rotate")
$Animation.play("fade")
func _physics_process(delta):
position -= velocity
func _on_PlayerCollision(body):
body.monster_hit(-velocity.x * 10, damage)
queue_free()
func _on_screen_exited():
queue_free()

View File

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texture = ExtResource( 1 )
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shape = SubResource( 1 )
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anims/fade = SubResource( 3 )
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collision_layer = 0
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shape = SubResource( 1 )
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extends ReferenceRect
export var speed : float = 5.0
const BULLET_PATH = "res://objects/characters/monsters/03/bullet.tscn"
var velocity = Vector2(speed, 0)
export var cooldown_time: float = 3.0
export var bullet_speed: float = 3.0
export var damage: int = 10
onready var level = get_parent()
var cooldown = false
onready var bullet_scene = preload(BULLET_PATH)
var bullet_vector = Vector2.ZERO
# Called when the node enters the scene tree for the first time.
func _ready():
randomize()
$monster.position.x = fmod(randi(), rect_size.x)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func _physics_process(delta):
# Move only if shoot animation is not played
if not $monster/Animation.is_playing():
_movement()
# Check angle and distance
var angle = $monster.global_position.angle_to_point(GlobalState.player.global_position)
var rounded_angle = fmod(abs(round(rad2deg(angle))), 90)
var distance = $monster.global_position.distance_to(GlobalState.player.global_position)
var direction = ($monster.global_position - GlobalState.player.global_position).normalized()
var player_is_left = direction.x > 0
# Shoot if in right distance/angle
if rounded_angle == 45 and cooldown == false \
and player_is_left != $monster/AnimatedSprite.flip_h \
and GlobalState.player.global_position.y <= rect_global_position.y + rect_size.y:
cooldown = true
# calculate bullet velocity
bullet_vector = ($monster.global_position - GlobalState.player.global_position).normalized()
$monster/Animation.play("shoot")
yield(get_tree().create_timer(cooldown_time), "timeout")
cooldown = false
func _movement():
# Move monster
$monster.position += velocity
if $monster.position.x >= rect_size.x or $monster.position.x <= 0:
velocity.x = -velocity.x
$monster/AnimatedSprite.flip_h = velocity.x > 0
func _on_Animatio_finished(anim_name):
if anim_name == "shoot" and $monster/Animation.current_animation_position != 0:
# generate bullet
var bullet = bullet_scene.instance()
bullet.global_position = $monster.global_position
if $monster/AnimatedSprite.flip_h:
bullet.global_position.x += 70
bullet.velocity = bullet_vector * bullet_speed
bullet.damage = damage
level.add_child(bullet)
print(bullet)
$monster/Animation.play_backwards("shoot")

View File

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[ext_resource path="res://objects/characters/monsters/03/assets/sprite2.svg" type="Texture" id=2]
[ext_resource path="res://objects/characters/monsters/03/monster_03.gd" type="Script" id=3]
[sub_resource type="SpriteFrames" id=1]
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"frames": [ ExtResource( 1 ), ExtResource( 2 ) ],
"loop": true,
"name": "flying",
"speed": 10.0
} ]
[sub_resource type="CircleShape2D" id=2]
radius = 35.0
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resource_name = "shoot"
length = 0.5
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[node name="Monster03 Shape" type="ReferenceRect"]
margin_right = 630.0
margin_bottom = 70.0
script = ExtResource( 3 )
[node name="monster" type="StaticBody2D" parent="."]
position = Vector2( 0, 70 )
collision_layer = 0
collision_mask = 0
[node name="AnimatedSprite" type="AnimatedSprite" parent="monster"]
position = Vector2( 35, -35 )
frames = SubResource( 1 )
animation = "flying"
playing = true
[node name="Collision" type="CollisionShape2D" parent="monster"]
position = Vector2( 35, -35 )
shape = SubResource( 2 )
[node name="Animation" type="AnimationPlayer" parent="monster"]
playback_process_mode = 0
anims/shoot = SubResource( 3 )
[connection signal="animation_finished" from="monster/Animation" to="." method="_on_Animatio_finished"]

View File

@ -108,9 +108,6 @@ func _physics_process(delta):
# Jump
if Input.is_action_just_pressed("jump"):
if $RayBottomLeft.is_colliding() or $RayBottomRight.is_colliding() or $RayBottomCenter.is_colliding():
print("Left: " + str($RayBottomLeft.is_colliding()))
print("Center: " + str($RayBottomCenter.is_colliding()))
print("Right: " + str($RayBottomRight.is_colliding()))
jump()
func _next_player_state():

115
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extends StaticBody2D
enum KEY_COLOR{
yellow,
red,
green,
blue
}
export(KEY_COLOR) var key_color = "yellow"
func _ready():
$Sprite.texture = load("res://objects/key/assets/" + str(KEY_COLOR.keys()[key_color]) + ".svg")
$Sprite/AnimationPlayer.play("default")
func _on_PlayerCollision(body):
if visible:
GlobalState.keys['yellow'] = true
GlobalState.keys[str(KEY_COLOR.keys()[key_color])] = true
$SoundCollected.play()
hide()

File diff suppressed because one or more lines are too long

View File

@ -19,6 +19,7 @@ func load_level(next_scene := level_path, fade_out : bool = false):
current_level.queue_free()
remove_child(current_level)
current_level = load(next_scene).instance()
GlobalState.player = current_level.get_node("Player")
level_path = next_scene
$HUD.hud_visible(current_level.hud_visible)
$HUD.set_font_color(current_level.hud_color)