add castle, interlude 2 and credits

master
Fusselkater 7 months ago
parent 60d660adbd
commit e44e063bb5
  1. 1
      README.md
  2. 10
      export_presets.cfg
  3. 10
      objects/characters/flake/flake.gd
  4. 15
      objects/characters/flake/flake.tres
  5. 4
      objects/characters/flake/flake.tscn
  6. BIN
      objects/characters/monsters/03/assets/cast.ogg
  7. 15
      objects/characters/monsters/03/assets/cast.ogg.import
  8. BIN
      objects/characters/monsters/03/assets/shoot.ogg
  9. 15
      objects/characters/monsters/03/assets/shoot.ogg.import
  10. 4
      objects/characters/monsters/03/monster_03.gd
  11. BIN
      objects/characters/player/assets/hurt.ogg
  12. 15
      objects/characters/player/assets/hurt.ogg.import
  13. 190
      objects/characters/player/player.gd
  14. 81
      objects/characters/player/player.tscn
  15. 2
      objects/falling_log/falling_log.gd
  16. 2
      objects/key/key.gd
  17. 4
      objects/key/key.tscn
  18. 1
      project.godot
  19. 4
      scenes/levels/01/level_01.tscn
  20. 5017
      scenes/levels/02/assets/castle.svg
  21. 35
      scenes/levels/02/assets/castle.svg.import
  22. 774
      scenes/levels/02/assets/castle_door_closed.svg
  23. 35
      scenes/levels/02/assets/castle_door_closed.svg.import
  24. 783
      scenes/levels/02/assets/castle_door_opened_1.svg
  25. 35
      scenes/levels/02/assets/castle_door_opened_1.svg.import
  26. 716
      scenes/levels/02/assets/castle_door_opened_2.svg
  27. 35
      scenes/levels/02/assets/castle_door_opened_2.svg.import
  28. 649
      scenes/levels/02/assets/castle_door_opened_3.svg
  29. 35
      scenes/levels/02/assets/castle_door_opened_3.svg.import
  30. 641
      scenes/levels/02/assets/castle_door_opened_4.svg
  31. 35
      scenes/levels/02/assets/castle_door_opened_4.svg.import
  32. BIN
      scenes/levels/02/assets/interlude.ogg
  33. 3
      scenes/levels/02/assets/interlude.ogg.import
  34. 18
      scenes/levels/02/castle.gd
  35. 62
      scenes/levels/02/castle.tscn
  36. 48
      scenes/levels/02/interlude_02.gd
  37. 87
      scenes/levels/02/interlude_02.tscn
  38. 11
      scenes/levels/02/level_02.gd
  39. 166
      scenes/levels/02/level_02.tscn
  40. 7
      scenes/levels/credits/credits.gd
  41. 132
      scenes/levels/credits/credits.tscn
  42. 2
      scenes/main.tscn

@ -15,3 +15,4 @@ Game written in Godot for AI Game Jam of the RUB
- https://www.kenney.nl/
- https://opengameart.org/content/creepy-forest-f
- https://opengameart.org/content/space-parallax-background
- https://opengameart.org/content/fantasy-lament-for-a-warriors-soul

@ -15,7 +15,7 @@ script_encryption_key=""
custom_template/debug=""
custom_template/release=""
binary_format/64_bits=false
binary_format/64_bits=true
binary_format/embed_pck=false
texture_format/bptc=false
texture_format/s3tc=true
@ -31,10 +31,10 @@ codesign/digest_algorithm=1
codesign/description=""
codesign/custom_options=PoolStringArray( )
application/icon="res://common/icon.ico"
application/file_version=""
application/product_version=""
application/company_name=""
application/product_name=""
application/file_version="0.0.1"
application/product_version="0.0.1"
application/company_name="fusselkater.org"
application/product_name="Flopsy the Dog"
application/file_description=""
application/copyright=""
application/trademarks=""

@ -6,8 +6,16 @@ export(String, FILE, "*.tscn") var flake_scene
onready var level = get_parent()
onready var main = level.get_parent()
enum ANIMATION {
idle,
run
}
export(ANIMATION) var animation = 0
func _ready():
$Sprite.flip_h = reverse_direction
$Sprite.play(ANIMATION.keys()[animation])
func _on_player_entered(body):
main.load_level(flake_scene, true)
if flake_scene != "":
main.load_level(flake_scene, true)

@ -1,4 +1,4 @@
[gd_resource type="SpriteFrames" load_steps=10 format=2]
[gd_resource type="SpriteFrames" load_steps=18 format=2]
[ext_resource path="res://objects/characters/flake/assets/Idle (1).png" type="Texture" id=1]
[ext_resource path="res://objects/characters/flake/assets/Idle (3).png" type="Texture" id=2]
@ -9,6 +9,14 @@
[ext_resource path="res://objects/characters/flake/assets/Idle (5).png" type="Texture" id=7]
[ext_resource path="res://objects/characters/flake/assets/Idle (7).png" type="Texture" id=8]
[ext_resource path="res://objects/characters/flake/assets/Idle (2).png" type="Texture" id=9]
[ext_resource path="res://objects/characters/flake/assets/Run (3).png" type="Texture" id=10]
[ext_resource path="res://objects/characters/flake/assets/Run (5).png" type="Texture" id=11]
[ext_resource path="res://objects/characters/flake/assets/Run (2).png" type="Texture" id=12]
[ext_resource path="res://objects/characters/flake/assets/Run (8).png" type="Texture" id=13]
[ext_resource path="res://objects/characters/flake/assets/Run (6).png" type="Texture" id=14]
[ext_resource path="res://objects/characters/flake/assets/Run (4).png" type="Texture" id=15]
[ext_resource path="res://objects/characters/flake/assets/Run (1).png" type="Texture" id=16]
[ext_resource path="res://objects/characters/flake/assets/Run (7).png" type="Texture" id=17]
[resource]
animations = [ {
@ -16,4 +24,9 @@ animations = [ {
"loop": true,
"name": "idle",
"speed": 15.0
}, {
"frames": [ ExtResource( 16 ), ExtResource( 12 ), ExtResource( 10 ), ExtResource( 15 ), ExtResource( 11 ), ExtResource( 14 ), ExtResource( 17 ), ExtResource( 13 ) ],
"loop": true,
"name": "run",
"speed": 15.0
} ]

@ -16,8 +16,8 @@ script = ExtResource( 2 )
[node name="Sprite" type="AnimatedSprite" parent="."]
frames = ExtResource( 1 )
animation = "idle"
frame = 7
animation = "run"
frame = 5
playing = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]

@ -0,0 +1,15 @@
[remap]
importer="ogg_vorbis"
type="AudioStreamOGGVorbis"
path="res://.import/cast.ogg-7c445777357274a1b62f366377232704.oggstr"
[deps]
source_file="res://objects/characters/monsters/03/assets/cast.ogg"
dest_files=[ "res://.import/cast.ogg-7c445777357274a1b62f366377232704.oggstr" ]
[params]
loop=false
loop_offset=0

@ -0,0 +1,15 @@
[remap]
importer="ogg_vorbis"
type="AudioStreamOGGVorbis"
path="res://.import/shoot.ogg-49351e8bfb5f39cc00d1fa5c2e262bb7.oggstr"
[deps]
source_file="res://objects/characters/monsters/03/assets/shoot.ogg"
dest_files=[ "res://.import/shoot.ogg-49351e8bfb5f39cc00d1fa5c2e262bb7.oggstr" ]
[params]
loop=false
loop_offset=0

@ -30,13 +30,13 @@ func _physics_process(delta):
# 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 rounded_angle = fmod(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 \
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

@ -0,0 +1,15 @@
[remap]
importer="ogg_vorbis"
type="AudioStreamOGGVorbis"
path="res://.import/hurt.ogg-9b76aab68e3c879188a86aedb77f6e8f.oggstr"
[deps]
source_file="res://objects/characters/player/assets/hurt.ogg"
dest_files=[ "res://.import/hurt.ogg-9b76aab68e3c879188a86aedb77f6e8f.oggstr" ]
[params]
loop=false
loop_offset=0

@ -0,0 +1,190 @@
extends "res://objects/characters/character.gd"
const SPEED = 400
const JUMP_HEIGHT = 1000
const STRIKED_HEIGHT = 400
export var background_scene : Resource
onready var level = get_parent()
onready var main = level.get_parent()
const ANIMATIONS = {
"idle": {
"animation": "idle",
"transistion": "idle",
"blocks": []
},
"run": {
"animation": "run",
"transistion": "run",
"blocks": []
},
"jump_start": {
"animation": "jump_start",
"transistion": "jump",
"blocks": ["idle", "run", "fall_start", "fall", "fall_end"]
},
"jump": {
"animation": "jump",
"transistion": "jump",
"blocks": ["idle", "run", "fall_start", "fall", "fall_end", "jump_start"]
},
"jump_end": {
"animation": "jump_end",
"transistion": "idle",
"blocks": ["idle", "run", "fall_start", "fall", "fall_end", "jump"]
},
"fall_start": {
"animation": "fall_start",
"transistion": "fall",
"blocks": ["idle", "run", "fall", "fall_end", "jump_start", "jump", "jump_end"]
},
"fall": {
"animation": "fall",
"transistion": "fall",
"blocks": ["idle", "run", "fall_start", "jump_start", "jump", "jump_end"]
},
"fall_end": {
"animation": "fall_end",
"transistion": "idle",
"blocks": ["idle", "run", "fall_start", "fall", "jump_start", "jump", "jump_end"]
},
"striked_start": {
"animation": "jump_start",
"transistion": "striked",
"blocks": ["idle", "run", "fall_start", "fall", "fall_end", "jump_start", "jump", "jump_end"]
},
"striked": {
"animation": "jump",
"transistion": "striked_end",
"blocks": ["idle", "run", "fall_start", "fall", "fall_end", "jump_start", "jump", "jump_end"]
},
"striked_end": {
"animation": "hurt",
"transistion": "idle",
"blocks": ["idle", "run", "fall_start", "fall", "fall_end", "jump_start", "jump", "jump_end"]
}
}
var player_state = "idle"
var invincible_hit = false
var score = 0
func _ready():
$Camera2D.add_child(background_scene.instance())
$Sprite.connect("animation_finished", self, "_next_player_state")
$Sprite.animation = ANIMATIONS[player_state]['animation']
$Camera2D.limit_left = level.camera_limit_left
$Camera2D.limit_right = level.camera_limit_right
$Camera2D.limit_top = level.camera_limit_top
$Camera2D.limit_bottom = level.camera_limit_bottom
yield(get_tree().create_timer(0.5), "timeout")
$Camera2D.smoothing_enabled = true
func _physics_process(delta):
# out-of-screen checking
if position.y > level.camera_limit_bottom and health > 0:
_add_damage(100)
# Fall animation if not on floor
if velocity.y > 1 and not is_on_floor():
_set_player_state("fall_start")
# Movement
if Input.is_action_pressed("move_left") and not Input.is_action_pressed("move_right") \
and not player_state in ["striked_start", "striked", "striked_end"]:
move_left(SPEED)
elif Input.is_action_pressed("move_right") and not Input.is_action_pressed("move_left") \
and not player_state in ["striked_start", "striked", "striked_end"]:
move_right(SPEED)
elif player_state in ["idle", "run", "jump", "jump_end", "fall_end", "striked_end"]:
move_stop()
# On floor detection
if is_on_floor() and not player_state in ["striked", "striked_start"]:
snap = SNAP
_end_animation()
# Jump
if Input.is_action_just_pressed("jump"):
if $RayBottomLeft.is_colliding() or $RayBottomRight.is_colliding() or $RayBottomCenter.is_colliding():
jump()
func _next_player_state():
player_state = ANIMATIONS[player_state]["transistion"]
$Sprite.animation = ANIMATIONS[player_state]['animation']
func _set_player_state(new_state):
if not new_state in ANIMATIONS[player_state]["blocks"]:
player_state = new_state
$Sprite.animation = ANIMATIONS[player_state]['animation']
return true
return false
func move_right(delta):
_set_player_state("run")
get_node("Sprite").set_flip_h(false)
if position.x < level.camera_limit_right:
velocity.x = delta
else:
velocity.x = 0
func move_left(delta):
_set_player_state("run")
get_node("Sprite").set_flip_h(true)
if position.x > level.camera_limit_left:
velocity.x = -delta
else:
velocity.x = 0
func move_stop():
_set_player_state("idle")
velocity.x = 0
func jump():
if _set_player_state("jump_start"):
snap = Vector2.ZERO
position.y += get_floor_velocity().y * get_physics_process_delta_time() \
- GRAVITY * get_physics_process_delta_time() - 3
velocity.y -= JUMP_HEIGHT
func _on_GroundCheck_body_entered(body):
_end_animation()
func _end_animation():
if velocity.y > 0 and player_state in ["jump_start", "jump"]:
_set_player_state("jump_end")
if velocity.y > 0 and player_state in ["fall_start", "fall"]:
_set_player_state("fall_end")
if velocity.y > 0 and player_state in ["striked_start", "striked"]:
_set_player_state("striked_end")
func monster_hit(direction : int, damage: int):
if not invincible_hit:
invincible_hit = true
$HurtSound.play()
_set_player_state("striked_start")
_add_damage(damage)
snap = Vector2.ZERO
velocity.y = -300
velocity.x = direction * 5
yield(get_tree().create_timer(1.0), "timeout")
invincible_hit = false
func _on_Enemy_Entered(body):
body.stomped_on_head()
_set_player_state("jump")
func coin_collected(value):
main.add_score(value)
func _add_damage(value):
health -= value
GlobalState.health = health
if health <= 0:
main.player_died()
func _on_screen_exited():
print("exited")
print($VisibilityNotifier2D.is_on_screen())
_add_damage(100)

@ -0,0 +1,81 @@
[gd_scene load_steps=7 format=2]
[ext_resource path="res://objects/characters/flopsy/flopsy.tres" type="SpriteFrames" id=1]
[ext_resource path="res://objects/characters/player/assets/hurt.ogg" type="AudioStream" id=2]
[ext_resource path="res://objects/characters/player/player.gd" type="Script" id=11]
[sub_resource type="CapsuleShape2D" id=4]
radius = 164.75
height = 138.75
[sub_resource type="RectangleShape2D" id=3]
extents = Vector2( 190.5, 100.625 )
[sub_resource type="CircleShape2D" id=5]
radius = 79.0
[node name="Player" type="KinematicBody2D"]
z_index = 10
collision_mask = 4
script = ExtResource( 11 )
[node name="Sprite" type="AnimatedSprite" parent="."]
frames = ExtResource( 1 )
animation = "idle"
frame = 2
playing = true
__meta__ = {
"_edit_lock_": true
}
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2( -14.75, -7.875 )
shape = SubResource( 4 )
[node name="GroundCheck" type="Area2D" parent="."]
collision_mask = 4
[node name="CollisionShape2D" type="CollisionShape2D" parent="GroundCheck"]
position = Vector2( -22.5, 323.375 )
shape = SubResource( 3 )
[node name="Camera2D" type="Camera2D" parent="."]
current = true
limit_left = 0
limit_bottom = 1080
limit_smoothed = true
[node name="RayBottomLeft" type="RayCast2D" parent="."]
position = Vector2( -184, 0 )
enabled = true
cast_to = Vector2( 0, 400 )
collision_mask = 6
collide_with_areas = true
[node name="RayBottomRight" type="RayCast2D" parent="."]
position = Vector2( 154, 0 )
enabled = true
cast_to = Vector2( 0, 400 )
collision_mask = 6
collide_with_areas = true
[node name="RayBottomCenter" type="RayCast2D" parent="."]
position = Vector2( -14, 0 )
enabled = true
cast_to = Vector2( 0, 400 )
collision_mask = 6
collide_with_areas = true
[node name="EnemyBottomCheck" type="Area2D" parent="."]
collision_mask = 2
[node name="CollisionShape2D" type="CollisionShape2D" parent="EnemyBottomCheck"]
position = Vector2( -13, 225 )
shape = SubResource( 5 )
[node name="HurtSound" type="AudioStreamPlayer2D" parent="."]
stream = ExtResource( 2 )
volume_db = -5.0
[connection signal="body_entered" from="GroundCheck" to="." method="_on_GroundCheck_body_entered"]
[connection signal="body_entered" from="EnemyBottomCheck" to="." method="_on_Enemy_Entered"]

@ -13,6 +13,8 @@ func _on_PlayerCollision(body):
func _on_Animation_finished(anim_name):
if anim_name == "player_on_log":
collision_layer = 0b0
yield(get_tree().create_timer(recover_time), "timeout")
$PlayerCollision/Collision.disabled = false
$Animation.play("recover")
collision_layer = 0b100

@ -6,7 +6,7 @@ enum KEY_COLOR{
green,
blue
}
export(KEY_COLOR) var key_color = "yellow"
export(KEY_COLOR) var key_color = 0
func _ready():
$Sprite.texture = load("res://objects/key/assets/" + str(KEY_COLOR.keys()[key_color]) + ".svg")

@ -1,6 +1,5 @@
[gd_scene load_steps=6 format=2]
[gd_scene load_steps=5 format=2]
[ext_resource path="res://objects/key/assets/yellow.svg" type="Texture" id=1]
[ext_resource path="res://objects/key/key.gd" type="Script" id=2]
[ext_resource path="res://objects/key/assets/key.wav" type="AudioStream" id=3]
@ -30,7 +29,6 @@ collision_mask = 0
script = ExtResource( 2 )
[node name="Sprite" type="Sprite" parent="."]
texture = ExtResource( 1 )
[node name="AnimationPlayer" type="AnimationPlayer" parent="Sprite"]
anims/default = SubResource( 1 )

@ -22,6 +22,7 @@ GlobalState="*res://common/global_state.gd"
window/size/width=1920
window/size/height=1080
window/size/fullscreen=true
window/stretch/mode="2d"
window/stretch/aspect="keep"

@ -12,11 +12,11 @@
[ext_resource path="res://objects/door/door.tscn" type="PackedScene" id=10]
[ext_resource path="res://scenes/levels/01/CollidingMountain.tscn" type="PackedScene" id=11]
[sub_resource type="Gradient" id=1]
[sub_resource type="Gradient" id=3]
colors = PoolColorArray( 0.0431373, 0.0431373, 0.0431373, 0, 0, 0, 0, 1 )
[sub_resource type="GradientTexture" id=2]
gradient = SubResource( 1 )
gradient = SubResource( 3 )
width = 500
[node name="Level 01" type="Node2D"]

File diff suppressed because it is too large Load Diff

After

Width:  |  Height:  |  Size: 444 KiB

@ -0,0 +1,35 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/castle.svg-00d8399a3079f218c23cbd3d369eff6d.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://scenes/levels/02/assets/castle.svg"
dest_files=[ "res://.import/castle.svg-00d8399a3079f218c23cbd3d369eff6d.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
process/normal_map_invert_y=false
stream=false
size_limit=0
detect_3d=true
svg/scale=3.0

@ -0,0 +1,774 @@
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