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229
Core/Scripts/smoother.gd
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229
Core/Scripts/smoother.gd
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@ -0,0 +1,229 @@
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# MIT LICENSE
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#
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# Copyright 2022 Anatol Bogun
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
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# associated documentation files (the "Software"), to deal in the Software without restriction,
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# including without limitation the rights to use, copy, modify, merge, publish, distribute,
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# sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all copies or
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# substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT
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# NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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# DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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class_name Smoother extends Node
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## Smoother Node
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## Version: 1.0.4
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##
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## A node type that smoothes scene nodes' properties by interpolating _physics_process steps.
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##
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## For documentation please visit https://github.com/anatolbogun/godot-smoother-node .
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## Node properties that are interpolated.
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## Defaults to ["position"], even if not displayed in the inspector.
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@export var properties:Array[String] = ["position"]
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## Apply interpolation to this node's parent.
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@export var smooth_parent: = true :
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set (value):
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if value == false:
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# remove parent from _properties in case this gets toggled on and off during runtime
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_properties.erase(get_parent())
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smooth_parent = value
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## Apply interpolation to the recursive children of this node's parent.
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@export var recursive: = true
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## Explicitly include node paths in addition to the nodes that are included by other Smoother
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## settings.
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@export var includes:Array[NodePath] = []
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## Explicitly exclude node paths.
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## This will exclude nodes that would otherwise be included by other settings.
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@export var excludes:Array[NodePath] = []
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# get an array of all currently smoothed nodes; mainly for debugging performance optimisations
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var smoothed_nodes:Array[Node] :
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get:
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var parent: = get_parent()
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return _get_physics_process_nodes(parent, !smooth_parent) if parent != null else [] as Array[Node]
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var _properties: = {}
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var _physics_process_nodes:Array[Node]
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var _physics_process_just_updated: = false
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## Reset all smoothed nodes.
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func reset() -> void:
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_properties.clear()
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## Reset a specific node. You may want to call this when a node gets teleported.
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func reset_node(node:Node) -> void:
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_properties.erase(node)
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## Reset a specific Node by NodePath. You may want to call this when a Node gets teleported.
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func reset_node_path(path:NodePath) -> void:
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var node: = get_node_or_null(path)
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if node != null:
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reset_node(node)
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## Add a Node to the includes Array[NodePath].
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func add_include_node(node:Node) -> Array[NodePath]:
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return add_include_path(get_path_to(node))
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## Add a NodePath to the includes Array[NodePath].
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func add_include_path(path:NodePath) -> Array[NodePath]:
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return _add_unique_to_array(includes, path) as Array[NodePath]
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## Remove a Node from the includes Array[NodePath].
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func remove_include_node(node:Node) -> Array[NodePath]:
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return remove_include_path(get_path_to(node))
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## Remove a NodePath from the includes Array[NodePath].
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func remove_include_path(path:NodePath) -> Array[NodePath]:
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return _remove_all_from_array(includes, path) as Array[NodePath]
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## Add a Node to the excludes Array[NodePath].
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func add_exclude_node(node:Node) -> Array[NodePath]:
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return add_exclude_path(get_path_to(node))
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## Add a NodePath to the excludes Array[NodePath].
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func add_exclude_path(path:NodePath) -> Array[NodePath]:
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return _add_unique_to_array(excludes, path) as Array[NodePath]
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## Remove a Node from the excludes Array[NodePath].
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func remove_exclude_node(node:Node) -> Array[NodePath]:
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return remove_exclude_path(get_path_to(node))
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## Remove a NodePath from the excludes Array[NodePath].
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func remove_exclude_path(path:NodePath) -> Array[NodePath]:
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return _remove_all_from_array(excludes, path) as Array[NodePath]
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## Add an item to an array unless the array already contains that item.
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func _add_unique_to_array(array:Array, item:Variant) -> Array:
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if !array.has(item):
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array.push_back(item)
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return array
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## Remove all array items that match item.
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func _remove_all_from_array(array:Array, item:Variant) -> Array:
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while array.has(item):
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array.erase(item)
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return array
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## Apply interpolation to all smoothed_nodes supported properties.
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func _process(_delta: float) -> void:
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for node in _physics_process_nodes:
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if !_properties.has(node): continue
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for property in _properties[node]:
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var values = _properties[node][property]
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if values.size() == 2:
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if _physics_process_just_updated:
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values[1] = node[property]
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node[property] = lerp(values[0], values[1], Engine.get_physics_interpolation_fraction())
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_physics_process_just_updated = false
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## Store all smoothed_nodes' relevant properties of the previous (origin) and this (target)
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## _physics_process frames for interpolation in the upcoming _process frames and apply the origin
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## values.
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func _physics_process(_delta: float) -> void:
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var parent: = get_parent()
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if parent == null: return
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# move this node to the top of the parent tree (typically a scene's root node) so that it is
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# called before all other _physics_processes
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parent.move_child(self, 0)
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if smooth_parent:
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process_priority = parent.process_priority - 1
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# update the relevant nodes once per _physics_process
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_physics_process_nodes = _get_physics_process_nodes(parent, !smooth_parent)
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# clean up _properties
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for key in _properties.keys():
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if !_physics_process_nodes.has(key):
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_properties.erase(key)
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for node in _physics_process_nodes:
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if !_properties.has(node):
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# called on the first frame after a node was added to _properties
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_properties[node] = {}
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# clean up _properties when a node exited the tree
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node.tree_exited.connect(func (): _properties.erase(node))
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for property in properties:
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if ! property in node: continue
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if !_properties[node].has(property):
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# called on the first frame after a node was added to _properties
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_properties[node][property] = [node[property]]
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elif _properties[node][property].size() < 2:
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# called on the second frame after a node was added to _properties
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_properties[node][property].push_front(_properties[node][property][0])
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_properties[node][property][1] = node[property]
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else:
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_properties[node][property][0] = _properties[node][property][1]
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node[property] = _properties[node][property][0]
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_physics_process_just_updated = true
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## Get the relevant nodes to be smoothed based on this node's tree position and properties.
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func _get_physics_process_nodes(node: Node, ignore_node: = false, with_includes: = true) -> Array[Node]:
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var nodes:Array[Node] = []
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nodes.assign(includes.map(
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get_node_or_null
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).filter(
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func (_node:Node) -> bool: return _node != null && !excludes.has(get_path_to(_node))
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) if with_includes else [])
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if (
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!ignore_node
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&& node != self
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&& !node is RigidBody2D
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&& !node is RigidBody3D
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&& !nodes.has(node)
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&& !excludes.has(get_path_to(node))
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&& node.has_method("_physics_process")
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):
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nodes.push_back(node)
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if recursive:
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for child in node.get_children():
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for nested_node in _get_physics_process_nodes(child, false, false):
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_add_unique_to_array(nodes, nested_node)
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return nodes
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@ -2,38 +2,54 @@ extends Sprite2D
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@onready var player = $"../"
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@onready var wallSlidingParticles = $"WallslidingParticles"
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var spinAccel = 0
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func spin(veloc, delta):
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var vertSpinMult = abs(veloc.y) * clamp(veloc.x, -1, 1) / 1.5
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var spinFactor = (veloc.x + vertSpinMult) / 30
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if player.direction:
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if player.direction or abs(player.velocity.x) > 100:
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rotation = lerp(rotation, rotation + (spinFactor), delta)
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else:
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rotation = lerp(rotation, snappedf(rotation, PI / 2), delta * 10)
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rotation = lerp(rotation, snappedf(rotation + (spinFactor * delta * 2), PI / 2), delta * 5)
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var landed = 0
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@onready var slidingVariants = [$"WallslidingNeutral", $"WallslidingUp", $"WallslidingDown"]
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func disableSlidingVariants(keep=null):
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for variant in slidingVariants:
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if variant != keep:
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variant.emitting = false
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func _process(delta):
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var velocity = player.velocity
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var grapple = $"GrappleCore"
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var floored = player.is_on_floor()
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if player.is_on_wall_only() and velocity.y > 0:
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if player.isWallSliding():
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var wallSlidingParticles = slidingVariants[0]
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if abs(velocity.y) < 150:
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wallSlidingParticles = slidingVariants[1]
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elif abs(velocity.y) > 300:
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wallSlidingParticles = slidingVariants[2]
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disableSlidingVariants(wallSlidingParticles)
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wallSlidingParticles.emitting = true
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wallSlidingParticles.global_position = player.position + (player.get_wall_normal() * -8)
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wallSlidingParticles.global_position = player.position + (player.get_wall_normal() * -8 * player.scale.x)
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wallSlidingParticles.global_rotation = player.get_wall_normal().x * deg_to_rad(45)
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else:
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wallSlidingParticles.emitting = false
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disableSlidingVariants()
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if not floored:
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spin(velocity, delta)
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landed = velocity.y
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scale = Vector2.ONE
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#scale = Vector2.ONE
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if player.is_on_wall():
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if player.isWallSliding():
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rotation = lerp(rotation, deg_to_rad(30) * player.get_wall_normal().x + snappedf(rotation, PI / 2), delta * 15)
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else:
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var floorRot = player.get_floor_normal().angle() + (PI / 2)
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scale.y = lerp(scale.y, 1.0, delta * 7)
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scale.x = lerp(scale.x, 1.0, delta * 7)
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scale.y = clamp(scale.y, 0.1, INF)
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scale.y = clamp(scale.y, 0.25, INF)
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scale.x = clamp(scale.x, 0.1, INF)
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#modulate.h = abs(player.position.x / 400.)
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offset.y = (8 * pow(scale.y, -1) - 8)
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offset.x = 0
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grapple.offset = offset
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func _on_character_jumped():
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if not player.direction:
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rotation = 0
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scale.y = 1.5
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scale.x = 0.5
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extends Camera2D
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func _process(delta):
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position = get_local_mouse_position() / 3
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[gd_scene load_steps=9 format=3 uid="uid://cqcjan67wgkc1"]
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[gd_scene load_steps=11 format=3 uid="uid://cqcjan67wgkc1"]
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[ext_resource type="Texture2D" uid="uid://dvx8lliqdi3dv" path="res://Player/Skins/Square/Square.png" id="1_3vfyw"]
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[ext_resource type="Script" path="res://Player/BasicCharacter/CharacterController.gd" id="1_c5ycp"]
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[ext_resource type="Script" path="res://Player/BasicCharacter/CameraController.gd" id="3_2bdku"]
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[ext_resource type="PackedScene" uid="uid://cjjrxtvufk35a" path="res://Player/Camera/camera.tscn" id="2_oahgu"]
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[ext_resource type="Script" path="res://Player/BasicCharacter/AnimationController.gd" id="3_6plye"]
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[ext_resource type="Script" path="res://Player/GrappleHook/GrappleHook.gd" id="5_sv1u0"]
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[ext_resource type="Texture2D" uid="uid://bi5ofgcvid5qk" path="res://Player/GrappleHook/GrappleCenter.png" id="6_ismrc"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_jbiem"]
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radius = 8.0
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scale_curve = SubResource("CurveTexture_d404m")
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[node name="Character" type="CharacterBody2D"]
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collision_mask = 7
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floor_stop_on_slope = false
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floor_snap_length = 3.0
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script = ExtResource("1_c5ycp")
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[node name="Camera" type="Camera2D" parent="."]
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zoom = Vector2(3, 3)
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position_smoothing_enabled = true
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position_smoothing_speed = 35.0
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script = ExtResource("3_2bdku")
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[node name="Camera" parent="." instance=ExtResource("2_oahgu")]
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position_smoothing_speed = 20.0
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[node name="BoxCollider" type="CollisionShape2D" parent="."]
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shape = SubResource("CircleShape2D_jbiem")
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[node name="Sprite" type="Sprite2D" parent="."]
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self_modulate = Color(1, 0, 0, 1)
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self_modulate = Color(0.678431, 0.298039, 1, 1)
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visibility_layer = 257
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rotation = 0.0123838
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texture = ExtResource("1_3vfyw")
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script = ExtResource("3_6plye")
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[node name="WallslidingParticles" type="GPUParticles2D" parent="Sprite"]
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[node name="WallslidingUp" type="GPUParticles2D" parent="Sprite"]
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show_behind_parent = true
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top_level = true
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position = Vector2(-7.79423, 4.5)
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rotation = 0.785398
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emitting = false
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process_material = SubResource("ParticleProcessMaterial_65t6y")
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[node name="WallslidingNeutral" type="GPUParticles2D" parent="Sprite"]
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show_behind_parent = true
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top_level = true
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position = Vector2(-7.79423, 4.5)
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emitting = false
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amount = 16
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process_material = SubResource("ParticleProcessMaterial_65t6y")
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[node name="WallslidingDown" type="GPUParticles2D" parent="Sprite"]
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show_behind_parent = true
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top_level = true
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position = Vector2(-7.79423, 4.5)
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emitting = false
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amount = 24
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process_material = SubResource("ParticleProcessMaterial_65t6y")
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[node name="Grapple" type="Node2D" parent="Sprite"]
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script = ExtResource("5_sv1u0")
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[node name="GrappleCore" type="Sprite2D" parent="Sprite"]
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modulate = Color(0.513726, 1, 0.482353, 1)
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texture = ExtResource("6_ismrc")
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[connection signal="Jumped" from="." to="Sprite" method="_on_character_jumped"]
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|
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@ -2,71 +2,86 @@ extends CharacterBody2D
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const SPEED = 400.0
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const ACCEL = 7.0
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var direction = 0
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var addedveloc = 0
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const JUMP_VELOCITY = -450.0
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const MAX_JUMPS = 2
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var jumps = MAX_JUMPS
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var wallKayote = 0
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const FALL_SPEED = -JUMP_VELOCITY * 1.5
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var falling = false
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var floorTime = 0
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var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
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var direction = 0
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var addedveloc = 0
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var wallKayote = 0
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func isWallSliding():
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return is_on_wall_only() and direction
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func launch(veloc):
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addedveloc = veloc
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velocity.x = veloc
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signal Jumped
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func _physics_process(delta):
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direction = round(Input.get_axis("left", "right"))
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wallKayote -= delta
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if not is_on_floor():
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var lowGrav = velocity.y < 0 and Input.is_action_pressed("jump")
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var lowGrav = velocity.y < 0 and (Input.is_action_pressed("up") or Input.is_action_pressed("jump"))
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velocity.y += gravity * delta / gen.boolToNumb(lowGrav, 1)
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floorTime = 0
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else:
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floorTime += delta
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jumps = MAX_JUMPS
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falling = false
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if is_on_wall_only() and direction:
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wallKayote = 0.225
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if isWallSliding():
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wallKayote = 0.2
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falling = false
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print(-get_wall_normal().x, direction)
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if Input.is_action_just_pressed("respawn") or position.y > 500:
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position = Vector2.ZERO
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velocity = Vector2.ZERO
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|
||||
if Input.is_action_just_pressed("jump"):
|
||||
if wallKayote > 0:
|
||||
velocity.y = clamp(velocity.y + JUMP_VELOCITY, -INF, JUMP_VELOCITY)
|
||||
launch(get_wall_normal().x * SPEED)
|
||||
if wallKayote > 0 and not is_on_floor():
|
||||
wallKayote /= 2
|
||||
if Input.is_action_pressed("down"):
|
||||
launch(get_wall_normal().x * SPEED * 2.5)
|
||||
velocity.y = JUMP_VELOCITY / 2
|
||||
else:
|
||||
launch(get_wall_normal().x * SPEED * 1.5)
|
||||
velocity.y = clamp(velocity.y + JUMP_VELOCITY, -INF, JUMP_VELOCITY)
|
||||
elif jumps > 0:
|
||||
Jumped.emit()
|
||||
velocity.y = clamp(velocity.y + JUMP_VELOCITY, -INF, JUMP_VELOCITY)
|
||||
jumps -= 1
|
||||
falling = false
|
||||
|
||||
if Input.is_action_just_pressed("down") and not falling:
|
||||
if Input.is_action_just_pressed("down") and not falling and not isWallSliding():
|
||||
falling = true
|
||||
velocity.y = clamp(velocity.y + FALL_SPEED, FALL_SPEED, INF)
|
||||
|
||||
if is_on_wall_only():
|
||||
velocity.y = lerpf(velocity.y, clamp(velocity.y, JUMP_VELOCITY, 100), delta * 10)
|
||||
if isWallSliding():
|
||||
var upDown = clamp(Input.get_axis("up", "down"), -0.5, 1)
|
||||
var holdMulti = (upDown * 2) + 1
|
||||
velocity.y = lerpf(velocity.y, clamp(velocity.y, JUMP_VELOCITY, 100 * holdMulti), delta * 10)
|
||||
|
||||
var finalSpeed = clamp(abs(velocity.x), SPEED, SPEED * 2) - abs(addedveloc)
|
||||
|
||||
finalSpeed = clamp(lerp(finalSpeed, SPEED, delta * 10), SPEED, INF)
|
||||
#print(finalSpeed)
|
||||
var finalSpeed = clamp(abs(velocity.x), SPEED, INF)
|
||||
if floorTime > 0.05:
|
||||
finalSpeed = clamp(lerp(finalSpeed, SPEED, delta * 20), SPEED, INF)
|
||||
|
||||
velocity.x = lerp(velocity.x, direction * finalSpeed, delta * ACCEL)
|
||||
|
||||
#if abs(velocity.x) < abs(addedveloc):
|
||||
#print("boiyoing")
|
||||
velocity.x += addedveloc * delta * 10
|
||||
if abs(velocity.x) < abs(addedveloc):
|
||||
addedveloc = lerp(addedveloc, velocity.x, ACCEL * 2 * delta)
|
||||
velocity.x += addedveloc * delta * 15
|
||||
|
||||
addedveloc = lerpf(addedveloc, 0, delta * 5)
|
||||
|
||||
|
|
10
Player/Camera/CameraController.gd
Normal file
10
Player/Camera/CameraController.gd
Normal file
|
@ -0,0 +1,10 @@
|
|||
extends Camera2D
|
||||
|
||||
@onready var player = $"../"
|
||||
|
||||
func _process(delta):
|
||||
var velocModifier = clamp(abs(player.velocity.x) - 700, 0, 1000)
|
||||
var direction = clamp(player.velocity.x, -1, 1)
|
||||
|
||||
position = (get_local_mouse_position() / 3)
|
||||
position.x += velocModifier * direction / 10
|
9
Player/Camera/camera.tscn
Normal file
9
Player/Camera/camera.tscn
Normal file
|
@ -0,0 +1,9 @@
|
|||
[gd_scene load_steps=2 format=3 uid="uid://cjjrxtvufk35a"]
|
||||
|
||||
[ext_resource type="Script" path="res://Player/Camera/CameraController.gd" id="1_5yyqm"]
|
||||
|
||||
[node name="Camera" type="Camera2D"]
|
||||
zoom = Vector2(3, 3)
|
||||
position_smoothing_enabled = true
|
||||
position_smoothing_speed = 35.0
|
||||
script = ExtResource("1_5yyqm")
|
50
Player/GUI/GUI.tscn
Normal file
50
Player/GUI/GUI.tscn
Normal file
|
@ -0,0 +1,50 @@
|
|||
[gd_scene load_steps=3 format=3 uid="uid://b6rvghqqnqqk1"]
|
||||
|
||||
[ext_resource type="Script" path="res://Player/GUI/GuiRoot.gd" id="1_hovww"]
|
||||
|
||||
[sub_resource type="LabelSettings" id="LabelSettings_nvd2b"]
|
||||
font_size = 32
|
||||
|
||||
[node name="CanvasLayer" type="CanvasLayer"]
|
||||
|
||||
[node name="GuiRoot" type="Control" parent="."]
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
script = ExtResource("1_hovww")
|
||||
|
||||
[node name="Velocity" type="Label" parent="GuiRoot"]
|
||||
layout_mode = 0
|
||||
offset_right = 79.0
|
||||
offset_bottom = 23.0
|
||||
text = "Velocity: 0"
|
||||
label_settings = SubResource("LabelSettings_nvd2b")
|
||||
|
||||
[node name="HorzVeloc" type="Label" parent="GuiRoot"]
|
||||
layout_mode = 0
|
||||
offset_top = 44.0
|
||||
offset_right = 328.0
|
||||
offset_bottom = 89.0
|
||||
text = "Horizontal Velocity: 0"
|
||||
label_settings = SubResource("LabelSettings_nvd2b")
|
||||
|
||||
[node name="VertVeloc" type="Label" parent="GuiRoot"]
|
||||
layout_mode = 0
|
||||
offset_top = 88.0
|
||||
offset_right = 283.0
|
||||
offset_bottom = 133.0
|
||||
text = "Vertical Velocity: 0"
|
||||
label_settings = SubResource("LabelSettings_nvd2b")
|
||||
|
||||
[node name="AddedVeloc" type="Label" parent="GuiRoot"]
|
||||
layout_mode = 0
|
||||
offset_top = 132.0
|
||||
offset_right = 283.0
|
||||
offset_bottom = 177.0
|
||||
text = "Added Velocity: 0"
|
||||
label_settings = SubResource("LabelSettings_nvd2b")
|
5
Player/GUI/GuiController.gd
Normal file
5
Player/GUI/GuiController.gd
Normal file
|
@ -0,0 +1,5 @@
|
|||
extends Control
|
||||
#
|
||||
#func _process(delta):
|
||||
#position = -get_viewport_transform().get_origin()
|
||||
#print(position)
|
13
Player/GUI/GuiRoot.gd
Normal file
13
Player/GUI/GuiRoot.gd
Normal file
|
@ -0,0 +1,13 @@
|
|||
extends Control
|
||||
|
||||
@onready var player = $"../../"
|
||||
|
||||
@onready var velocNumb = $"Velocity"
|
||||
@onready var horzVeloc = $"HorzVeloc"
|
||||
@onready var vertVeloc = $"VertVeloc"
|
||||
@onready var addedVeloc = $"AddedVeloc"
|
||||
func _physics_process(delta):
|
||||
velocNumb.text = "Velocity: " + str(round(player.velocity.length()))
|
||||
horzVeloc.text = "Horizontal Velocity: " + str(round(abs(player.velocity.x)))
|
||||
vertVeloc.text = "Vertical Velocity: " + str(round(abs(player.velocity.y)))
|
||||
addedVeloc.text = "Added Velocity: " + str(round(abs(player.addedveloc)))
|
BIN
Player/GrappleHook/GrappleCenter.png
Normal file
BIN
Player/GrappleHook/GrappleCenter.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 121 B |
34
Player/GrappleHook/GrappleCenter.png.import
Normal file
34
Player/GrappleHook/GrappleCenter.png.import
Normal file
|
@ -0,0 +1,34 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://bi5ofgcvid5qk"
|
||||
path="res://.godot/imported/GrappleCenter.png-5e9ed5c2d1472f72fd1015c922d13ef9.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://Player/GrappleHook/GrappleCenter.png"
|
||||
dest_files=["res://.godot/imported/GrappleCenter.png-5e9ed5c2d1472f72fd1015c922d13ef9.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
93
Player/GrappleHook/GrappleHook.gd
Normal file
93
Player/GrappleHook/GrappleHook.gd
Normal file
|
@ -0,0 +1,93 @@
|
|||
extends Node2D
|
||||
|
||||
@onready var player = $"../../"
|
||||
@onready var sprite = $"../"
|
||||
|
||||
@onready var grappleCore = $"../GrappleCore"
|
||||
|
||||
@onready var Smoother = $"../../../Smoother"
|
||||
|
||||
var grappleProjectile = preload("res://Player/GrappleHook/GrappleHookProjectile/GrappleHookProjectile.tscn")
|
||||
|
||||
var proj = null
|
||||
|
||||
var grappleSpeed = Vector2.ZERO
|
||||
var retractDur = 0
|
||||
var retractStart = Vector2.ZERO
|
||||
|
||||
var grappleDur = 0
|
||||
|
||||
var grappling = false
|
||||
var retracting = false
|
||||
|
||||
func launch(delta):
|
||||
if proj:
|
||||
player.jumps = player.MAX_JUMPS - 1
|
||||
var grappleVeloc = (proj.position - player.position).normalized() * grappleSpeed
|
||||
player.launch(grappleVeloc.x)
|
||||
player.velocity.y = grappleVeloc.y
|
||||
|
||||
func grappleStart():
|
||||
grappleSpeed = (500 + clamp(player.velocity.length(), 500, 1000))
|
||||
grappleDur = .5
|
||||
grappling = true
|
||||
|
||||
func _physics_process(delta):
|
||||
grappleDur -= delta
|
||||
|
||||
var moveVector = (get_global_mouse_position() - player.position).normalized()
|
||||
|
||||
if Input.is_action_just_pressed("pullGrapple") and not proj:
|
||||
#player.velocity.y = player.JUMP_VELOCITY / 2
|
||||
|
||||
proj = grappleProjectile.instantiate()
|
||||
|
||||
proj.position = player.position
|
||||
proj.rotation = moveVector.angle()
|
||||
|
||||
proj.velocity = (moveVector * 1500) + player.velocity
|
||||
#grappleDur = 10
|
||||
add_child(proj)
|
||||
#else:
|
||||
|
||||
if proj and grappleDur > 0 and (player.position - proj.position).length() > 15 and not Input.is_action_just_pressed("jump"):
|
||||
launch(delta)
|
||||
elif proj and grappling:
|
||||
player.jumps = 1
|
||||
player.velocity.y = player.JUMP_VELOCITY
|
||||
grappleDur = 0
|
||||
|
||||
retractStart = proj.position
|
||||
retracting = true
|
||||
grappling = false
|
||||
|
||||
func _process(delta):
|
||||
if proj and retracting == true:
|
||||
proj.position = lerp(retractStart, player.position, retractDur)
|
||||
retractDur += delta * 4
|
||||
if retractDur >= 1:
|
||||
proj.queue_free()
|
||||
proj = null
|
||||
retracting = false
|
||||
retractDur = 0
|
||||
|
||||
if proj:
|
||||
#Engine.time_scale = 0.1
|
||||
var grappleLine = proj.get_node("GrappleLine")
|
||||
var grappleBord = proj.get_node("GrappleBord")
|
||||
|
||||
var grapOffset = grappleCore.offset * sprite.scale
|
||||
|
||||
grappleLine.set_point_position(1, player.position + grapOffset)
|
||||
grappleBord.set_point_position(1, player.position + grapOffset)
|
||||
|
||||
grappleLine.set_point_position(0, proj.position)
|
||||
grappleBord.set_point_position(0, proj.position)
|
||||
|
||||
var curve = Curve.new()
|
||||
curve.add_point(Vector2(0, 1))
|
||||
curve.add_point(Vector2(1, sprite.scale.y))
|
||||
|
||||
grappleLine.width_curve = curve
|
||||
grappleBord.width_curve = curve
|
||||
|
BIN
Player/GrappleHook/GrappleHookProjectile/Grapple.png
Normal file
BIN
Player/GrappleHook/GrappleHookProjectile/Grapple.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 164 B |
34
Player/GrappleHook/GrappleHookProjectile/Grapple.png.import
Normal file
34
Player/GrappleHook/GrappleHookProjectile/Grapple.png.import
Normal file
|
@ -0,0 +1,34 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://bncu47o5ynskj"
|
||||
path="res://.godot/imported/Grapple.png-feaba7449a5f3ea3aa251c5a08ccef36.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://Player/GrappleHook/GrappleHookProjectile/Grapple.png"
|
||||
dest_files=["res://.godot/imported/Grapple.png-feaba7449a5f3ea3aa251c5a08ccef36.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
|
@ -0,0 +1,37 @@
|
|||
extends CharacterBody2D
|
||||
|
||||
var lifeTime = 0.6
|
||||
|
||||
@onready var parent = get_parent()
|
||||
|
||||
var lastPos = null
|
||||
|
||||
var detecting = true
|
||||
|
||||
func objectHit(body):
|
||||
if body != self:
|
||||
velocity = Vector2.ZERO
|
||||
parent.grappleStart()
|
||||
|
||||
func _physics_process(delta):
|
||||
if not lastPos:
|
||||
lastPos = position
|
||||
|
||||
move_and_slide()
|
||||
|
||||
if detecting:
|
||||
if lifeTime <= 0:
|
||||
velocity = Vector2.ZERO
|
||||
parent.retracting = true
|
||||
parent.retractStart = position
|
||||
lifeTime -= delta
|
||||
var space_state = get_world_2d().direct_space_state
|
||||
|
||||
var query = PhysicsRayQueryParameters2D.create(lastPos, position, 3, [parent.get_parent().get_parent()])
|
||||
var result = space_state.intersect_ray(query)
|
||||
|
||||
if result:
|
||||
detecting = false
|
||||
position = result.position
|
||||
objectHit(result.collider)
|
||||
print(result.position)
|
|
@ -0,0 +1,43 @@
|
|||
[gd_scene load_steps=4 format=3 uid="uid://dmgf8fsvy1wjh"]
|
||||
|
||||
[ext_resource type="Script" path="res://Player/GrappleHook/GrappleHookProjectile/GrappleHookProjectile.gd" id="1_nba88"]
|
||||
[ext_resource type="Texture2D" uid="uid://bncu47o5ynskj" path="res://Player/GrappleHook/GrappleHookProjectile/Grapple.png" id="2_sst4t"]
|
||||
[ext_resource type="Texture2D" uid="uid://gn347ng3iu02" path="res://Player/GrappleHook/GrappleHookProjectile/GrappleTether.png" id="2_xkdsl"]
|
||||
|
||||
[node name="GrappleHook" type="CharacterBody2D"]
|
||||
top_level = true
|
||||
disable_mode = 2
|
||||
collision_layer = 4
|
||||
collision_mask = 0
|
||||
motion_mode = 1
|
||||
platform_floor_layers = 4294967040
|
||||
script = ExtResource("1_nba88")
|
||||
|
||||
[node name="Sprite" type="Sprite2D" parent="."]
|
||||
z_index = 2
|
||||
texture = ExtResource("2_sst4t")
|
||||
|
||||
[node name="GrappleLine" type="Line2D" parent="."]
|
||||
top_level = true
|
||||
z_index = 1
|
||||
texture_repeat = 2
|
||||
points = PackedVector2Array(0, 0, 33, 0)
|
||||
width = 4.0
|
||||
texture = ExtResource("2_xkdsl")
|
||||
texture_mode = 1
|
||||
joint_mode = 2
|
||||
begin_cap_mode = 2
|
||||
end_cap_mode = 2
|
||||
round_precision = 4
|
||||
|
||||
[node name="GrappleBord" type="Line2D" parent="."]
|
||||
modulate = Color(0, 0, 0, 1)
|
||||
top_level = true
|
||||
texture_repeat = 2
|
||||
points = PackedVector2Array(0, 0, 33, 0)
|
||||
width = 6.0
|
||||
texture_mode = 1
|
||||
joint_mode = 2
|
||||
begin_cap_mode = 2
|
||||
end_cap_mode = 2
|
||||
round_precision = 4
|
BIN
Player/GrappleHook/GrappleHookProjectile/GrappleTether.kra
Normal file
BIN
Player/GrappleHook/GrappleHookProjectile/GrappleTether.kra
Normal file
Binary file not shown.
BIN
Player/GrappleHook/GrappleHookProjectile/GrappleTether.png
Normal file
BIN
Player/GrappleHook/GrappleHookProjectile/GrappleTether.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 133 B |
|
@ -0,0 +1,34 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://gn347ng3iu02"
|
||||
path="res://.godot/imported/GrappleTether.png-070f72f0eebbe08ec00dac245679c61b.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://Player/GrappleHook/GrappleHookProjectile/GrappleTether.png"
|
||||
dest_files=["res://.godot/imported/GrappleTether.png-070f72f0eebbe08ec00dac245679c61b.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
BIN
Player/GrappleHook/GrappleHookProjectile/GrappleTether.png~
Normal file
BIN
Player/GrappleHook/GrappleHookProjectile/GrappleTether.png~
Normal file
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BIN
Player/GrappleHook/PullGrapple.kra
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BIN
Player/GrappleHook/PullGrapple.kra
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BIN
Player/GrappleHook/PullGrapple.png~
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Player/GrappleHook/PullGrapple.png~
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|
@ -21,6 +21,11 @@ config/icon="res://icon.svg"
|
|||
|
||||
gen="*res://Core/Scripts/GeneralFunctions.gd"
|
||||
|
||||
[display]
|
||||
|
||||
window/size/viewport_width=1920
|
||||
window/size/viewport_height=1080
|
||||
|
||||
[editor]
|
||||
|
||||
version_control/plugin_name="GitPlugin"
|
||||
|
@ -71,10 +76,16 @@ spinGrapple={
|
|||
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":81,"key_label":0,"unicode":113,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
respawn={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":82,"key_label":0,"unicode":114,"echo":false,"script":null)
|
||||
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194308,"key_label":0,"unicode":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
|
||||
[physics]
|
||||
|
||||
common/physics_ticks_per_second=144
|
||||
common/physics_jitter_fix=0.0
|
||||
2d/default_gravity=1300.0
|
||||
|
||||
[rendering]
|
||||
|
|
Loading…
Reference in a new issue