Grapple effects & particles & stuff :)

This commit is contained in:
Bingus_Violet 2024-02-27 11:27:54 -06:00
parent c290b1ce72
commit 421220e763
13 changed files with 203 additions and 61 deletions

View file

@ -10,6 +10,7 @@ extends Node2D
var grappleProjectile = preload("res://Player/GrappleHook/GrappleHookProjectile/GrappleHookProjectile.tscn")
var proj = null
var retractingProj = []
var grappleSpeed = Vector2.ZERO
var retractDur = 0
@ -18,18 +19,40 @@ var retractStart = Vector2.ZERO
var grappleDur = 0
var grappling = false
var retracting = false
var grapples = 0
var grappleShootParti = preload("res://Particles/Grapple/GrappleParti.tscn")
func renderLine(proj):
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
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
player.velocity.y = lerp(player.velocity.y, grappleVeloc.y, 10 * delta)
func grappleStart():
grappleSpeed = (500 + clamp(player.velocity.length(), 500, 1000))
grappleDur = 1
grappleDur = 0.5
grappling = true
func _physics_process(delta):
@ -37,57 +60,59 @@ func _physics_process(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
if player.is_on_floor():
grapples = 2
if Input.is_action_just_pressed("pullGrapple") and not proj and grapples:
grapples -= 1
proj = grappleProjectile.instantiate()
proj.position = player.position
proj.rotation = moveVector.angle()
proj.modulate = Color8(0, 255, 0)
proj.velocity = (moveVector * 1500) + player.velocity
#grappleDur = 10
add_child(proj)
var parti = grappleShootParti.instantiate()
parti.rotation = proj.rotation
parti.position = proj.position
parti.process_material.initial_velocity_min = (proj.velocity.length() + player.velocity.length()) / 6
add_child(parti)
#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.jumps += 1
player.falling = false
#player.velocity.y = player.JUMP_VELOCITY
grappleDur = 0
retractStart = proj.position
retracting = true
retractingProj.append({"proj": proj, "retractStart": proj.position, "retractDur": 0})
proj = null
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
for projData in retractingProj:
var proj = projData.proj
if is_instance_valid(proj):
proj.position = lerp(projData.retractStart, player.position, projData.retractDur)
projData.retractDur += delta * 4 / ((projData.retractStart - player.position).length() / 300)
renderLine(proj)
if projData.retractDur >= 1:
var parti = proj.get_node("parti")
parti.emitting = false
parti.modulate = proj.modulate
parti.reparent(player)
proj.queue_free()
proj = null
retractDur = 0
else:
retractingProj.remove_at(retractingProj.find(projData))
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
if is_instance_valid(proj):
renderLine(proj)

View file

@ -8,6 +8,8 @@ var lastPos = null
var detecting = true
var partiDebounce = true
func objectHit(body):
if body != self:
velocity = Vector2.ZERO
@ -19,11 +21,15 @@ func _physics_process(delta):
move_and_slide()
$"parti".emitting = (lastPos - position).length() > 0
if detecting:
if lifeTime <= 0:
velocity = Vector2.ZERO
parent.retracting = true
parent.retractStart = position
parent.retractingProj.append({"proj": self, "retractStart": position, "retractDur": 0})
parent.grappling = false
parent.proj = null
detecting = false
lifeTime -= delta
var space_state = get_world_2d().direct_space_state
@ -34,4 +40,4 @@ func _physics_process(delta):
detecting = false
position = result.position
objectHit(result.collider)
print(result.position)
lastPos = position

View file

@ -1,9 +1,29 @@
[gd_scene load_steps=4 format=3 uid="uid://dmgf8fsvy1wjh"]
[gd_scene load_steps=7 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"]
[sub_resource type="Curve" id="Curve_qnwwb"]
_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), -2.51429, 0.0, 0, 0]
point_count = 2
[sub_resource type="CurveTexture" id="CurveTexture_f4r8k"]
curve = SubResource("Curve_qnwwb")
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_tkwr2"]
particle_flag_align_y = true
particle_flag_disable_z = true
inherit_velocity_ratio = 0.1
spread = 180.0
initial_velocity_min = 50.0
initial_velocity_max = 50.0
gravity = Vector3(0, 0, 0)
damping_min = 50.0
damping_max = 50.0
scale_max = 2.0
scale_curve = SubResource("CurveTexture_f4r8k")
[node name="GrappleHook" type="CharacterBody2D"]
top_level = true
disable_mode = 2
@ -41,3 +61,11 @@ joint_mode = 2
begin_cap_mode = 2
end_cap_mode = 2
round_precision = 4
[node name="parti" type="GPUParticles2D" parent="."]
amount = 100
process_material = SubResource("ParticleProcessMaterial_tkwr2")
lifetime = 2.0
fixed_fps = 0
interpolate = false
visibility_rect = Rect2(-12500, -12500, 25000, 25000)