Grapple effects & particles & stuff :)
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c290b1ce72
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13 changed files with 203 additions and 61 deletions
File diff suppressed because one or more lines are too long
41
Particles/Grapple/GrappleParti.tscn
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41
Particles/Grapple/GrappleParti.tscn
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@ -0,0 +1,41 @@
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[gd_scene load_steps=7 format=3 uid="uid://c7ee2fxogdnlx"]
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[ext_resource type="Script" path="res://Particles/Scripts/OneshotParticles.gd" id="1_8sxdw"]
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[sub_resource type="Curve" id="Curve_ij5tg"]
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_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(0.721154, 0), -1.52381, 0.0, 0, 0]
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point_count = 2
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[sub_resource type="CurveTexture" id="CurveTexture_lhu0n"]
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curve = SubResource("Curve_ij5tg")
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[sub_resource type="Curve" id="Curve_a1gx6"]
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max_value = 3.0
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_data = [Vector2(0, 3), 0.0, 0.0, 0, 0, Vector2(1, 1), 0.0, 0.0, 0, 0]
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point_count = 2
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[sub_resource type="CurveTexture" id="CurveTexture_210cn"]
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curve = SubResource("Curve_a1gx6")
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_75uqe"]
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particle_flag_align_y = true
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particle_flag_disable_z = true
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inherit_velocity_ratio = 0.5
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initial_velocity_min = 250.0
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initial_velocity_max = 250.0
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gravity = Vector3(0, 0, 0)
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damping_min = 50.0
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damping_max = 50.0
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scale_min = 0.5
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scale_curve = SubResource("CurveTexture_lhu0n")
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scale_over_velocity_max = 1000.0
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scale_over_velocity_curve = SubResource("CurveTexture_210cn")
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[node name="FireParticles" type="GPUParticles2D"]
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top_level = true
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process_material = SubResource("ParticleProcessMaterial_75uqe")
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lifetime = 0.75
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explosiveness = 1.0
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trail_enabled = true
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trail_lifetime = 0.1
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script = ExtResource("1_8sxdw")
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13
Particles/Scripts/OneshotParticles.gd
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13
Particles/Scripts/OneshotParticles.gd
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@ -0,0 +1,13 @@
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extends GPUParticles2D
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var following = false
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func _ready():
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emitting = true
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one_shot = true
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await get_tree().create_timer(lifetime * 2).timeout
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queue_free()
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func _process(delta):
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global_position = get_parent().global_position
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@ -6,12 +6,13 @@ 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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var spinFactor = (veloc.x + vertSpinMult) / 40
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spinFactor = clamp(spinFactor, -25, 25)
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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 + (spinFactor * delta * 2), PI / 2), delta * 5)
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rotation = lerp(rotation, snappedf(rotation + clamp(spinFactor * delta * 2, -PI / 3, PI / 3), PI / 2), delta * 5)
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var landed = 0
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@ -8,9 +8,10 @@ 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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const FALL_SPEED = -JUMP_VELOCITY
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var falling = false
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var floorTime = 0
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@ -20,6 +21,12 @@ var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
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func isWallSliding():
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return is_on_wall_only() and direction
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func getGravMulti():
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var axis = (gen.boolToNumb(Input.is_action_pressed("up"), 1))
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if velocity.y < 0:
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return axis
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return 1
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func launch(veloc):
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addedveloc = veloc
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velocity.x = veloc
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@ -27,13 +34,15 @@ func launch(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("up") or Input.is_action_pressed("jump"))
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velocity.y += gravity * delta / gen.boolToNumb(lowGrav, 1)
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if velocity.y < 1500:
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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 / getGravMulti()
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floorTime = 0
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else:
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@ -45,7 +54,7 @@ func _physics_process(delta):
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wallKayote = 0.2
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falling = false
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if Input.is_action_just_pressed("respawn") or position.y > 500:
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if Input.is_action_just_pressed("respawn") or position.y > 5000:
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position = Vector2.ZERO
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velocity = Vector2.ZERO
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@ -53,8 +62,8 @@ func _physics_process(delta):
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if wallKayote > 0 and not is_on_floor():
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wallKayote /= 2
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if Input.is_action_pressed("down"):
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launch(get_wall_normal().x * SPEED * 2.5)
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velocity.y = JUMP_VELOCITY / 2
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launch(get_wall_normal().x * SPEED * 2)
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velocity.y = JUMP_VELOCITY / 1.8
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else:
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launch(get_wall_normal().x * SPEED * 1.5)
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velocity.y = clamp(velocity.y + JUMP_VELOCITY, -INF, JUMP_VELOCITY)
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@ -2,9 +2,13 @@ extends Camera2D
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@onready var player = $"../"
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var speedMod = 0
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func _process(delta):
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var velocModifier = clamp(abs(player.velocity.x) - 700, 0, 1000)
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var direction = clamp(player.velocity.x, -1, 1)
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speedMod = lerpf(speedMod, velocModifier * direction / 10, delta * 20)
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position = (get_local_mouse_position() / 3)
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position.x += velocModifier * direction / 10
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position.x += speedMod
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@ -5,5 +5,5 @@
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[node name="Camera" type="Camera2D"]
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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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position_smoothing_speed = 1.0
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script = ExtResource("1_5yyqm")
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@ -48,3 +48,19 @@ offset_right = 283.0
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offset_bottom = 177.0
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text = "Added Velocity: 0"
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label_settings = SubResource("LabelSettings_nvd2b")
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[node name="Jumps" type="Label" parent="GuiRoot"]
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layout_mode = 0
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offset_top = 168.0
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offset_right = 283.0
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offset_bottom = 213.0
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text = "Jumps: 0"
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label_settings = SubResource("LabelSettings_nvd2b")
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[node name="Grapples" type="Label" parent="GuiRoot"]
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layout_mode = 0
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offset_top = 208.0
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offset_right = 283.0
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offset_bottom = 253.0
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text = "Grapples: 0"
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label_settings = SubResource("LabelSettings_nvd2b")
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@ -1,13 +1,19 @@
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extends Control
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@onready var player = $"../../"
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@onready var grapple = $"../../Sprite/Grapple"
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@onready var velocNumb = $"Velocity"
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@onready var horzVeloc = $"HorzVeloc"
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@onready var vertVeloc = $"VertVeloc"
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@onready var addedVeloc = $"AddedVeloc"
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@onready var jumps = $"Jumps"
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@onready var grapples = $"Grapples"
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func _physics_process(delta):
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velocNumb.text = "Velocity: " + str(round(player.velocity.length()))
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horzVeloc.text = "Horizontal Velocity: " + str(round(abs(player.velocity.x)))
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vertVeloc.text = "Vertical Velocity: " + str(round(abs(player.velocity.y)))
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horzVeloc.text = "Horizontal Velocity: " + str(round(player.velocity.x))
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vertVeloc.text = "Vertical Velocity: " + str(round(player.velocity.y))
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addedVeloc.text = "Added Velocity: " + str(round(abs(player.addedveloc)))
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jumps.text = "Jumps: " + str(player.jumps)
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grapples.text = "Grapples: " + str(grapple.grapples)
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@ -10,6 +10,7 @@ extends Node2D
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var grappleProjectile = preload("res://Player/GrappleHook/GrappleHookProjectile/GrappleHookProjectile.tscn")
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var proj = null
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var retractingProj = []
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var grappleSpeed = Vector2.ZERO
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var retractDur = 0
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@ -18,18 +19,40 @@ var retractStart = Vector2.ZERO
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var grappleDur = 0
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var grappling = false
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var retracting = false
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var grapples = 0
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var grappleShootParti = preload("res://Particles/Grapple/GrappleParti.tscn")
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func renderLine(proj):
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var grappleLine = proj.get_node("GrappleLine")
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var grappleBord = proj.get_node("GrappleBord")
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var grapOffset = grappleCore.offset * sprite.scale
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grappleLine.set_point_position(1, player.position + grapOffset)
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grappleBord.set_point_position(1, player.position + grapOffset)
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grappleLine.set_point_position(0, proj.position)
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grappleBord.set_point_position(0, proj.position)
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var curve = Curve.new()
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curve.add_point(Vector2(0, 1))
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curve.add_point(Vector2(1, sprite.scale.y))
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grappleLine.width_curve = curve
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grappleBord.width_curve = curve
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func launch(delta):
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if proj:
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player.jumps = player.MAX_JUMPS - 1
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var grappleVeloc = (proj.position - player.position).normalized() * grappleSpeed
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player.launch(grappleVeloc.x)
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player.velocity.y = grappleVeloc.y
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player.velocity.y = lerp(player.velocity.y, grappleVeloc.y, 10 * delta)
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func grappleStart():
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grappleSpeed = (500 + clamp(player.velocity.length(), 500, 1000))
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grappleDur = 1
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grappleDur = 0.5
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grappling = true
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func _physics_process(delta):
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@ -37,57 +60,59 @@ func _physics_process(delta):
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var moveVector = (get_global_mouse_position() - player.position).normalized()
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if Input.is_action_just_pressed("pullGrapple") and not proj:
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#player.velocity.y = player.JUMP_VELOCITY / 2
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if player.is_on_floor():
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grapples = 2
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if Input.is_action_just_pressed("pullGrapple") and not proj and grapples:
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grapples -= 1
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proj = grappleProjectile.instantiate()
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proj.position = player.position
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proj.rotation = moveVector.angle()
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proj.modulate = Color8(0, 255, 0)
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proj.velocity = (moveVector * 1500) + player.velocity
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#grappleDur = 10
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add_child(proj)
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var parti = grappleShootParti.instantiate()
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parti.rotation = proj.rotation
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parti.position = proj.position
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parti.process_material.initial_velocity_min = (proj.velocity.length() + player.velocity.length()) / 6
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add_child(parti)
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#else:
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if proj and grappleDur > 0 and (player.position - proj.position).length() > 15 and not Input.is_action_just_pressed("jump"):
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launch(delta)
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elif proj and grappling:
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player.jumps = 1
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player.jumps += 1
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player.falling = false
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#player.velocity.y = player.JUMP_VELOCITY
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grappleDur = 0
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retractStart = proj.position
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retracting = true
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retractingProj.append({"proj": proj, "retractStart": proj.position, "retractDur": 0})
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proj = null
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grappling = false
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func _process(delta):
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if proj and retracting == true:
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proj.position = lerp(retractStart, player.position, retractDur)
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retractDur += delta * 4
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if retractDur >= 1:
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proj.queue_free()
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proj = null
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retracting = false
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retractDur = 0
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for projData in retractingProj:
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var proj = projData.proj
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if is_instance_valid(proj):
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proj.position = lerp(projData.retractStart, player.position, projData.retractDur)
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projData.retractDur += delta * 4 / ((projData.retractStart - player.position).length() / 300)
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renderLine(proj)
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if projData.retractDur >= 1:
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var parti = proj.get_node("parti")
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parti.emitting = false
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parti.modulate = proj.modulate
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parti.reparent(player)
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proj.queue_free()
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proj = null
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retractDur = 0
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else:
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retractingProj.remove_at(retractingProj.find(projData))
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if proj:
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#Engine.time_scale = 0.1
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var grappleLine = proj.get_node("GrappleLine")
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var grappleBord = proj.get_node("GrappleBord")
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var grapOffset = grappleCore.offset * sprite.scale
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grappleLine.set_point_position(1, player.position + grapOffset)
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grappleBord.set_point_position(1, player.position + grapOffset)
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grappleLine.set_point_position(0, proj.position)
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grappleBord.set_point_position(0, proj.position)
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var curve = Curve.new()
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curve.add_point(Vector2(0, 1))
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curve.add_point(Vector2(1, sprite.scale.y))
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grappleLine.width_curve = curve
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grappleBord.width_curve = curve
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if is_instance_valid(proj):
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renderLine(proj)
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@ -8,6 +8,8 @@ var lastPos = null
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var detecting = true
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var partiDebounce = true
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func objectHit(body):
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if body != self:
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velocity = Vector2.ZERO
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@ -19,11 +21,15 @@ func _physics_process(delta):
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move_and_slide()
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$"parti".emitting = (lastPos - position).length() > 0
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if detecting:
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if lifeTime <= 0:
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velocity = Vector2.ZERO
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parent.retracting = true
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parent.retractStart = position
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parent.retractingProj.append({"proj": self, "retractStart": position, "retractDur": 0})
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parent.grappling = false
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parent.proj = null
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detecting = false
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lifeTime -= delta
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var space_state = get_world_2d().direct_space_state
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@ -34,4 +40,4 @@ func _physics_process(delta):
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detecting = false
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position = result.position
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objectHit(result.collider)
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print(result.position)
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lastPos = position
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@ -1,9 +1,29 @@
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[gd_scene load_steps=4 format=3 uid="uid://dmgf8fsvy1wjh"]
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[gd_scene load_steps=7 format=3 uid="uid://dmgf8fsvy1wjh"]
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[ext_resource type="Script" path="res://Player/GrappleHook/GrappleHookProjectile/GrappleHookProjectile.gd" id="1_nba88"]
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[ext_resource type="Texture2D" uid="uid://bncu47o5ynskj" path="res://Player/GrappleHook/GrappleHookProjectile/Grapple.png" id="2_sst4t"]
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[ext_resource type="Texture2D" uid="uid://gn347ng3iu02" path="res://Player/GrappleHook/GrappleHookProjectile/GrappleTether.png" id="2_xkdsl"]
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[sub_resource type="Curve" id="Curve_qnwwb"]
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_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), -2.51429, 0.0, 0, 0]
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point_count = 2
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[sub_resource type="CurveTexture" id="CurveTexture_f4r8k"]
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curve = SubResource("Curve_qnwwb")
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_tkwr2"]
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particle_flag_align_y = true
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particle_flag_disable_z = true
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inherit_velocity_ratio = 0.1
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spread = 180.0
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initial_velocity_min = 50.0
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initial_velocity_max = 50.0
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gravity = Vector3(0, 0, 0)
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damping_min = 50.0
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damping_max = 50.0
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scale_max = 2.0
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scale_curve = SubResource("CurveTexture_f4r8k")
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[node name="GrappleHook" type="CharacterBody2D"]
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top_level = true
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disable_mode = 2
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@ -41,3 +61,11 @@ joint_mode = 2
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begin_cap_mode = 2
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end_cap_mode = 2
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round_precision = 4
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[node name="parti" type="GPUParticles2D" parent="."]
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amount = 100
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process_material = SubResource("ParticleProcessMaterial_tkwr2")
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lifetime = 2.0
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fixed_fps = 0
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interpolate = false
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visibility_rect = Rect2(-12500, -12500, 25000, 25000)
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@ -13,7 +13,7 @@ config_version=5
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config/name="Grapple Test"
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run/main_scene="res://Maps/Testing Purgatory.tscn"
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||||
config/features=PackedStringArray("4.2", "Forward Plus")
|
||||
run/max_fps=144
|
||||
run/max_fps=60
|
||||
boot_splash/bg_color=Color(0, 0, 0, 1)
|
||||
config/icon="res://icon.svg"
|
||||
|
||||
|
@ -54,6 +54,7 @@ up={
|
|||
"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":87,"key_label":0,"unicode":119,"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":4194320,"key_label":0,"unicode":0,"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":32,"key_label":0,"unicode":32,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
down={
|
||||
|
|
Loading…
Reference in a new issue