Set up logic for collision with guard.

Some resizing of the DungeonEntrance scene.
This commit is contained in:
Stephen Seo 2024-04-13 19:07:54 +09:00
parent 9ff2eb1867
commit c180b0312c
3 changed files with 101 additions and 12 deletions

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=4 format=3 uid="uid://b55f770t7xs6a"]
[gd_scene load_steps=7 format=3 uid="uid://b55f770t7xs6a"]
[ext_resource type="Texture2D" uid="uid://npjqgc3tdgs1" path="res://gimp/DungeonEntrance.png" id="1_vo6aq"]
[ext_resource type="Texture2D" uid="uid://nocjsuuft8qx" path="res://gimp/DungeonGuard.png" id="2_nujkm"]
@ -7,24 +7,60 @@
radius = 15.0
height = 32.0
[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_ocep5"]
normal = Vector2(1, 0)
[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_gq7j0"]
[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_xvl4y"]
normal = Vector2(-1, 0)
[node name="Node2D" type="Node2D"]
[node name="DungeonEntrance" type="Sprite2D" parent="."]
texture_filter = 1
position = Vector2(-1, -320)
position = Vector2(2, -784)
scale = Vector2(1.995, 1.995)
texture = ExtResource("1_vo6aq")
[node name="StaticBody2D" type="StaticBody2D" parent="DungeonEntrance"]
visible = false
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="DungeonEntrance/StaticBody2D"]
visible = false
polygon = PackedVector2Array(-160, 127, -159, -129, 160, -126, 161, 127, 21, 127, 21, 79, -19, 79, -19, 127)
[node name="DungeonGuard" type="Sprite2D" parent="."]
texture_filter = 1
position = Vector2(0, -208)
position = Vector2(2, -552)
scale = Vector2(1.71, 1.71)
texture = ExtResource("2_nujkm")
[node name="StaticBody2D" type="StaticBody2D" parent="DungeonGuard"]
[node name="DungeonGuardStaticBody" type="StaticBody2D" parent="DungeonGuard"]
visible = false
[node name="CollisionShape2D" type="CollisionShape2D" parent="DungeonGuard/StaticBody2D"]
[node name="DungeonGuardCollider" type="CollisionShape2D" parent="DungeonGuard/DungeonGuardStaticBody"]
visible = false
shape = SubResource("CapsuleShape2D_18p8i")
[node name="StaticBody2D" type="StaticBody2D" parent="."]
[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
position = Vector2(-307, -1)
shape = SubResource("WorldBoundaryShape2D_ocep5")
[node name="CollisionShape2D2" type="CollisionShape2D" parent="StaticBody2D"]
position = Vector2(0, 210)
shape = SubResource("WorldBoundaryShape2D_gq7j0")
[node name="CollisionShape2D3" type="CollisionShape2D" parent="StaticBody2D"]
position = Vector2(314, 5)
shape = SubResource("WorldBoundaryShape2D_xvl4y")
[node name="Label" type="Label" parent="."]
z_index = 5
offset_left = -111.0
offset_top = 152.0
offset_right = 111.0
offset_bottom = 175.0
text = "The Dungeon is to the north!"

View file

@ -10,6 +10,10 @@ extends Node2D
@onready var music_player = $MusicPlayer
@onready var camera = $Camera2D
const camera_move_speed = 80.0
const text_speed = 0.08
const start_text = "You seek the elementals?\nProve your worth!\nShow the elements your mastery over summoning, and they are yours!"
@ -46,12 +50,16 @@ enum StateT {
Introduction_05_post,
Introduction_06,
Introduction_06_post,
Dungeon_Entrance
Dungeon_Entrance_pre,
Dungeon_Entrance_loading,
Dungeon_Entrance,
Dungeon_Entrance_Battle,
}
static var state_dict = {}
var tween_volume
var tween_text
var diamonds_gone = false
@ -59,6 +67,9 @@ var music_file
var gander
var level
var level_guard = null
# Called when the node enters the scene tree for the first time.
func _ready():
if not state_dict.has("state"):
@ -149,6 +160,23 @@ func _process(delta):
update_text(intro_text_06, StateT.Introduction_06_post)
StateT.Introduction_06_post:
pass
StateT.Dungeon_Entrance_loading:
gander.player_controlled = true
gander.current_scene_type = gander.GanderSceneT.Gameplay
var dungeon_scene = load("res://DungeonEntrance.tscn")
level = dungeon_scene.instantiate()
add_child(level)
state_dict["state"] = StateT.Dungeon_Entrance
lower_label.text = "Arrow keys/WASD/Left-Stick to move."
tween_text = get_tree().create_tween()
tween_text.tween_property(lower_label, "self_modulate", Color(1, 1, 1, 0), 5)
StateT.Dungeon_Entrance:
camera_to_gander(delta)
if level_guard == null:
level_guard = level.find_child("DungeonGuardStaticBody")
if level_guard != null and gander.last_collided_id == level_guard.get_instance_id():
print("collided with guard.")
gander.last_collided_id = null
_:
pass
if gander is MainCharacter and not gander.player_controlled and gander.current_scene_type == gander.GanderSceneT.Introduction:
@ -170,7 +198,10 @@ func _unhandled_input(event):
state_dict["state"] = StateT.Start_Stopping
tween_volume = get_tree().create_tween()
tween_volume.tween_property(music_player, "volume_db", -80.0, 4.0)
tween_volume.tween_callback(start_volume_tween_callback)
tween_volume.tween_callback(func():
music_player.stop()
state_dict["state"] = StateT.MainMenu
)
main_label.text = ""
lower_label.text = ""
StateT.Introduction_00:
@ -239,16 +270,19 @@ func _unhandled_input(event):
state_dict["text_idx"] = 0
main_label.text = intro_text_06
StateT.Introduction_06_post:
state_dict["state"] = StateT.Dungeon_Entrance
state_dict["state"] = StateT.Dungeon_Entrance_pre
state_dict["timer"] = 0.0
state_dict["text_idx"] = 0
main_label.text = ""
tween_volume = get_tree().create_tween()
tween_volume.tween_property(music_player, "volume_db", -80.0, 4.0)
tween_volume.tween_callback(func():
music_player.stop()
state_dict["state"] = StateT.Dungeon_Entrance_loading
music_player.volume_db = 0.0
)
_:
pass
func start_volume_tween_callback():
music_player.stop()
state_dict["state"] = StateT.MainMenu
func diamond_position_update():
fire_diamond.position.x = cos(state_dict["start_diamonds"]["angle"]) * state_dict["start_diamonds"]["dist"]
@ -288,3 +322,14 @@ func update_stop_diamonds(delta):
state_dict["start_diamonds"]["angle"] -= TAU
diamond_position_update()
func camera_to_gander(delta):
var diff = gander.position - camera.position
if diff.length() > 0.04:
var move_vec = diff.normalized() * camera_move_speed * delta
if diff.length() < move_vec.length():
camera.position = gander.position
else:
camera.position += move_vec
else:
camera.position = gander.position

View file

@ -10,7 +10,10 @@ enum GanderSceneT {
var current_scene_type = GanderSceneT.Introduction
var auto_control_action = "facing_front"
var last_collided_id = null
@onready var animated = $AnimatedSprite2D
@onready var guard = $DungeonGuard
const SPEED = 150.0
const ANIM_DEADZONE = 0.3
@ -58,3 +61,8 @@ func _physics_process(delta):
animated.play(auto_control_action)
move_and_slide()
var last_collision = get_last_slide_collision()
if last_collision != null:
last_collided_id = last_collision.get_collider_id()
else:
last_collided_id = null