Work
Set up logic for collision with guard. Some resizing of the DungeonEntrance scene.
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9ff2eb1867
commit
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3 changed files with 101 additions and 12 deletions
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@ -1,4 +1,4 @@
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[gd_scene load_steps=4 format=3 uid="uid://b55f770t7xs6a"]
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[gd_scene load_steps=7 format=3 uid="uid://b55f770t7xs6a"]
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[ext_resource type="Texture2D" uid="uid://npjqgc3tdgs1" path="res://gimp/DungeonEntrance.png" id="1_vo6aq"]
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[ext_resource type="Texture2D" uid="uid://nocjsuuft8qx" path="res://gimp/DungeonGuard.png" id="2_nujkm"]
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@ -7,24 +7,60 @@
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radius = 15.0
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height = 32.0
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[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_ocep5"]
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normal = Vector2(1, 0)
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[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_gq7j0"]
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[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_xvl4y"]
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normal = Vector2(-1, 0)
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[node name="Node2D" type="Node2D"]
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[node name="DungeonEntrance" type="Sprite2D" parent="."]
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texture_filter = 1
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position = Vector2(-1, -320)
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position = Vector2(2, -784)
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scale = Vector2(1.995, 1.995)
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texture = ExtResource("1_vo6aq")
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[node name="StaticBody2D" type="StaticBody2D" parent="DungeonEntrance"]
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visible = false
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[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="DungeonEntrance/StaticBody2D"]
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visible = false
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polygon = PackedVector2Array(-160, 127, -159, -129, 160, -126, 161, 127, 21, 127, 21, 79, -19, 79, -19, 127)
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[node name="DungeonGuard" type="Sprite2D" parent="."]
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texture_filter = 1
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position = Vector2(0, -208)
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position = Vector2(2, -552)
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scale = Vector2(1.71, 1.71)
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texture = ExtResource("2_nujkm")
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[node name="StaticBody2D" type="StaticBody2D" parent="DungeonGuard"]
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[node name="DungeonGuardStaticBody" type="StaticBody2D" parent="DungeonGuard"]
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visible = false
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[node name="CollisionShape2D" type="CollisionShape2D" parent="DungeonGuard/StaticBody2D"]
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[node name="DungeonGuardCollider" type="CollisionShape2D" parent="DungeonGuard/DungeonGuardStaticBody"]
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visible = false
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shape = SubResource("CapsuleShape2D_18p8i")
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[node name="StaticBody2D" type="StaticBody2D" parent="."]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
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position = Vector2(-307, -1)
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shape = SubResource("WorldBoundaryShape2D_ocep5")
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[node name="CollisionShape2D2" type="CollisionShape2D" parent="StaticBody2D"]
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position = Vector2(0, 210)
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shape = SubResource("WorldBoundaryShape2D_gq7j0")
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[node name="CollisionShape2D3" type="CollisionShape2D" parent="StaticBody2D"]
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position = Vector2(314, 5)
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shape = SubResource("WorldBoundaryShape2D_xvl4y")
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[node name="Label" type="Label" parent="."]
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z_index = 5
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offset_left = -111.0
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offset_top = 152.0
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offset_right = 111.0
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offset_bottom = 175.0
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text = "The Dungeon is to the north!"
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59
MainLogic.gd
59
MainLogic.gd
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@ -10,6 +10,10 @@ extends Node2D
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@onready var music_player = $MusicPlayer
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@onready var camera = $Camera2D
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const camera_move_speed = 80.0
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const text_speed = 0.08
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const start_text = "You seek the elementals?\nProve your worth!\nShow the elements your mastery over summoning, and they are yours!"
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@ -46,12 +50,16 @@ enum StateT {
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Introduction_05_post,
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Introduction_06,
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Introduction_06_post,
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Dungeon_Entrance
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Dungeon_Entrance_pre,
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Dungeon_Entrance_loading,
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Dungeon_Entrance,
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Dungeon_Entrance_Battle,
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}
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static var state_dict = {}
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var tween_volume
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var tween_text
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var diamonds_gone = false
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@ -59,6 +67,9 @@ var music_file
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var gander
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var level
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var level_guard = null
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# Called when the node enters the scene tree for the first time.
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func _ready():
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if not state_dict.has("state"):
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@ -149,6 +160,23 @@ func _process(delta):
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update_text(intro_text_06, StateT.Introduction_06_post)
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StateT.Introduction_06_post:
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pass
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StateT.Dungeon_Entrance_loading:
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gander.player_controlled = true
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gander.current_scene_type = gander.GanderSceneT.Gameplay
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var dungeon_scene = load("res://DungeonEntrance.tscn")
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level = dungeon_scene.instantiate()
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add_child(level)
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state_dict["state"] = StateT.Dungeon_Entrance
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lower_label.text = "Arrow keys/WASD/Left-Stick to move."
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tween_text = get_tree().create_tween()
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tween_text.tween_property(lower_label, "self_modulate", Color(1, 1, 1, 0), 5)
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StateT.Dungeon_Entrance:
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camera_to_gander(delta)
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if level_guard == null:
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level_guard = level.find_child("DungeonGuardStaticBody")
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if level_guard != null and gander.last_collided_id == level_guard.get_instance_id():
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print("collided with guard.")
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gander.last_collided_id = null
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_:
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pass
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if gander is MainCharacter and not gander.player_controlled and gander.current_scene_type == gander.GanderSceneT.Introduction:
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@ -170,7 +198,10 @@ func _unhandled_input(event):
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state_dict["state"] = StateT.Start_Stopping
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tween_volume = get_tree().create_tween()
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tween_volume.tween_property(music_player, "volume_db", -80.0, 4.0)
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tween_volume.tween_callback(start_volume_tween_callback)
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tween_volume.tween_callback(func():
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music_player.stop()
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state_dict["state"] = StateT.MainMenu
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)
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main_label.text = ""
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lower_label.text = ""
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StateT.Introduction_00:
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@ -239,17 +270,20 @@ func _unhandled_input(event):
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state_dict["text_idx"] = 0
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main_label.text = intro_text_06
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StateT.Introduction_06_post:
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state_dict["state"] = StateT.Dungeon_Entrance
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state_dict["state"] = StateT.Dungeon_Entrance_pre
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state_dict["timer"] = 0.0
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state_dict["text_idx"] = 0
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main_label.text = ""
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tween_volume = get_tree().create_tween()
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tween_volume.tween_property(music_player, "volume_db", -80.0, 4.0)
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tween_volume.tween_callback(func():
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music_player.stop()
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state_dict["state"] = StateT.Dungeon_Entrance_loading
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music_player.volume_db = 0.0
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)
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_:
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pass
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func start_volume_tween_callback():
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music_player.stop()
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state_dict["state"] = StateT.MainMenu
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func diamond_position_update():
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fire_diamond.position.x = cos(state_dict["start_diamonds"]["angle"]) * state_dict["start_diamonds"]["dist"]
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fire_diamond.position.y = sin(state_dict["start_diamonds"]["angle"]) * state_dict["start_diamonds"]["dist"]
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@ -288,3 +322,14 @@ func update_stop_diamonds(delta):
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state_dict["start_diamonds"]["angle"] -= TAU
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diamond_position_update()
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func camera_to_gander(delta):
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var diff = gander.position - camera.position
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if diff.length() > 0.04:
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var move_vec = diff.normalized() * camera_move_speed * delta
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if diff.length() < move_vec.length():
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camera.position = gander.position
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else:
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camera.position += move_vec
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else:
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camera.position = gander.position
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@ -10,7 +10,10 @@ enum GanderSceneT {
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var current_scene_type = GanderSceneT.Introduction
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var auto_control_action = "facing_front"
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var last_collided_id = null
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@onready var animated = $AnimatedSprite2D
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@onready var guard = $DungeonGuard
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const SPEED = 150.0
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const ANIM_DEADZONE = 0.3
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@ -58,3 +61,8 @@ func _physics_process(delta):
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animated.play(auto_control_action)
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move_and_slide()
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var last_collision = get_last_slide_collision()
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if last_collision != null:
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last_collided_id = last_collision.get_collider_id()
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else:
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last_collided_id = null
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