feat: let blobby ride on frog

This commit is contained in:
Jakob Feldmann 2023-07-04 13:50:26 +02:00
parent 317ce3d2b7
commit 311abfcc6f
4 changed files with 112 additions and 90 deletions

View File

@ -51,6 +51,8 @@ var detect_timer := 0.0
var reversing_possible_searching := true var reversing_possible_searching := true
var attached_player = null
func _ready(): func _ready():
default_jump_distance = default_jump_distance * tilemap.cell_size.x default_jump_distance = default_jump_distance * tilemap.cell_size.x
@ -75,6 +77,9 @@ func bind_to_anchor(anchor_node: Node2D, radius: float ) -> void:
func _on_StompDetector_body_entered(body: Node) -> void: func _on_StompDetector_body_entered(body: Node) -> void:
if body.is_in_group("player"):
attached_player = body
$FeelerRayCast.collision_mask -= 1
if !body.is_in_group("player") || is_hurt: if !body.is_in_group("player") || is_hurt:
return return
var incoming_vel_vector: Vector2 = body.velocity.normalized() var incoming_vel_vector: Vector2 = body.velocity.normalized()
@ -92,6 +97,10 @@ func _on_StompDetector_body_entered(body: Node) -> void:
$FrogSprite.material = invincible_shader $FrogSprite.material = invincible_shader
$HurtTimer.start() $HurtTimer.start()
func _on_StompDetector_body_exited(body: Node) -> void:
if attached_player == body:
$FeelerRayCast.collision_mask += 1
attached_player = null
func execute_movement(delta: float) -> void: func execute_movement(delta: float) -> void:
# Navigation2DServer.map_get_path() # Navigation2DServer.map_get_path()
@ -109,12 +118,15 @@ func execute_movement(delta: float) -> void:
velocity.y = velocity.y * 0.8 velocity.y = velocity.y * 0.8
was_restricted = true was_restricted = true
velocity = move_and_slide(velocity, FLOOR_NORMAL, false, 4, 0.785398, false) velocity = move_and_slide(velocity, FLOOR_NORMAL, false, 4, 0.785398, false)
if(is_on_floor()): if(is_on_floor()):
velocity = Vector2(0,0) velocity = Vector2(0,0)
# Reverse direction when hitting limit # Reverse direction when hitting limit
func die() -> void: func die() -> void:
levelState.kills += 1 levelState.kills += 1
queue_free() queue_free()
@ -298,8 +310,15 @@ func jump():
v = consider_jumping_on_top() v = consider_jumping_on_top()
if(v == zero_vector && can_reverse_facing_direction()): if(v == zero_vector && can_reverse_facing_direction()):
reverse_facing_direction() reverse_facing_direction()
# if attached_player != null && v != zero_vector:
# move_with_player(v)
velocity = v velocity = v
#func move_with_player(v: Vector2):
# print(v)
# attached_player.move_and_slide(v * 10)
func correct_jump_direction(v: Vector2) -> Vector2: func correct_jump_direction(v: Vector2) -> Vector2:
if sign(v.x) != get_facing_direction(): if sign(v.x) != get_facing_direction():
@ -518,3 +537,6 @@ func _on_HurtTimer_timeout() -> void:
is_hurt = false is_hurt = false
#if(is_bound): add_to_group("harmful") #if(is_bound): add_to_group("harmful")
$FrogSprite.material = null $FrogSprite.material = null

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@ -574,6 +574,7 @@ wait_time = 3.236
one_shot = true one_shot = true
[connection signal="body_entered" from="StompDetector" to="." method="_on_StompDetector_body_entered"] [connection signal="body_entered" from="StompDetector" to="." method="_on_StompDetector_body_entered"]
[connection signal="body_exited" from="StompDetector" to="." method="_on_StompDetector_body_exited"]
[connection signal="area_entered" from="EnemySkin" to="." method="_on_EnemySkin_area_entered"] [connection signal="area_entered" from="EnemySkin" to="." method="_on_EnemySkin_area_entered"]
[connection signal="body_entered" from="EnemySkin" to="." method="_on_EnemySkin_body_entered"] [connection signal="body_entered" from="EnemySkin" to="." method="_on_EnemySkin_body_entered"]
[connection signal="timeout" from="HurtTimer" to="." method="_on_HurtTimer_timeout"] [connection signal="timeout" from="HurtTimer" to="." method="_on_HurtTimer_timeout"]

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@ -23,7 +23,6 @@ func _ready() -> void:
# TODO Limit spring deformation # TODO Limit spring deformation
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
var bc = _body_contact() var bc = _body_contact()
if !bc: if !bc: