fix: platforms are tweens, enemies hurting fix
Enemies now make the player die (would be better with event) This resolves blobby detecting being killed whilst stomping
This commit is contained in:
parent
328abd6b54
commit
8021aa1bf5
@ -231,7 +231,7 @@ func is_touching_wall_completely() -> bool:
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# Attached to wall state is in the PlayerStateMachine
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# Attached to wall state is in the PlayerStateMachine
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func is_correct_walljump_input(direction: Vector2) -> bool:
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func is_correct_walljump_input(direction: Vector2) -> bool:
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return (
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return (
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Input.is_action_pressed("jump")
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Input.is_action_just_pressed("jump")
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&& abs(direction.x + wall_touch_direction) < 1
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&& abs(direction.x + wall_touch_direction) < 1
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&& abs(direction.x + wall_touch_direction) >= 0
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&& abs(direction.x + wall_touch_direction) >= 0
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)
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)
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@ -429,6 +429,7 @@ func receive_power_up(kind: String) -> void:
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# TODO Maybe this should be a state in itself?
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# TODO Maybe this should be a state in itself?
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func die(animation_number: int = 0) -> void:
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func die(animation_number: int = 0) -> void:
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if levelState.is_dead: return
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if shielded:
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if shielded:
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shielded = false
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shielded = false
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$BubbleShieldViewport/IridescenceBall.visible = false
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$BubbleShieldViewport/IridescenceBall.visible = false
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@ -458,16 +459,11 @@ func respawn() -> void:
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# When the Enemy stomp AREA enters the enemy collision area -> stomp
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# When the Enemy stomp AREA enters the enemy collision area -> stomp
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func _on_BlobbySkin_area_entered(area: Area2D) -> void:
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func _on_BlobbySkin_area_entered(area: Area2D) -> void:
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if area.is_in_group("harmful") && !levelState.is_dead:
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if area.is_in_group("harmful"):
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die()
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die()
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if area.is_in_group("pit"):
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if area.is_in_group("pit"):
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$PitfallTimer.start()
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$PitfallTimer.start()
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# When the Enemy collision BODY enters the enemy collision area -> die
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func _on_BlobbySkin_body_entered(body: Node) -> void:
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if body.is_in_group("harmful") && !levelState.is_dead:
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die()
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# This problem stems from trying to decelerate a walk
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# This problem stems from trying to decelerate a walk
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# that was caused by the moving environment and not by input
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# that was caused by the moving environment and not by input
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# It is particularly usefull for moving floor physics
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# It is particularly usefull for moving floor physics
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@ -4396,6 +4396,8 @@ one_shot = true
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wait_time = 0.809
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wait_time = 0.809
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one_shot = true
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one_shot = true
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[node name="AudioStreamPlayer" type="AudioStreamPlayer" parent="."]
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[connection signal="area_entered" from="BlobbySkin" to="." method="_on_BlobbySkin_area_entered"]
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[connection signal="area_entered" from="BlobbySkin" to="." method="_on_BlobbySkin_area_entered"]
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[connection signal="body_entered" from="BlobbySkin" to="." method="_on_BlobbySkin_body_entered"]
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[connection signal="body_entered" from="BlobbySkin" to="." method="_on_BlobbySkin_body_entered"]
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[connection signal="got_grounded" from="BlobbyStateMachine" to="." method="_on_Blobby_got_grounded"]
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[connection signal="got_grounded" from="BlobbyStateMachine" to="." method="_on_Blobby_got_grounded"]
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@ -4,19 +4,20 @@
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[ext_resource path="res://src/Actors/Enemies/Beings/Caterpillar.gd" type="Script" id=2]
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[ext_resource path="res://src/Actors/Enemies/Beings/Caterpillar.gd" type="Script" id=2]
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[ext_resource path="res://src/StateMachines/CaterpillarStateMachine.gd" type="Script" id=3]
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[ext_resource path="res://src/StateMachines/CaterpillarStateMachine.gd" type="Script" id=3]
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 14.7108, 7.85442 )
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[sub_resource type="RectangleShape2D" id=2]
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[sub_resource type="RectangleShape2D" id=2]
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extents = Vector2( 15, 6 )
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extents = Vector2( 13.3735, 3.49085 )
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[sub_resource type="RectangleShape2D" id=3]
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[sub_resource type="RectangleShape2D" id=3]
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extents = Vector2( 15, 12 )
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extents = Vector2( 15, 8.61814 )
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 14.7108, 7.85442 )
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[node name="Caterpillar" type="KinematicBody2D" groups=["harmful"]]
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[node name="Caterpillar" type="KinematicBody2D" groups=["harmful"]]
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scale = Vector2( 0.747749, 0.572926 )
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scale = Vector2( 0.747749, 0.572926 )
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collision_layer = 2
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collision_layer = 2
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collision_mask = 9
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collision_mask = 9
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collision/safe_margin = 0.001
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script = ExtResource( 2 )
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script = ExtResource( 2 )
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[node name="enemy" type="Sprite" parent="."]
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[node name="enemy" type="Sprite" parent="."]
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@ -31,10 +32,6 @@ rect = Rect2( -89, -10, 2, 20 )
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process_parent = true
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process_parent = true
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physics_process_parent = true
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physics_process_parent = true
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[node name="EnemyBody" type="CollisionShape2D" parent="."]
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position = Vector2( -6.37697e-07, 4.36357 )
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shape = SubResource( 1 )
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[node name="SlopeRaycastLeft" type="RayCast2D" parent="."]
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[node name="SlopeRaycastLeft" type="RayCast2D" parent="."]
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position = Vector2( -7.5, 12 )
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position = Vector2( -7.5, 12 )
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enabled = true
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enabled = true
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@ -66,21 +63,29 @@ position = Vector2( 0, -6.44095 )
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collision_layer = 2
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collision_layer = 2
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input_pickable = false
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input_pickable = false
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monitorable = false
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monitorable = false
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priority = 1.0
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[node name="CollisionShape2D" type="CollisionShape2D" parent="StompDetector"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="StompDetector"]
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position = Vector2( 0, 0.440949 )
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position = Vector2( 0, -2.28618 )
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shape = SubResource( 2 )
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shape = SubResource( 2 )
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[node name="EnemySkin" type="Area2D" parent="." groups=["player"]]
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[node name="EnemySkin" type="Area2D" parent="." groups=["player"]]
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process_priority = -1
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process_priority = -1
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collision_layer = 2
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collision_layer = 2
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collision_mask = 126
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collision_mask = 127
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input_pickable = false
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[node name="CollisionPolygon2D" type="CollisionShape2D" parent="EnemySkin"]
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[node name="CollisionPolygon2D" type="CollisionShape2D" parent="EnemySkin"]
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position = Vector2( 0, 3.49085 )
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shape = SubResource( 3 )
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shape = SubResource( 3 )
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[node name="EnemyBody" type="CollisionShape2D" parent="."]
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position = Vector2( -6.37697e-07, 4.36357 )
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shape = SubResource( 1 )
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[node name="StateMachine" type="Node2D" parent="."]
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[node name="StateMachine" type="Node2D" parent="."]
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script = ExtResource( 3 )
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script = ExtResource( 3 )
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[connection signal="body_entered" from="StompDetector" to="." method="_on_StompDetector_body_entered"]
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[connection signal="body_entered" from="StompDetector" to="." method="_on_StompDetector_body_entered"]
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[connection signal="area_entered" from="EnemySkin" to="." method="_on_EnemySkin_area_entered"]
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[connection signal="area_entered" from="EnemySkin" to="." method="_on_EnemySkin_area_entered"]
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[connection signal="body_entered" from="EnemySkin" to="." method="_on_EnemySkin_body_entered"]
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@ -6,30 +6,29 @@ export var speed := 80
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export var acceleration := 80
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export var acceleration := 80
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func _ready() -> void:
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func _ready() -> void:
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set_physics_process(false)
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$StompDetector.monitoring = !invincible
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$StompDetector.monitoring = !invincible
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# TODO Only moves when on screen
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# TODO Only moves when on screen
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func _physics_process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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velocity.y += _gravity * delta
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velocity.y += _gravity * delta
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var player_direction := player_on_floor_direction()
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var player_direction := player_on_floor_direction()
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if(player_direction != 0):
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if(player_direction != 0):
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velocity.x = PhysicsFunc.two_step_euler(velocity.x, acceleration * player_direction,
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velocity.x = PhysicsFunc.two_step_euler(velocity.x, acceleration * player_direction,
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mass, delta)
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mass, delta)
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velocity.x = clamp(velocity.x, -speed, speed)
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velocity.x = clamp(velocity.x, -speed, speed)
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else:
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else:
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velocity.x = PhysicsFunc.two_step_euler(velocity.x, acceleration * -sign(velocity.x),
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velocity.x = PhysicsFunc.two_step_euler(velocity.x, acceleration * -sign(velocity.x),
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mass, delta)
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mass, delta)
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velocity.y = move_and_slide(velocity, FLOOR_NORMAL).y
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velocity.y = move_and_slide(velocity, FLOOR_NORMAL).y
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# TODO Detects player over gaps
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# TODO Detects player over gaps
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func player_on_floor_direction() -> float:
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func player_on_floor_direction() -> float:
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for raycast in $LedgeDetectorRays.get_children():
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for raycast in $LedgeDetectorRays.get_children():
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if raycast.is_colliding():
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if raycast.is_colliding():
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var collider = raycast.get_collider()
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var collider = raycast.get_collider()
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if collider.is_in_group("player"):
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if collider.is_in_group("player"):
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return sign(collider.position.x - self.position.x)
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return sign(collider.position.x - self.position.x)
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return 0.0
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return 0.0
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@ -4,13 +4,13 @@
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[ext_resource path="res://src/Actors/Enemies/Beings/DartingEnemy.gd" type="Script" id=2]
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[ext_resource path="res://src/Actors/Enemies/Beings/DartingEnemy.gd" type="Script" id=2]
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[sub_resource type="RectangleShape2D" id=1]
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 15, 7.5 )
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extents = Vector2( 15, 9 )
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[sub_resource type="RectangleShape2D" id=2]
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[sub_resource type="RectangleShape2D" id=2]
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extents = Vector2( 15, 4.51505 )
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extents = Vector2( 14, 1.5 )
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[sub_resource type="RectangleShape2D" id=3]
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[sub_resource type="RectangleShape2D" id=3]
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extents = Vector2( 15.534, 10.0962 )
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extents = Vector2( 15.534, 9.5 )
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[node name="DartingEnemy" type="KinematicBody2D" groups=["harmful"]]
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[node name="DartingEnemy" type="KinematicBody2D" groups=["harmful"]]
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collision_layer = 2
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collision_layer = 2
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@ -18,7 +18,6 @@ collision_mask = 9
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script = ExtResource( 2 )
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script = ExtResource( 2 )
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[node name="enemy" type="Sprite" parent="."]
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[node name="enemy" type="Sprite" parent="."]
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position = Vector2( 0, -1.90735e-06 )
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scale = Vector2( 0.286789, 0.276348 )
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scale = Vector2( 0.286789, 0.276348 )
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texture = ExtResource( 1 )
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texture = ExtResource( 1 )
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@ -29,8 +28,8 @@ rect = Rect2( -89, -10, 2, 20 )
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process_parent = true
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process_parent = true
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physics_process_parent = true
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physics_process_parent = true
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[node name="EnemyBody" type="CollisionShape2D" parent="." groups=["harmful"]]
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[node name="EnemyBody" type="CollisionShape2D" parent="."]
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position = Vector2( -4.76837e-07, 4.5 )
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position = Vector2( -4.76837e-07, 4 )
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shape = SubResource( 1 )
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shape = SubResource( 1 )
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[node name="StompDetector" type="Area2D" parent="." groups=["weakpoint"]]
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[node name="StompDetector" type="Area2D" parent="." groups=["weakpoint"]]
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@ -40,7 +39,7 @@ collision_layer = 2
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input_pickable = false
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input_pickable = false
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[node name="CollisionShape2D" type="CollisionShape2D" parent="StompDetector"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="StompDetector"]
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position = Vector2( 0, -1.044 )
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position = Vector2( 0, -3.55905 )
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shape = SubResource( 2 )
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shape = SubResource( 2 )
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[node name="LedgeDetectorRays" type="Node2D" parent="."]
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[node name="LedgeDetectorRays" type="Node2D" parent="."]
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@ -63,12 +62,13 @@ collision_mask = 121
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[node name="EnemySkin" type="Area2D" parent="." groups=["player"]]
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[node name="EnemySkin" type="Area2D" parent="." groups=["player"]]
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process_priority = -1
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process_priority = -1
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visible = false
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collision_layer = 2
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collision_mask = 126
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collision_mask = 127
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[node name="CollisionPolygon2D" type="CollisionShape2D" parent="EnemySkin"]
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[node name="CollisionPolygon2D" type="CollisionShape2D" parent="EnemySkin"]
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position = Vector2( -8.07794e-28, 1.5 )
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position = Vector2( 0, 2.5 )
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shape = SubResource( 3 )
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shape = SubResource( 3 )
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[connection signal="body_entered" from="StompDetector" to="." method="_on_StompDetector_body_entered"]
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[connection signal="body_entered" from="StompDetector" to="." method="_on_StompDetector_body_entered"]
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[connection signal="area_entered" from="EnemySkin" to="." method="_on_EnemySkin_area_entered"]
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[connection signal="area_entered" from="EnemySkin" to="." method="_on_EnemySkin_area_entered"]
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[connection signal="body_entered" from="EnemySkin" to="." method="_on_EnemySkin_body_entered"]
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@ -1,13 +1,18 @@
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extends Actor
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extends Actor
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class_name Enemy
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class_name Enemy
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var player_entered_stomp = false
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func _on_StompDetector_body_entered(body: Node) -> void:
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func _on_StompDetector_body_entered(body: Node) -> void:
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if !body.is_in_group("player"):
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if !body.is_in_group("player"):
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return
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return
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player_entered_stomp = true
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var incoming_vel_vector: Vector2 = body.velocity.normalized()
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var incoming_vel_vector: Vector2 = body.velocity.normalized()
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print(rad2deg(abs(incoming_vel_vector.angle_to(Vector2.DOWN.rotated(rotation)))))
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print(rad2deg(abs(incoming_vel_vector.angle_to(Vector2.DOWN.rotated(rotation)))))
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if abs(incoming_vel_vector.angle_to(Vector2.DOWN.rotated(rotation))) > deg2rad(90):
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if abs(incoming_vel_vector.angle_to(Vector2.DOWN.rotated(rotation))) > deg2rad(90):
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print("too shallow entry")
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print("too shallow entry")
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body.die()
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player_entered_stomp = false
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return
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return
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signalManager.emit_signal("got_stomped")
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signalManager.emit_signal("got_stomped")
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remove_from_group("harmful")
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remove_from_group("harmful")
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@ -24,3 +29,7 @@ func _on_EnemySkin_area_entered(area:Area2D) -> void:
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if area.is_in_group("harmful"):
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if area.is_in_group("harmful"):
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get_node("EnemyBody").disabled = true
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get_node("EnemyBody").disabled = true
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die()
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die()
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func _on_EnemySkin_body_entered(body: Node) -> void:
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if body.is_in_group("player") && !player_entered_stomp:
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body.die()
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@ -38,126 +38,126 @@ var detect_timer := 0.0
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func _ready():
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func _ready():
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spawn_avoidance_raycasts(16, 20)
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spawn_avoidance_raycasts(16, 20)
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target_lost_timer = Timer.new()
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target_lost_timer = Timer.new()
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target_lost_timer.set_one_shot(true)
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target_lost_timer.set_one_shot(true)
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target_lost_timer.connect("timeout", self, "lose_target")
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target_lost_timer.connect("timeout", self, "lose_target")
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add_child(target_lost_timer)
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add_child(target_lost_timer)
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update_navigation_timer = Timer.new()
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update_navigation_timer = Timer.new()
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update_navigation_timer.connect("timeout", self, "update_navigation")
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update_navigation_timer.connect("timeout", self, "update_navigation")
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add_child(update_navigation_timer)
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add_child(update_navigation_timer)
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update_navigation_timer.start(0.3)
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update_navigation_timer.start(0.3)
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# TODO Hat immer den Spawn im Patrolpath
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# TODO Hat immer den Spawn im Patrolpath
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patrol_waypoints.append(global_position)
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patrol_waypoints.append(global_position)
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for waypoint in $PatrolPath.get_children():
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for waypoint in $PatrolPath.get_children():
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patrol_waypoints.append(waypoint.global_position)
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patrol_waypoints.append(waypoint.global_position)
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pass
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pass
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func searching() -> Vector2:
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func searching() -> Vector2:
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slow_down_factor = patrolling_slowdown
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slow_down_factor = patrolling_slowdown
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if(aggressive && detect_timer > 0.33):
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if(aggressive && detect_timer > 0.33):
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detect_player()
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detect_player()
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detect_timer = 0.0
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detect_timer = 0.0
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if(patrolling && nav_agent.is_target_reached()):
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if(patrolling && nav_agent.is_target_reached()):
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next_waypoint = get_next_patrol_target()
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next_waypoint = get_next_patrol_target()
|
||||||
update_navigation()
|
update_navigation()
|
||||||
elif(patrolling):
|
elif(patrolling):
|
||||||
next_waypoint = patrol_waypoints[patrol_waypoint_index]
|
next_waypoint = patrol_waypoints[patrol_waypoint_index]
|
||||||
else:
|
else:
|
||||||
# Spawn location
|
# Spawn location
|
||||||
return patrol_waypoints[0]
|
return patrol_waypoints[0]
|
||||||
return nav_agent.get_next_location()
|
return nav_agent.get_next_location()
|
||||||
|
|
||||||
func get_next_patrol_target() -> Vector2:
|
func get_next_patrol_target() -> Vector2:
|
||||||
var waypoint_count = patrol_waypoints.size()
|
var waypoint_count = patrol_waypoints.size()
|
||||||
for wp in patrol_waypoints:
|
for wp in patrol_waypoints:
|
||||||
if next_waypoint == wp:
|
if next_waypoint == wp:
|
||||||
patrol_waypoint_index = patrol_waypoint_index + 1 if patrol_waypoint_index < waypoint_count - 1 else 0
|
patrol_waypoint_index = patrol_waypoint_index + 1 if patrol_waypoint_index < waypoint_count - 1 else 0
|
||||||
return patrol_waypoints[patrol_waypoint_index]
|
return patrol_waypoints[patrol_waypoint_index]
|
||||||
patrol_waypoint_index = 0
|
patrol_waypoint_index = 0
|
||||||
return patrol_waypoints[0]
|
return patrol_waypoints[0]
|
||||||
|
|
||||||
func hunting() -> Vector2:
|
func hunting() -> Vector2:
|
||||||
slow_down_factor = 1.0
|
slow_down_factor = 1.0
|
||||||
if(detect_timer > 0.33):
|
if(detect_timer > 0.33):
|
||||||
detect_player()
|
detect_player()
|
||||||
detect_timer = 0.0
|
detect_timer = 0.0
|
||||||
next_waypoint = players[0].global_position - Vector2(0,9)
|
next_waypoint = players[0].global_position - Vector2(0,9)
|
||||||
return nav_agent.get_next_location()
|
return nav_agent.get_next_location()
|
||||||
|
|
||||||
func detect_player() -> void:
|
func detect_player() -> void:
|
||||||
var player
|
var player
|
||||||
if(players.empty()):
|
if(players.empty()):
|
||||||
# print("no player found")
|
# print("no player found")
|
||||||
return
|
return
|
||||||
player = players[0]
|
player = players[0]
|
||||||
#TODO Depends on height of blobby sprite since blobbys bottom and not his middle is on y=0
|
#TODO Depends on height of blobby sprite since blobbys bottom and not his middle is on y=0
|
||||||
vision_raycast.cast_to = (player.global_position - global_position - Vector2(0,9)).normalized() * 16 * vision_distance
|
vision_raycast.cast_to = (player.global_position - global_position - Vector2(0,9)).normalized() * 16 * vision_distance
|
||||||
var ray_angle_to_facing = vision_raycast.cast_to.angle_to(orientation.cast_to)
|
var ray_angle_to_facing = vision_raycast.cast_to.angle_to(orientation.cast_to)
|
||||||
vision_raycast.force_raycast_update()
|
vision_raycast.force_raycast_update()
|
||||||
var collider = vision_raycast.get_collider()
|
var collider = vision_raycast.get_collider()
|
||||||
if(abs(ray_angle_to_facing) < PI/2-deg2rad(blindspot_angle) && collider != null && collider.is_in_group("player")):
|
if(abs(ray_angle_to_facing) < PI/2-deg2rad(blindspot_angle) && collider != null && collider.is_in_group("player")):
|
||||||
target_lost_timer.stop()
|
target_lost_timer.stop()
|
||||||
target = collider
|
target = collider
|
||||||
# print("target found")
|
# print("target found")
|
||||||
elif(target != null && target_lost_timer.is_stopped()):
|
elif(target != null && target_lost_timer.is_stopped()):
|
||||||
target_lost_timer.start(loose_target_seconds)
|
target_lost_timer.start(loose_target_seconds)
|
||||||
|
|
||||||
func execute_movement(delta: float) -> void:
|
func execute_movement(delta: float) -> void:
|
||||||
detect_timer += delta
|
detect_timer += delta
|
||||||
var next_direction = lerp(previous_direction, path_direction - global_position, 0.5)
|
var next_direction = lerp(previous_direction, path_direction - global_position, 0.5)
|
||||||
previous_direction = next_direction
|
previous_direction = next_direction
|
||||||
orientation.cast_to = Vector2(sign(next_direction.x),0)*50
|
orientation.cast_to = Vector2(sign(next_direction.x),0)*50
|
||||||
var avoidance_obstacle_distance = average_collision_vector(avoidance_raycasts)
|
var avoidance_obstacle_distance = average_collision_vector(avoidance_raycasts)
|
||||||
next_direction = next_direction.normalized() + avoidance_obstacle_distance.rotated(PI).normalized()
|
next_direction = next_direction.normalized() + avoidance_obstacle_distance.rotated(PI).normalized()
|
||||||
# TODO Make parameters more tunable
|
# TODO Make parameters more tunable
|
||||||
velocity = move_and_slide(PhysicsFunc.two_step_euler_vec(velocity, next_direction.normalized() * acceleration * slow_down_factor, weight, delta)
|
velocity = move_and_slide(PhysicsFunc.two_step_euler_vec(velocity, next_direction.normalized() * acceleration * slow_down_factor, weight, delta)
|
||||||
,FLOOR_NORMAL, false, 4, 0.785398,false)
|
,FLOOR_NORMAL, false, 4, 0.785398,false)
|
||||||
velocity = velocity/max((velocity.length()/(max_speed*slow_down_factor)),1)
|
velocity = velocity/max((velocity.length()/(max_speed*slow_down_factor)),1)
|
||||||
|
|
||||||
func average_collision_vector(var raycasts: Array) -> Vector2:
|
func average_collision_vector(var raycasts: Array) -> Vector2:
|
||||||
var total_distances = Vector2()
|
var total_distances = Vector2()
|
||||||
for raycast in raycasts:
|
for raycast in raycasts:
|
||||||
if !raycast.is_colliding():
|
if !raycast.is_colliding():
|
||||||
continue
|
continue
|
||||||
var collision_point = self.to_local(raycast.get_collision_point())
|
var collision_point = self.to_local(raycast.get_collision_point())
|
||||||
total_distances += collision_point
|
total_distances += collision_point
|
||||||
return total_distances/raycasts.size()
|
return total_distances/raycasts.size()
|
||||||
|
|
||||||
func spawn_avoidance_raycasts(var raycount: int, var length: float = 24) -> void:
|
func spawn_avoidance_raycasts(var raycount: int, var length: float = 24) -> void:
|
||||||
var direction: float = 0
|
var direction: float = 0
|
||||||
while direction <= 2*PI:
|
while direction <= 2*PI:
|
||||||
var raycast: RayCast2D = RayCast2D.new()
|
var raycast: RayCast2D = RayCast2D.new()
|
||||||
raycast.enabled = true
|
raycast.enabled = true
|
||||||
raycast.exclude_parent = true
|
raycast.exclude_parent = true
|
||||||
raycast.collide_with_areas = true
|
raycast.collide_with_areas = true
|
||||||
raycast.collide_with_bodies = true
|
raycast.collide_with_bodies = true
|
||||||
# Layers 4, 5 & 6
|
# Layers 4, 5 & 6
|
||||||
raycast.collision_mask = 56
|
raycast.collision_mask = 56
|
||||||
raycast.cast_to = Vector2(length, 0).rotated(direction)
|
raycast.cast_to = Vector2(length, 0).rotated(direction)
|
||||||
add_child(raycast)
|
add_child(raycast)
|
||||||
avoidance_raycasts.append(raycast)
|
avoidance_raycasts.append(raycast)
|
||||||
direction += (2*PI)/raycount
|
direction += (2*PI)/raycount
|
||||||
|
|
||||||
# Checks the feeler ray for collisions and returns collision or null
|
# Checks the feeler ray for collisions and returns collision or null
|
||||||
func check_feeler(v: Vector2, _offset = Vector2(0,0)) -> Object:
|
func check_feeler(v: Vector2, _offset = Vector2(0,0)) -> Object:
|
||||||
var prev_position = feeler_raycast.position
|
var prev_position = feeler_raycast.position
|
||||||
feeler_raycast.position += _offset
|
feeler_raycast.position += _offset
|
||||||
feeler_raycast.cast_to = v
|
feeler_raycast.cast_to = v
|
||||||
feeler_raycast.force_raycast_update()
|
feeler_raycast.force_raycast_update()
|
||||||
feeler_raycast.position = prev_position
|
feeler_raycast.position = prev_position
|
||||||
return feeler_raycast.get_collider()
|
return feeler_raycast.get_collider()
|
||||||
|
|
||||||
func lose_target() -> void:
|
func lose_target() -> void:
|
||||||
# print("flyer target lost")
|
# print("flyer target lost")
|
||||||
target = null
|
target = null
|
||||||
|
|
||||||
func update_navigation() -> void:
|
func update_navigation() -> void:
|
||||||
nav_agent.set_target_location(next_waypoint)
|
nav_agent.set_target_location(next_waypoint)
|
||||||
|
|
||||||
func die() -> void:
|
func die() -> void:
|
||||||
levelState.kills += 1
|
levelState.kills += 1
|
||||||
queue_free()
|
queue_free()
|
||||||
|
|
||||||
func get_facing_direction() -> float:
|
func get_facing_direction() -> float:
|
||||||
return orientation.cast_to.x
|
return orientation.cast_to.x
|
||||||
|
|||||||
@ -187,10 +187,10 @@ graph_offset = Vector2( -333, -104 )
|
|||||||
extents = Vector2( 10, 7.5 )
|
extents = Vector2( 10, 7.5 )
|
||||||
|
|
||||||
[sub_resource type="RectangleShape2D" id=2]
|
[sub_resource type="RectangleShape2D" id=2]
|
||||||
extents = Vector2( 15, 5.12039 )
|
extents = Vector2( 11.4286, 5.12039 )
|
||||||
|
|
||||||
[sub_resource type="RectangleShape2D" id=3]
|
[sub_resource type="RectangleShape2D" id=52]
|
||||||
extents = Vector2( 18.2143, 14.3338 )
|
extents = Vector2( 15.7143, 12.1429 )
|
||||||
|
|
||||||
[node name="Flyer" type="KinematicBody2D" groups=["frogfood", "harmful"]]
|
[node name="Flyer" type="KinematicBody2D" groups=["frogfood", "harmful"]]
|
||||||
collision_layer = 258
|
collision_layer = 258
|
||||||
@ -225,7 +225,6 @@ unique_name_in_owner = true
|
|||||||
scale = Vector2( -1, 1 )
|
scale = Vector2( -1, 1 )
|
||||||
texture = ExtResource( 4 )
|
texture = ExtResource( 4 )
|
||||||
hframes = 2
|
hframes = 2
|
||||||
frame = 1
|
|
||||||
|
|
||||||
[node name="AnimationPlayer" type="AnimationPlayer" parent="FlyerSprite"]
|
[node name="AnimationPlayer" type="AnimationPlayer" parent="FlyerSprite"]
|
||||||
anims/RESET = SubResource( 33 )
|
anims/RESET = SubResource( 33 )
|
||||||
@ -277,7 +276,6 @@ bias = 0.108
|
|||||||
softness = 0.1
|
softness = 0.1
|
||||||
|
|
||||||
[node name="StompDetector" type="Area2D" parent="." groups=["weakpoint"]]
|
[node name="StompDetector" type="Area2D" parent="." groups=["weakpoint"]]
|
||||||
visible = false
|
|
||||||
modulate = Color( 0, 0.0392157, 1, 1 )
|
modulate = Color( 0, 0.0392157, 1, 1 )
|
||||||
position = Vector2( 0, -1.90735e-06 )
|
position = Vector2( 0, -1.90735e-06 )
|
||||||
scale = Vector2( 0.7, 0.7 )
|
scale = Vector2( 0.7, 0.7 )
|
||||||
@ -285,18 +283,19 @@ collision_layer = 2
|
|||||||
input_pickable = false
|
input_pickable = false
|
||||||
|
|
||||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="StompDetector"]
|
[node name="CollisionShape2D" type="CollisionShape2D" parent="StompDetector"]
|
||||||
position = Vector2( -4.76837e-07, 1.56134 )
|
position = Vector2( 6.81196e-07, 1.56134 )
|
||||||
shape = SubResource( 2 )
|
shape = SubResource( 2 )
|
||||||
|
|
||||||
[node name="EnemySkin" type="Area2D" parent="."]
|
[node name="DangerousBlockArea" type="Node2D" parent="."]
|
||||||
process_priority = -1
|
|
||||||
visible = false
|
|
||||||
scale = Vector2( 0.7, 0.7 )
|
scale = Vector2( 0.7, 0.7 )
|
||||||
collision_layer = 2
|
|
||||||
collision_mask = 126
|
|
||||||
|
|
||||||
[node name="CollisionPolygon2D" type="CollisionShape2D" parent="EnemySkin"]
|
[node name="Area2D" type="Area2D" parent="DangerousBlockArea" groups=["harmful"]]
|
||||||
shape = SubResource( 3 )
|
collision_layer = 8
|
||||||
|
collision_mask = 3
|
||||||
|
|
||||||
|
[node name="CollisionShape2D" type="CollisionShape2D" parent="DangerousBlockArea/Area2D"]
|
||||||
|
position = Vector2( 5.10897e-07, -0.714285 )
|
||||||
|
shape = SubResource( 52 )
|
||||||
|
|
||||||
[node name="PatrolPath" type="Node2D" parent="."]
|
[node name="PatrolPath" type="Node2D" parent="."]
|
||||||
|
|
||||||
|
|||||||
@ -2,17 +2,17 @@ extends Enemy
|
|||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
set_physics_process(false)
|
set_physics_process(false)
|
||||||
velocity.x = -40
|
velocity.x = -40
|
||||||
|
|
||||||
func _physics_process(delta: float) -> void:
|
func _physics_process(delta: float) -> void:
|
||||||
velocity.y += _gravity * delta
|
velocity.y += _gravity * delta
|
||||||
if is_on_wall() or is_at_ledge():
|
if is_on_wall() or is_at_ledge():
|
||||||
velocity.x *= -1.0
|
velocity.x *= -1.0
|
||||||
velocity.y = move_and_slide(velocity, FLOOR_NORMAL).y
|
velocity.y = move_and_slide(velocity, FLOOR_NORMAL).y
|
||||||
|
|
||||||
func is_at_ledge():
|
func is_at_ledge():
|
||||||
for raycast in $LedgeDetectorRays.get_children():
|
for raycast in $LedgeDetectorRays.get_children():
|
||||||
if !raycast.is_colliding():
|
if !raycast.is_colliding():
|
||||||
return true
|
return true
|
||||||
return false
|
return false
|
||||||
|
|||||||
@ -2,21 +2,21 @@ extends Enemy
|
|||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
set_physics_process(false)
|
set_physics_process(false)
|
||||||
velocity.x = -30
|
velocity.x = -30
|
||||||
|
|
||||||
|
|
||||||
# TODO adapt to groups
|
# TODO adapt to groups
|
||||||
func _physics_process(delta: float) -> void:
|
func _physics_process(delta: float) -> void:
|
||||||
velocity.y += _gravity * delta
|
velocity.y += _gravity * delta
|
||||||
if is_on_wall() or !is_safe_drop():
|
if is_on_wall() or !is_safe_drop():
|
||||||
velocity.x *= -1.0
|
velocity.x *= -1.0
|
||||||
velocity.y = move_and_slide(velocity, FLOOR_NORMAL).y
|
velocity.y = move_and_slide(velocity, FLOOR_NORMAL).y
|
||||||
|
|
||||||
func is_safe_drop():
|
func is_safe_drop():
|
||||||
for raycast in $LedgeDetectorRays.get_children():
|
for raycast in $LedgeDetectorRays.get_children():
|
||||||
if raycast.is_colliding():
|
if raycast.is_colliding():
|
||||||
var collider = raycast.get_collider()
|
var collider = raycast.get_collider()
|
||||||
if collider.is_in_group("harmful"):
|
if collider.is_in_group("harmful"):
|
||||||
return false
|
return false
|
||||||
return true
|
return true
|
||||||
|
|||||||
@ -42,10 +42,10 @@ unique_name_in_owner = true
|
|||||||
process_mode = 1
|
process_mode = 1
|
||||||
|
|
||||||
[node name="AnimatedSprite" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="4"]
|
[node name="AnimatedSprite" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="4"]
|
||||||
frame = 2
|
frame = 11
|
||||||
|
|
||||||
[node name="AnimatedSprite2" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="5"]
|
[node name="AnimatedSprite2" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="5"]
|
||||||
frame = 1
|
frame = 10
|
||||||
|
|
||||||
[node name="Blobby" parent="." instance=ExtResource( 7 )]
|
[node name="Blobby" parent="." instance=ExtResource( 7 )]
|
||||||
unique_name_in_owner = true
|
unique_name_in_owner = true
|
||||||
|
|||||||
File diff suppressed because one or more lines are too long
@ -1,4 +1,4 @@
|
|||||||
[gd_scene load_steps=19 format=2]
|
[gd_scene load_steps=20 format=2]
|
||||||
|
|
||||||
[ext_resource path="res://assets/environment/decor/platform-plants.png" type="Texture" id=1]
|
[ext_resource path="res://assets/environment/decor/platform-plants.png" type="Texture" id=1]
|
||||||
[ext_resource path="res://src/Contraptions/Triggers/ElevatorButton.tscn" type="PackedScene" id=2]
|
[ext_resource path="res://src/Contraptions/Triggers/ElevatorButton.tscn" type="PackedScene" id=2]
|
||||||
@ -15,6 +15,7 @@
|
|||||||
[ext_resource path="res://src/Environment/DropThroughPlatforms.tres" type="TileSet" id=13]
|
[ext_resource path="res://src/Environment/DropThroughPlatforms.tres" type="TileSet" id=13]
|
||||||
[ext_resource path="res://src/Platforms/FlyingPlatform.tscn" type="PackedScene" id=14]
|
[ext_resource path="res://src/Platforms/FlyingPlatform.tscn" type="PackedScene" id=14]
|
||||||
[ext_resource path="res://src/Actors/Enemies/Beings/Caterpillar.tscn" type="PackedScene" id=15]
|
[ext_resource path="res://src/Actors/Enemies/Beings/Caterpillar.tscn" type="PackedScene" id=15]
|
||||||
|
[ext_resource path="res://src/BenefitialObjects/Coin.tscn" type="PackedScene" id=16]
|
||||||
|
|
||||||
[sub_resource type="AnimationNodeStateMachinePlayback" id=4]
|
[sub_resource type="AnimationNodeStateMachinePlayback" id=4]
|
||||||
|
|
||||||
@ -80,10 +81,10 @@ wait_time = 20.0
|
|||||||
unique_name_in_owner = true
|
unique_name_in_owner = true
|
||||||
|
|
||||||
[node name="AnimatedSprite" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="4"]
|
[node name="AnimatedSprite" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="4"]
|
||||||
frame = 2
|
frame = 3
|
||||||
|
|
||||||
[node name="AnimatedSprite2" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="5"]
|
[node name="AnimatedSprite2" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="5"]
|
||||||
frame = 1
|
frame = 2
|
||||||
|
|
||||||
[node name="Blobby" parent="." instance=ExtResource( 10 )]
|
[node name="Blobby" parent="." instance=ExtResource( 10 )]
|
||||||
unique_name_in_owner = true
|
unique_name_in_owner = true
|
||||||
@ -179,6 +180,12 @@ scale = Vector2( 0.75, 1 )
|
|||||||
autoplay = "Path"
|
autoplay = "Path"
|
||||||
anims/Path = SubResource( 6 )
|
anims/Path = SubResource( 6 )
|
||||||
|
|
||||||
|
[node name="Coin" parent="." instance=ExtResource( 16 )]
|
||||||
|
position = Vector2( 383, -31 )
|
||||||
|
|
||||||
|
[node name="Coin2" parent="." instance=ExtResource( 16 )]
|
||||||
|
position = Vector2( 496, -337 )
|
||||||
|
|
||||||
[connection signal="body_exited" from="Blobby/BlobbySkin" to="Blobby" method="_on_BlobbySkin_body_exited"]
|
[connection signal="body_exited" from="Blobby/BlobbySkin" to="Blobby" method="_on_BlobbySkin_body_exited"]
|
||||||
|
|
||||||
[editable path="SignalManager"]
|
[editable path="SignalManager"]
|
||||||
|
|||||||
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
@ -44,10 +44,10 @@ wait_time = 20.0
|
|||||||
unique_name_in_owner = true
|
unique_name_in_owner = true
|
||||||
|
|
||||||
[node name="AnimatedSprite" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="4"]
|
[node name="AnimatedSprite" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="4"]
|
||||||
frame = 2
|
frame = 6
|
||||||
|
|
||||||
[node name="AnimatedSprite2" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="5"]
|
[node name="AnimatedSprite2" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="5"]
|
||||||
frame = 6
|
frame = 10
|
||||||
|
|
||||||
[node name="Blobby" parent="." instance=ExtResource( 15 )]
|
[node name="Blobby" parent="." instance=ExtResource( 15 )]
|
||||||
unique_name_in_owner = true
|
unique_name_in_owner = true
|
||||||
|
|||||||
@ -89,10 +89,10 @@ wait_time = 20.0
|
|||||||
[node name="BlobbyCam" parent="." instance=ExtResource( 6 )]
|
[node name="BlobbyCam" parent="." instance=ExtResource( 6 )]
|
||||||
|
|
||||||
[node name="AnimatedSprite" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="4"]
|
[node name="AnimatedSprite" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="4"]
|
||||||
frame = 7
|
frame = 1
|
||||||
|
|
||||||
[node name="AnimatedSprite2" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="5"]
|
[node name="AnimatedSprite2" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="5"]
|
||||||
frame = 12
|
frame = 6
|
||||||
|
|
||||||
[node name="Blobby" parent="." instance=ExtResource( 12 )]
|
[node name="Blobby" parent="." instance=ExtResource( 12 )]
|
||||||
unique_name_in_owner = true
|
unique_name_in_owner = true
|
||||||
|
|||||||
@ -1,6 +1,14 @@
|
|||||||
extends Node2D
|
extends Node
|
||||||
|
|
||||||
onready var slide_friction = 2
|
onready var slide_friction = 2
|
||||||
|
onready var tween_values = []
|
||||||
|
|
||||||
|
export var x_target = 0
|
||||||
|
export var y_target = 0
|
||||||
|
export var speed = 32
|
||||||
|
|
||||||
|
var time
|
||||||
|
|
||||||
# Declare member variables here. Examples:
|
# Declare member variables here. Examples:
|
||||||
# var a: int = 2
|
# var a: int = 2
|
||||||
# var b: String = "text"
|
# var b: String = "text"
|
||||||
@ -8,9 +16,20 @@ onready var slide_friction = 2
|
|||||||
|
|
||||||
# Called when the node enters the scene tree for the first time.
|
# Called when the node enters the scene tree for the first time.
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
$anim.play("Horizontal")
|
var start = Vector2(0,0)
|
||||||
|
var end = Vector2(x_target, y_target)
|
||||||
|
tween_values.append(start)
|
||||||
|
tween_values.append(end)
|
||||||
|
time = start.distance_to(end)/speed
|
||||||
|
_start_tween()
|
||||||
|
|
||||||
|
func _start_tween():
|
||||||
|
$FlyTween.interpolate_property($PlatformBody, "position",
|
||||||
|
tween_values[0], tween_values[1], time,
|
||||||
|
Tween.TRANS_QUAD, Tween.EASE_IN_OUT)
|
||||||
|
$FlyTween.start()
|
||||||
|
|
||||||
|
|
||||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
func _on_FlyTween_tween_completed(object: Object, key: NodePath) -> void:
|
||||||
#func _process(delta: float) -> void:
|
tween_values.invert()
|
||||||
# pass
|
_start_tween()
|
||||||
|
|||||||
@ -1,59 +1,27 @@
|
|||||||
[gd_scene load_steps=5 format=2]
|
[gd_scene load_steps=3 format=2]
|
||||||
|
|
||||||
[ext_resource path="res://src/Platforms/FlyingPlatform.gd" type="Script" id=1]
|
[ext_resource path="res://src/Platforms/FlyingPlatform.gd" type="Script" id=1]
|
||||||
[ext_resource path="res://assets/contraption/floating_platform_test.png" type="Texture" id=2]
|
[ext_resource path="res://assets/contraption/floating_platform_test.png" type="Texture" id=2]
|
||||||
|
|
||||||
[sub_resource type="Animation" id=3]
|
|
||||||
resource_name = "Path"
|
|
||||||
length = 6.0
|
|
||||||
loop = true
|
|
||||||
tracks/0/type = "value"
|
|
||||||
tracks/0/path = NodePath("KinematicBody2D:position")
|
|
||||||
tracks/0/interp = 2
|
|
||||||
tracks/0/loop_wrap = true
|
|
||||||
tracks/0/imported = false
|
|
||||||
tracks/0/enabled = true
|
|
||||||
tracks/0/keys = {
|
|
||||||
"times": PoolRealArray( 0, 3 ),
|
|
||||||
"transitions": PoolRealArray( 1, 0.965936 ),
|
|
||||||
"update": 0,
|
|
||||||
"values": [ Vector2( 0, 0 ), Vector2( -48, -40 ) ]
|
|
||||||
}
|
|
||||||
|
|
||||||
[sub_resource type="Animation" id=4]
|
|
||||||
length = 0.001
|
|
||||||
tracks/0/type = "value"
|
|
||||||
tracks/0/path = NodePath("KinematicBody2D:position")
|
|
||||||
tracks/0/interp = 1
|
|
||||||
tracks/0/loop_wrap = true
|
|
||||||
tracks/0/imported = false
|
|
||||||
tracks/0/enabled = true
|
|
||||||
tracks/0/keys = {
|
|
||||||
"times": PoolRealArray( 0 ),
|
|
||||||
"transitions": PoolRealArray( 1 ),
|
|
||||||
"update": 0,
|
|
||||||
"values": [ Vector2( 0, 0 ) ]
|
|
||||||
}
|
|
||||||
|
|
||||||
[node name="FlyingPlatform" type="Node2D"]
|
[node name="FlyingPlatform" type="Node2D"]
|
||||||
script = ExtResource( 1 )
|
script = ExtResource( 1 )
|
||||||
|
|
||||||
[node name="anim" type="AnimationPlayer" parent="."]
|
[node name="PlatformBody" type="KinematicBody2D" parent="."]
|
||||||
playback_process_mode = 0
|
collision_layer = 16
|
||||||
anims/Path = SubResource( 3 )
|
|
||||||
anims/RESET = SubResource( 4 )
|
|
||||||
|
|
||||||
[node name="KinematicBody2D" type="KinematicBody2D" parent="."]
|
|
||||||
collision_layer = 8
|
|
||||||
collision_mask = 0
|
collision_mask = 0
|
||||||
|
motion/sync_to_physics = true
|
||||||
|
|
||||||
[node name="Sprite" type="Sprite" parent="KinematicBody2D"]
|
[node name="Sprite" type="Sprite" parent="PlatformBody"]
|
||||||
position = Vector2( 0, 8 )
|
position = Vector2( 0, 8 )
|
||||||
texture = ExtResource( 2 )
|
texture = ExtResource( 2 )
|
||||||
vframes = 8
|
vframes = 8
|
||||||
frame = 1
|
frame = 1
|
||||||
|
|
||||||
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="KinematicBody2D"]
|
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="PlatformBody"]
|
||||||
position = Vector2( 0, 4 )
|
position = Vector2( 0, 4 )
|
||||||
scale = Vector2( 4, 0.4 )
|
scale = Vector2( 4, 0.4 )
|
||||||
polygon = PoolVector2Array( -10, -10, 10, -10, 9.5, 0, 9.25, 5, -9.25, 5, -9.5, 0 )
|
polygon = PoolVector2Array( -10, -10, 10, -10, 9.5, 0, 9.25, 5, -9.25, 5, -9.5, 0 )
|
||||||
|
|
||||||
|
[node name="FlyTween" type="Tween" parent="."]
|
||||||
|
|
||||||
|
[connection signal="tween_completed" from="FlyTween" to="." method="_on_FlyTween_tween_completed"]
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user