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2 Commits
5fe0a716ce
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Projectile
| Author | SHA1 | Date | |
|---|---|---|---|
| 894f77e3cd | |||
| bbda9768a2 |
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://djar02rjgqabs"
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path="res://.godot/imported/Black.png-1613e05a6d554bb6d40131c1c2f5f072.ctex"
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metadata={
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||||||
[deps]
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||||||
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||||||
source_file="res://Assets/GameplayArt/Black.png"
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dest_files=["res://.godot/imported/Black.png-1613e05a6d554bb6d40131c1c2f5f072.ctex"]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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||||||
compress/channel_pack=0
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||||||
mipmaps/generate=false
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||||||
mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://b4xxaewt8vfbl"
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path="res://.godot/imported/PallateV1.png-34e6e0012a0cedbe20615ffb3ccf5822.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://Assets/GameplayArt/PallateV1.png"
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dest_files=["res://.godot/imported/PallateV1.png-34e6e0012a0cedbe20615ffb3ccf5822.ctex"]
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[params]
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compress/high_quality=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://dk7eufhisqp25"
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path="res://.godot/imported/wizard_1.png-f69e6649a354bdd2df6db43b36f207c1.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://Assets/GameplayArt/wizard_1.png"
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dest_files=["res://.godot/imported/wizard_1.png-f69e6649a354bdd2df6db43b36f207c1.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://b5gvrcwfqtubf"
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path="res://.godot/imported/PlaceholderPallate.png-81deac43f0fca2626c9303de8fa9ae37.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://Assets/PlaceHolders/PlaceholderPallate.png"
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dest_files=["res://.godot/imported/PlaceholderPallate.png-81deac43f0fca2626c9303de8fa9ae37.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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||||||
roughness/mode=0
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||||||
roughness/src_normal=""
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||||||
process/channel_remap/red=0
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||||||
process/channel_remap/green=1
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||||||
process/channel_remap/blue=2
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||||||
process/channel_remap/alpha=3
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||||||
process/fix_alpha_border=true
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||||||
process/premult_alpha=false
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||||||
process/normal_map_invert_y=false
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||||||
process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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||||||
process/size_limit=0
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detect_3d/compress_to=1
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@@ -1,24 +0,0 @@
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|||||||
shader_type canvas_item;
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uniform sampler2D palette_texture : filter_nearest;
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uniform int palette_size = 16;
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uniform sampler2D screen_texture : hint_screen_texture, filter_nearest;
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uniform float pixel_size = 256.0; // This now represents the "Height" resolution
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uniform float color_levels : hint_range(2.0, 256.0) = 2.0;
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uniform float PXwidth = 640;
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uniform float PXheight = 360;
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void fragment() {
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float aspect_ratio = SCREEN_PIXEL_SIZE.y / SCREEN_PIXEL_SIZE.x;
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vec2 uv = SCREEN_UV;
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uv.x = round(uv.x * pixel_size * aspect_ratio) / (pixel_size * aspect_ratio);
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uv.y = round(uv.y * pixel_size) / pixel_size;
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// 3. Sample and Posterize
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vec4 rgba = texture(screen_texture, uv);
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vec3 crushed_color = floor(rgba.rgb * color_levels) / (color_levels - 1.0);
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COLOR = vec4(crushed_color, rgba.a);
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}
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@@ -1 +0,0 @@
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|||||||
uid://sek5p4kfxpli
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@@ -1,65 +0,0 @@
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shader_type canvas_item;
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// This grabs the screen texture automatically in Godot 4
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uniform sampler2D screen_texture : hint_screen_texture, filter_nearest;
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uniform sampler2D palette_texture : filter_nearest;
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uniform int palette_size = 16;
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uniform float pixel_size = 256.0; // This now represents the "Height" resolution
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uniform float color_levels : hint_range(2.0, 256.0) = 2.0;
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uniform float PXwidth = 640;
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uniform float PXheight = 360;
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void fragment() {
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float aspect_ratio = SCREEN_PIXEL_SIZE.y / SCREEN_PIXEL_SIZE.x;
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vec2 uv = SCREEN_UV;
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uv.x = round(uv.x * pixel_size * aspect_ratio) / (pixel_size * aspect_ratio);
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uv.y = round(uv.y * pixel_size) / pixel_size;
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// 3. Sample and Posterize
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vec4 rgba = texture(screen_texture, uv);
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float best_dist = 10.0;
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vec3 best_color = rgba.rgb;
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||||||
///*
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// test posteriser instead of the for loop:
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float levels = 8.0; // Number of color steps per channel
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rgba.rgb = floor(rgba.rgb * levels) / levels;
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COLOR = vec4(rgba.rgb, 1.0);
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//*/
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//*
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// Palette snapping logic
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for (int i = 0; i < palette_size; i++) {
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float x_coord = (float(i) + 0.5) / float(palette_size);
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vec3 p_color = texture(palette_texture, vec2(x_coord, 0.5)).rgb;
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float dist = distance(rgba.rgb, p_color);
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if (dist < best_dist) {
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best_dist = dist;
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best_color = p_color;
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}
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}
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//*/
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COLOR = vec4(best_color, 1.0);
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}
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void vertex() {
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// Called for every vertex the material is visible on.
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}
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//void light() {
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// // Called for every pixel for every light affecting the CanvasItem.
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// // Uncomment to replace the default light processing function with this one.
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//}
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/*
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// test posteriser instead of the for loop:
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float levels = 8.0; // Number of color steps per channel
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rgba.rgb = floor(rgba.rgb * levels) / levels;
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COLOR = vec4(rgba.rgb, 1.0);
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*/
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@@ -1 +0,0 @@
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uid://dyr1qs8xwscgm
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@@ -5,45 +5,22 @@ const speed = 200
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var direction = Vector2.RIGHT
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var direction = Vector2.RIGHT
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#var debug_normal: Vector2 = Vector2.ZERO
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#var debug_normal: Vector2 = Vector2.ZERO
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func _ready() -> void:
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func _ready() -> void:
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#direction = (player.global_position - global_position).normalized()
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#look_at(player.global_position)
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# pass
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direction = (player.global_position - global_position).normalized()
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direction = (player.global_position - global_position).normalized()
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global_rotation=direction.angle()
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global_rotation=direction.angle()
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#direction= global_position.direction_to(player.global_position)
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#direction = Vector2.RIGHT.rotated(rotation+ get_angle_to(playerDirection))
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func _draw():
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pass
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# draw_line(Vector2(1,0) * 1000, debug_normal * 50, Color.RED, 2.0)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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func _process(delta: float) -> void:
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position += direction * speed * delta
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position += direction * speed * delta
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#position += playerDirection * speed * delta
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look_at(player.global_position)
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#look_at(direction)#
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func get_facing_direction():
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func get_facing_direction():
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# Get the direction vector based on the node's current rotation
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var direction_vector = Vector2.from_angle(rotation)
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var direction_vector: Vector2 = Vector2.from_angle(rotation)
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return direction_vector
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return direction_vector
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func changeTrajectory(direction_vector: Vector2):
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rotation = rad_to_deg(atan2(direction_vector.y, direction_vector.x))
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func changeDirection(normal: Vector2):
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func changeDirection(normal: Vector2):
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print("direction:", direction)
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# direction = direction.bounce(normal)
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direction = normal
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direction = normal
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#direction = newDirection
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rotation = direction.angle()
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#direction = direction.bounce(perp_line)
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rotation = rad_to_deg(direction.angle())
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print("direction:", direction)
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func bounce(normal: Vector2):
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# Debug function
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direction = direction.bounce(normal)
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func _draw():
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rotation = rad_to_deg(direction.angle())
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# draw_line(Vector2(1,0) * 1000, debug_normal * 50, Color.RED, 2.0)
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pass
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@@ -1,37 +0,0 @@
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[gd_scene format=3 uid="uid://3xfnj6mipd2w"]
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[ext_resource type="PackedScene" uid="uid://du7hapc7kscm6" path="res://Scenes/game.tscn" id="1_i0wgn"]
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[ext_resource type="Shader" uid="uid://dyr1qs8xwscgm" path="res://Assets/Shaders/ShaderTest.gdshader" id="2_exucn"]
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[ext_resource type="Texture2D" uid="uid://djar02rjgqabs" path="res://Assets/GameplayArt/Black.png" id="2_ipaa6"]
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[ext_resource type="Texture2D" uid="uid://b4xxaewt8vfbl" path="res://Assets/GameplayArt/PallateV1.png" id="4_vet50"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_exucn"]
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shader = ExtResource("2_exucn")
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shader_parameter/palette_texture = ExtResource("4_vet50")
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shader_parameter/palette_size = 16
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shader_parameter/pixel_size = 256.0
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shader_parameter/color_levels = 8.0
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shader_parameter/PXwidth = 640.0
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shader_parameter/PXheight = 360.0
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[node name="ShaderTest" type="Node2D" unique_id=1126703629]
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[node name="Game" parent="." unique_id=850692785 instance=ExtResource("1_i0wgn")]
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[node name="Sprite2D" parent="Game/ArenaGameManager/MapArena/Parallax2D" parent_id_path=PackedInt32Array(850692785, 1024187604, 194007747, 598922861) index="0" unique_id=1318408175]
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texture = ExtResource("2_ipaa6")
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[node name="CanvasLayer" type="CanvasLayer" parent="." unique_id=298300130]
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layer = 10
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||||||
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[node name="ColorRect" type="ColorRect" parent="CanvasLayer" unique_id=570744568]
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material = SubResource("ShaderMaterial_exucn")
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anchors_preset = 15
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|
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anchor_right = 1.0
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|
||||||
anchor_bottom = 1.0
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|
||||||
grow_horizontal = 2
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|
||||||
grow_vertical = 2
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|
||||||
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|
||||||
[editable path="Game"]
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|
||||||
[editable path="Game/ArenaGameManager"]
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|
||||||
[editable path="Game/ArenaGameManager/MapArena"]
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|
||||||
@@ -13,7 +13,7 @@ enum States
|
|||||||
const max_distance = 750
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const max_distance = 750
|
||||||
const SPEED = 300.0
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const SPEED = 300.0
|
||||||
var is_enemy_chase: bool
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var is_enemy_chase: bool
|
||||||
#
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|
||||||
var health = 100
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var health = 100
|
||||||
var health_max = 100
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var health_max = 100
|
||||||
var health_min = 0
|
var health_min = 0
|
||||||
@@ -24,9 +24,6 @@ var dir: Vector2
|
|||||||
var knockback = 200
|
var knockback = 200
|
||||||
var current_state = States.IDLE
|
var current_state = States.IDLE
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
@onready var player: CharacterBody2D = get_tree().get_first_node_in_group("player")
|
@onready var player: CharacterBody2D = get_tree().get_first_node_in_group("player")
|
||||||
@export var Projectile: PackedScene
|
@export var Projectile: PackedScene
|
||||||
|
|
||||||
@@ -39,8 +36,6 @@ func _on_timer_timeout() -> void:
|
|||||||
# newProjectile.global_rotation=global_rotation
|
# newProjectile.global_rotation=global_rotation
|
||||||
get_tree().current_scene.add_child(newProjectile)
|
get_tree().current_scene.add_child(newProjectile)
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
func chose(array):
|
func chose(array):
|
||||||
array.shuffle()
|
array.shuffle()
|
||||||
return array.front()
|
return array.front()
|
||||||
@@ -49,10 +44,6 @@ func wraparound():
|
|||||||
var direction = global_position.direction_to(player.global_position)
|
var direction = global_position.direction_to(player.global_position)
|
||||||
global_position += direction * max_distance*2
|
global_position += direction * max_distance*2
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
func _process(delta: float) -> void:
|
func _process(delta: float) -> void:
|
||||||
look_at(player.global_position)
|
look_at(player.global_position)
|
||||||
#print(player.global_position)
|
#print(player.global_position)
|
||||||
@@ -61,29 +52,3 @@ func _process(delta: float) -> void:
|
|||||||
wraparound()
|
wraparound()
|
||||||
|
|
||||||
|
|
||||||
"""
|
|
||||||
if (global_position.x-player.global_position.x)>600:#player to the right
|
|
||||||
global_position.x=player.global_position.x-600#move right
|
|
||||||
elif(global_position.x-player.global_position.x)<-600:#player to the left
|
|
||||||
global_position.x=player.global_position.x+600#move left
|
|
||||||
|
|
||||||
if (global_position.y-player.global_position.y)>600:#player to the up
|
|
||||||
global_position.y=player.global_position.y-600#move up
|
|
||||||
elif(global_position.y-player.global_position.y)<-600:#player to the down
|
|
||||||
global_position.y=player.global_position.y+600#move down
|
|
||||||
"""
|
|
||||||
"""
|
|
||||||
func _physics_process(delta: float) -> void:
|
|
||||||
# Add the gravity.
|
|
||||||
if not is_on_floor():
|
|
||||||
velocity += get_gravity() * delta
|
|
||||||
# Get the input direction and handle the movement/deceleration.
|
|
||||||
# As good practice, you should replace UI actions with custom gameplay actions.
|
|
||||||
var direction := Input.get_axis("ui_left", "ui_right")
|
|
||||||
if direction:
|
|
||||||
velocity.x = direction * SPEED
|
|
||||||
else:
|
|
||||||
velocity.x = move_toward(velocity.x, 0, SPEED)
|
|
||||||
|
|
||||||
move_and_slide()
|
|
||||||
"""
|
|
||||||
|
|||||||
@@ -17,7 +17,8 @@ func _process(_delta: float) -> void:
|
|||||||
|
|
||||||
move_and_slide()
|
move_and_slide()
|
||||||
|
|
||||||
# look_at(get_global_mouse_position()) # uncompensated mouse control
|
look_at(get_global_mouse_position())
|
||||||
|
|
||||||
var angle_to_mouse = get_angle_to(get_global_mouse_position())
|
#OLD: used when player shield direction aigned 90 deg off from front
|
||||||
rotation += angle_to_mouse# + deg_to_rad(90) #+90 to makes top of image face mouse, not side
|
# var angle_to_mouse = get_angle_to(get_global_mouse_position())
|
||||||
|
# rotation += angle_to_mouse# + deg_to_rad(90) #+90 to makes top of image face mouse, not side
|
||||||
|
|||||||
@@ -1,7 +1,7 @@
|
|||||||
[gd_scene format=3 uid="uid://cjrgnm28xwju7"]
|
[gd_scene format=3 uid="uid://cjrgnm28xwju7"]
|
||||||
|
|
||||||
[ext_resource type="Script" uid="uid://bah031ailk0ha" path="res://Scenes/player.gd" id="1_cvnsp"]
|
[ext_resource type="Script" uid="uid://bah031ailk0ha" path="res://Scenes/player.gd" id="1_cvnsp"]
|
||||||
[ext_resource type="Texture2D" uid="uid://dk7eufhisqp25" path="res://Assets/GameplayArt/wizard_1.png" id="2_vgqql"]
|
[ext_resource type="Texture2D" uid="uid://g0m835iol4mp" path="res://Assets/PlaceHolders/Screenshot 2024-11-24 210808.png" id="1_v0iea"]
|
||||||
[ext_resource type="Texture2D" uid="uid://bcmuqd6p3jhdw" path="res://Assets/PlaceHolders/Elmo.png" id="3_6t5aa"]
|
[ext_resource type="Texture2D" uid="uid://bcmuqd6p3jhdw" path="res://Assets/PlaceHolders/Elmo.png" id="3_6t5aa"]
|
||||||
[ext_resource type="Script" uid="uid://b7vgyn15fioeu" path="res://Scenes/shield_hitbox.gd" id="4_vgqql"]
|
[ext_resource type="Script" uid="uid://b7vgyn15fioeu" path="res://Scenes/shield_hitbox.gd" id="4_vgqql"]
|
||||||
|
|
||||||
@@ -13,9 +13,8 @@
|
|||||||
script = ExtResource("1_cvnsp")
|
script = ExtResource("1_cvnsp")
|
||||||
|
|
||||||
[node name="Body" type="Sprite2D" parent="." unique_id=719417979]
|
[node name="Body" type="Sprite2D" parent="." unique_id=719417979]
|
||||||
rotation = -1.5707964
|
|
||||||
scale = Vector2(0.114894986, 0.11449075)
|
scale = Vector2(0.114894986, 0.11449075)
|
||||||
texture = ExtResource("2_vgqql")
|
texture = ExtResource("1_v0iea")
|
||||||
|
|
||||||
[node name="BodyColision" type="CollisionShape2D" parent="." unique_id=1477808378]
|
[node name="BodyColision" type="CollisionShape2D" parent="." unique_id=1477808378]
|
||||||
scale = Vector2(4.2653956, 4.2653956)
|
scale = Vector2(4.2653956, 4.2653956)
|
||||||
|
|||||||
@@ -1,45 +1,32 @@
|
|||||||
extends Area2D
|
extends Area2D
|
||||||
|
|
||||||
var debug_normal: Vector2 = Vector2.ZERO
|
var debug_normal: Vector2 = Vector2.ZERO
|
||||||
var bounceTrajectory: Vector2
|
|
||||||
|
|
||||||
|
|
||||||
# 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:
|
||||||
area_entered.connect(_on_area_entered)
|
area_entered.connect(_on_area_entered)
|
||||||
print("READY!")
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
func _draw():
|
|
||||||
# pass
|
|
||||||
draw_line(bounceTrajectory *1000, debug_normal * 50, Color.RED, 2.0) # normal
|
|
||||||
# draw_line(Vector2(400,900), debug_normal * 50, Color.RED, 2.0) # normal
|
|
||||||
# draw_line(Vector2.ZERO, debug_bounce * 50, Color.GREEN, 2.0) # bounce direction
|
|
||||||
# draw_line(Vector2.ZERO, debug_incoming * 50, Color.BLUE, 2.0) # incoming projectile
|
|
||||||
|
|
||||||
|
|
||||||
func _on_area_entered(area):
|
func _on_area_entered(area):
|
||||||
if area.is_in_group("Projectiles"):
|
if area.is_in_group("Projectiles"):
|
||||||
draw_line(Vector2(400,900), debug_normal * 50, Color.RED, 2.0) # normal
|
print("Event: Projectile hit shield")
|
||||||
|
|
||||||
print("projectile has hit player shield")
|
|
||||||
#gets the proper velocity
|
|
||||||
var projectile_velocity = area.get_parent().get_facing_direction()
|
|
||||||
print("projectile speed......................", projectile_velocity)
|
|
||||||
var shield_normal = global_transform.x.normalized()
|
var shield_normal = global_transform.x.normalized()
|
||||||
#var bounceTrajectory: Vector2 = projectile_velocity.bounce(shield_normal)
|
print("Readout: Shield normal: ", Vec2str(shield_normal))
|
||||||
bounceTrajectory = projectile_velocity.bounce(shield_normal)
|
# Gets the direction from the parent Node2D NOT the Area2d component
|
||||||
print("Shield Normal: ", shield_normal)
|
var projectile_velocity = area.get_parent().get_facing_direction()
|
||||||
|
print("Readout: Projectile dir: ", Vec2str(projectile_velocity))
|
||||||
|
var bounceTrajectory = projectile_velocity.bounce(shield_normal)
|
||||||
|
print("Readout: Bounce dir: ", Vec2str(bounceTrajectory))
|
||||||
if area.get_parent().has_method("changeDirection"):
|
if area.get_parent().has_method("changeDirection"):
|
||||||
draw_line(bounceTrajectory, debug_normal * 50, Color.RED, 2.0)
|
|
||||||
# area.changeDirection(bounceTrajectory)
|
|
||||||
# area.get_parent().changeTrajectory(bounceTrajectory)
|
|
||||||
area.get_parent().changeDirection(bounceTrajectory)
|
area.get_parent().changeDirection(bounceTrajectory)
|
||||||
#if area.has_method("bounce"):
|
|
||||||
# area.bounce(bounceTrajectory)
|
|
||||||
|
|
||||||
|
# Debug functions
|
||||||
|
func _draw():
|
||||||
|
# draw_line(Vector2(1,0) * 1000, debug_normal * 50, Color.RED, 2.0) # normal
|
||||||
|
pass
|
||||||
|
|
||||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
# Makes the string a bit easier to read in debug console
|
||||||
#func _process(delta: float) -> void:
|
func Vec2str(vec: Vector2) -> String:
|
||||||
# pass
|
var x_sign = " " if vec.x >= 0 else ""
|
||||||
|
var y_sign = " " if vec.y >= 0 else ""
|
||||||
|
|
||||||
|
return "(%s%.2f, %s%.2f)" % [x_sign, vec.x, y_sign, vec.y]
|
||||||
|
|||||||
@@ -15,14 +15,6 @@ run/main_scene="uid://du7hapc7kscm6"
|
|||||||
config/features=PackedStringArray("4.6", "Forward Plus")
|
config/features=PackedStringArray("4.6", "Forward Plus")
|
||||||
config/icon="res://icon.svg"
|
config/icon="res://icon.svg"
|
||||||
|
|
||||||
[display]
|
|
||||||
|
|
||||||
window/size/viewport_width=1920
|
|
||||||
window/size/viewport_height=1080
|
|
||||||
window/stretch/mode="canvas_items"
|
|
||||||
window/stretch/aspect="expand"
|
|
||||||
window/stretch/scale=2.0
|
|
||||||
|
|
||||||
[global_group]
|
[global_group]
|
||||||
|
|
||||||
player="Making this for an easy reference to the player in the enemies code"
|
player="Making this for an easy reference to the player in the enemies code"
|
||||||
|
|||||||
Reference in New Issue
Block a user