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enemy+wrap
| Author | SHA1 | Date | |
|---|---|---|---|
| a93f163b85 |
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[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://djar02rjgqabs"
|
||||
path="res://.godot/imported/Black.png-1613e05a6d554bb6d40131c1c2f5f072.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://Assets/GameplayArt/Black.png"
|
||||
dest_files=["res://.godot/imported/Black.png-1613e05a6d554bb6d40131c1c2f5f072.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
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||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
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||||
detect_3d/compress_to=1
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||||
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Before Width: | Height: | Size: 125 B |
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[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://b4xxaewt8vfbl"
|
||||
path="res://.godot/imported/PallateV1.png-34e6e0012a0cedbe20615ffb3ccf5822.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
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]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
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||||
compress/lossy_quality=0.7
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||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
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
|
||||
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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||||
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Before Width: | Height: | Size: 79 KiB |
@@ -1,40 +0,0 @@
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[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://dk7eufhisqp25"
|
||||
path="res://.godot/imported/wizard_1.png-f69e6649a354bdd2df6db43b36f207c1.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://Assets/GameplayArt/wizard_1.png"
|
||||
dest_files=["res://.godot/imported/wizard_1.png-f69e6649a354bdd2df6db43b36f207c1.ctex"]
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||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
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||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
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
|
||||
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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Binary file not shown.
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Before Width: | Height: | Size: 34 KiB |
@@ -1,40 +0,0 @@
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[remap]
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|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://b5gvrcwfqtubf"
|
||||
path="res://.godot/imported/PlaceholderPallate.png-81deac43f0fca2626c9303de8fa9ae37.ctex"
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||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://Assets/PlaceHolders/PlaceholderPallate.png"
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||||
dest_files=["res://.godot/imported/PlaceholderPallate.png-81deac43f0fca2626c9303de8fa9ae37.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
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||||
process/channel_remap/red=0
|
||||
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
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
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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||||
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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;
|
||||
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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|
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vec3 crushed_color = floor(rgba.rgb * color_levels) / (color_levels - 1.0);
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|
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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;
|
||||
uniform int palette_size = 16;
|
||||
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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|
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uniform float PXwidth = 640;
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uniform float PXheight = 360;
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||||
|
||||
void fragment() {
|
||||
float aspect_ratio = SCREEN_PIXEL_SIZE.y / SCREEN_PIXEL_SIZE.x;
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||||
vec2 uv = SCREEN_UV;
|
||||
uv.x = round(uv.x * pixel_size * aspect_ratio) / (pixel_size * aspect_ratio);
|
||||
uv.y = round(uv.y * pixel_size) / pixel_size;
|
||||
|
||||
// 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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||||
// test posteriser instead of the for loop:
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||||
float levels = 8.0; // Number of color steps per channel
|
||||
rgba.rgb = floor(rgba.rgb * levels) / levels;
|
||||
COLOR = vec4(rgba.rgb, 1.0);
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||||
//*/
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||||
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||||
//*
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||||
// Palette snapping logic
|
||||
for (int i = 0; i < palette_size; i++) {
|
||||
float x_coord = (float(i) + 0.5) / float(palette_size);
|
||||
vec3 p_color = texture(palette_texture, vec2(x_coord, 0.5)).rgb;
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||||
|
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float dist = distance(rgba.rgb, p_color);
|
||||
|
||||
if (dist < best_dist) {
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||||
best_dist = dist;
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||||
best_color = p_color;
|
||||
}
|
||||
}
|
||||
//*/
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||||
COLOR = vec4(best_color, 1.0);
|
||||
}
|
||||
|
||||
void vertex() {
|
||||
// Called for every vertex the material is visible on.
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||||
}
|
||||
|
||||
//void light() {
|
||||
// // Called for every pixel for every light affecting the CanvasItem.
|
||||
// // Uncomment to replace the default light processing function with this one.
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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;
|
||||
COLOR = vec4(rgba.rgb, 1.0);
|
||||
*/
|
||||
@@ -1 +0,0 @@
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||||
uid://dyr1qs8xwscgm
|
||||
@@ -1,14 +1,12 @@
|
||||
[gd_scene format=3 uid="uid://db1oeukux1376"]
|
||||
|
||||
[ext_resource type="Texture2D" uid="uid://xg0mu5mtpcgo" path="res://Assets/PlaceHolders/BuffMonk.png" id="1_g6sln"]
|
||||
[ext_resource type="Script" uid="uid://d34snqiuscbv8" path="res://Scenes/enemy_1.gd" id="1_s7od6"]
|
||||
[ext_resource type="PackedScene" uid="uid://b3ngjk0lkeemd" path="res://Scenes/Projectile_1.tscn" id="2_n3m8v"]
|
||||
[ext_resource type="Script" uid="uid://dm8ytxk67ejef" path="res://Scenes/enemy_1.gd" id="1_s7od6"]
|
||||
|
||||
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_g6sln"]
|
||||
|
||||
[node name="Enemy1" type="CharacterBody2D" unique_id=1765361359]
|
||||
script = ExtResource("1_s7od6")
|
||||
Projectile = ExtResource("2_n3m8v")
|
||||
|
||||
[node name="Sprite2D" type="Sprite2D" parent="." unique_id=93765061]
|
||||
position = Vector2(22, -29)
|
||||
|
||||
11
block/Scenes/MapTest.tscn
Normal file
11
block/Scenes/MapTest.tscn
Normal file
@@ -0,0 +1,11 @@
|
||||
[gd_scene format=3 uid="uid://d3m22yqoyvo4t"]
|
||||
|
||||
[ext_resource type="PackedScene" uid="uid://b448mpav6ek52" path="res://Scenes/arena_game_manager.tscn" id="1_0tjoe"]
|
||||
[ext_resource type="PackedScene" uid="uid://db1oeukux1376" path="res://Scenes/Enemy1.tscn" id="2_pddb8"]
|
||||
|
||||
[node name="MapTest" type="Node2D" unique_id=2115555896]
|
||||
|
||||
[node name="ArenaGameManager" parent="." unique_id=1024187604 instance=ExtResource("1_0tjoe")]
|
||||
|
||||
[node name="Enemy1" parent="." unique_id=1765361359 instance=ExtResource("2_pddb8")]
|
||||
position = Vector2(379, 168)
|
||||
@@ -1,49 +0,0 @@
|
||||
extends Node2D
|
||||
|
||||
const speed = 200
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@onready var player: CharacterBody2D = get_tree().get_first_node_in_group("player")
|
||||
var direction = Vector2.RIGHT
|
||||
#var debug_normal: Vector2 = Vector2.ZERO
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
#direction = (player.global_position - global_position).normalized()
|
||||
#look_at(player.global_position)
|
||||
# pass
|
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direction = (player.global_position - global_position).normalized()
|
||||
global_rotation=direction.angle()
|
||||
#direction= global_position.direction_to(player.global_position)
|
||||
#direction = Vector2.RIGHT.rotated(rotation+ get_angle_to(playerDirection))
|
||||
|
||||
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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position += direction * speed * delta
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#position += playerDirection * speed * delta
|
||||
look_at(player.global_position)
|
||||
|
||||
#look_at(direction)#
|
||||
|
||||
func get_facing_direction():
|
||||
# Get the direction vector based on the node's current rotation
|
||||
var direction_vector: Vector2 = Vector2.from_angle(rotation)
|
||||
return direction_vector
|
||||
|
||||
func changeTrajectory(direction_vector: Vector2):
|
||||
rotation = rad_to_deg(atan2(direction_vector.y, direction_vector.x))
|
||||
|
||||
func changeDirection(normal: Vector2):
|
||||
print("direction:", direction)
|
||||
# direction = direction.bounce(normal)
|
||||
direction = normal
|
||||
#direction = newDirection
|
||||
#direction = direction.bounce(perp_line)
|
||||
rotation = rad_to_deg(direction.angle())
|
||||
print("direction:", direction)
|
||||
|
||||
func bounce(normal: Vector2):
|
||||
direction = direction.bounce(normal)
|
||||
rotation = rad_to_deg(direction.angle())
|
||||
@@ -1 +0,0 @@
|
||||
uid://bxqq5rcm0twuk
|
||||
@@ -1,34 +0,0 @@
|
||||
[gd_scene format=3 uid="uid://b3ngjk0lkeemd"]
|
||||
|
||||
[ext_resource type="Texture2D" uid="uid://bsjn11wcewgya" path="res://Assets/PlaceHolders/Blob.png" id="1_1rre0"]
|
||||
[ext_resource type="Script" uid="uid://bxqq5rcm0twuk" path="res://Scenes/Projectile_1.gd" id="1_lrei0"]
|
||||
|
||||
[sub_resource type="GDScript" id="GDScript_4ipem"]
|
||||
script/source = "extends Area2D
|
||||
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
#func _ready() -> void:
|
||||
# pass # Replace with function body.
|
||||
|
||||
|
||||
"
|
||||
|
||||
[sub_resource type="CircleShape2D" id="CircleShape2D_v0834"]
|
||||
|
||||
[node name="Projectile1" type="Node2D" unique_id=1531719161]
|
||||
script = ExtResource("1_lrei0")
|
||||
|
||||
[node name="Area2D" type="Area2D" parent="." unique_id=1629546418 groups=["Projectiles"]]
|
||||
collision_layer = 2
|
||||
collision_mask = 2
|
||||
script = SubResource("GDScript_4ipem")
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D" unique_id=286593893]
|
||||
scale = Vector2(1.1, 1.1)
|
||||
shape = SubResource("CircleShape2D_v0834")
|
||||
|
||||
[node name="Sprite2D" type="Sprite2D" parent="Area2D" unique_id=1983633174]
|
||||
position = Vector2(-0.9999995, 1)
|
||||
scale = Vector2(0.17, 0.17)
|
||||
texture = ExtResource("1_1rre0")
|
||||
@@ -1,37 +0,0 @@
|
||||
[gd_scene format=3 uid="uid://3xfnj6mipd2w"]
|
||||
|
||||
[ext_resource type="PackedScene" uid="uid://du7hapc7kscm6" path="res://Scenes/game.tscn" id="1_i0wgn"]
|
||||
[ext_resource type="Shader" uid="uid://dyr1qs8xwscgm" path="res://Assets/Shaders/ShaderTest.gdshader" id="2_exucn"]
|
||||
[ext_resource type="Texture2D" uid="uid://djar02rjgqabs" path="res://Assets/GameplayArt/Black.png" id="2_ipaa6"]
|
||||
[ext_resource type="Texture2D" uid="uid://b4xxaewt8vfbl" path="res://Assets/GameplayArt/PallateV1.png" id="4_vet50"]
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_exucn"]
|
||||
shader = ExtResource("2_exucn")
|
||||
shader_parameter/palette_texture = ExtResource("4_vet50")
|
||||
shader_parameter/palette_size = 16
|
||||
shader_parameter/pixel_size = 256.0
|
||||
shader_parameter/color_levels = 8.0
|
||||
shader_parameter/PXwidth = 640.0
|
||||
shader_parameter/PXheight = 360.0
|
||||
|
||||
[node name="ShaderTest" type="Node2D" unique_id=1126703629]
|
||||
|
||||
[node name="Game" parent="." unique_id=850692785 instance=ExtResource("1_i0wgn")]
|
||||
|
||||
[node name="Sprite2D" parent="Game/ArenaGameManager/MapArena/Parallax2D" parent_id_path=PackedInt32Array(850692785, 1024187604, 194007747, 598922861) index="0" unique_id=1318408175]
|
||||
texture = ExtResource("2_ipaa6")
|
||||
|
||||
[node name="CanvasLayer" type="CanvasLayer" parent="." unique_id=298300130]
|
||||
layer = 10
|
||||
|
||||
[node name="ColorRect" type="ColorRect" parent="CanvasLayer" unique_id=570744568]
|
||||
material = SubResource("ShaderMaterial_exucn")
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
|
||||
[editable path="Game"]
|
||||
[editable path="Game/ArenaGameManager"]
|
||||
[editable path="Game/ArenaGameManager/MapArena"]
|
||||
@@ -13,7 +13,7 @@ enum States
|
||||
const max_distance = 750
|
||||
const SPEED = 300.0
|
||||
var is_enemy_chase: bool
|
||||
#
|
||||
|
||||
var health = 100
|
||||
var health_max = 100
|
||||
var health_min = 0
|
||||
@@ -28,18 +28,11 @@ var current_state = States.IDLE
|
||||
|
||||
|
||||
@onready var player: CharacterBody2D = get_tree().get_first_node_in_group("player")
|
||||
@export var Projectile: PackedScene
|
||||
|
||||
func _on_timer_timeout() -> void:
|
||||
$DirectionTimer.wait_time = chose([1,2,3])
|
||||
if current_state !=States.CHASE:
|
||||
dir = chose([Vector2.RIGHT, Vector2.LEFT])
|
||||
var newProjectile = Projectile.instantiate() as Node2D
|
||||
newProjectile.global_position=global_position
|
||||
# newProjectile.global_rotation=global_rotation
|
||||
get_tree().current_scene.add_child(newProjectile)
|
||||
|
||||
|
||||
|
||||
func chose(array):
|
||||
array.shuffle()
|
||||
@@ -50,12 +43,9 @@ func wraparound():
|
||||
global_position += direction * max_distance*2
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
look_at(player.global_position)
|
||||
#print(player.global_position)
|
||||
print(player.global_position)
|
||||
var distance = global_position.distance_to(player.global_position)
|
||||
if distance>max_distance:
|
||||
wraparound()
|
||||
|
||||
@@ -1 +1 @@
|
||||
uid://d34snqiuscbv8
|
||||
uid://dm8ytxk67ejef
|
||||
|
||||
@@ -17,7 +17,7 @@ func _process(_delta: float) -> void:
|
||||
|
||||
move_and_slide()
|
||||
|
||||
# look_at(get_global_mouse_position()) # uncompensated mouse control
|
||||
# look_at(get_global_mouse_position()) #uncompensated mouse control
|
||||
|
||||
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
|
||||
rotation += angle_to_mouse + deg_to_rad(90) #+90 to makes top of image face mouse, not side
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
[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="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="Script" uid="uid://b7vgyn15fioeu" path="res://Scenes/shield_hitbox.gd" id="4_vgqql"]
|
||||
|
||||
[sub_resource type="CircleShape2D" id="CircleShape2D_v0iea"]
|
||||
|
||||
@@ -13,30 +12,21 @@
|
||||
script = ExtResource("1_cvnsp")
|
||||
|
||||
[node name="Body" type="Sprite2D" parent="." unique_id=719417979]
|
||||
rotation = -1.5707964
|
||||
scale = Vector2(0.114894986, 0.11449075)
|
||||
texture = ExtResource("2_vgqql")
|
||||
texture = ExtResource("1_v0iea")
|
||||
|
||||
[node name="BodyColision" type="CollisionShape2D" parent="." unique_id=1477808378]
|
||||
scale = Vector2(4.2653956, 4.2653956)
|
||||
shape = SubResource("CircleShape2D_v0iea")
|
||||
|
||||
[node name="Shield" type="Sprite2D" parent="." unique_id=212386399]
|
||||
position = Vector2(50, 0)
|
||||
position = Vector2(0, -50)
|
||||
rotation = 1.5707964
|
||||
scale = Vector2(0.15, 0.15)
|
||||
texture = ExtResource("3_6t5aa")
|
||||
|
||||
[node name="ShieldColision" type="CollisionShape2D" parent="." unique_id=948717563]
|
||||
position = Vector2(50, 0)
|
||||
scale = Vector2(2.5, 6)
|
||||
shape = SubResource("RectangleShape2D_6t5aa")
|
||||
|
||||
[node name="ShieldHitbox" type="Area2D" parent="." unique_id=2121529100]
|
||||
collision_layer = 2
|
||||
collision_mask = 2
|
||||
script = ExtResource("4_vgqql")
|
||||
|
||||
[node name="ShieldHitboxCol" type="CollisionShape2D" parent="ShieldHitbox" unique_id=1829894325]
|
||||
position = Vector2(50, 0)
|
||||
position = Vector2(0, -50)
|
||||
rotation = 1.5707964
|
||||
scale = Vector2(2.5, 6)
|
||||
shape = SubResource("RectangleShape2D_6t5aa")
|
||||
|
||||
@@ -1,45 +0,0 @@
|
||||
extends Area2D
|
||||
|
||||
var debug_normal: Vector2 = Vector2.ZERO
|
||||
var bounceTrajectory: Vector2
|
||||
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
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):
|
||||
if area.is_in_group("Projectiles"):
|
||||
draw_line(Vector2(400,900), debug_normal * 50, Color.RED, 2.0) # normal
|
||||
|
||||
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 bounceTrajectory: Vector2 = projectile_velocity.bounce(shield_normal)
|
||||
bounceTrajectory = projectile_velocity.bounce(shield_normal)
|
||||
print("Shield Normal: ", shield_normal)
|
||||
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)
|
||||
#if area.has_method("bounce"):
|
||||
# area.bounce(bounceTrajectory)
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
#func _process(delta: float) -> void:
|
||||
# pass
|
||||
@@ -1 +0,0 @@
|
||||
uid://b7vgyn15fioeu
|
||||
@@ -15,18 +15,9 @@ run/main_scene="uid://du7hapc7kscm6"
|
||||
config/features=PackedStringArray("4.6", "Forward Plus")
|
||||
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]
|
||||
|
||||
player="Making this for an easy reference to the player in the enemies code"
|
||||
Projectiles="Tell if the object is a projectile or not"
|
||||
|
||||
[input]
|
||||
|
||||
|
||||
57
todoList
57
todoList
@@ -12,60 +12,3 @@ Done
|
||||
|
||||
Current imported assests:
|
||||
https://screamingbrainstudios.itch.io/tiny-texture-pack
|
||||
|
||||
|
||||
|
||||
x1*x2+y1*y2
|
||||
|
||||
along normal speedx*sp
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
var proje_normal = global_transform.x.normalized()
|
||||
#proje_normal.y = -proje_normal.y
|
||||
print("Proje Normal: ", proje_normal)
|
||||
var speed_perp: float = proje_normal.dot(normal)
|
||||
var perp_line: Vector2 = Vector2(normal.y,-normal.x)
|
||||
var speed_para: float = proje_normal.dot(perp_line)
|
||||
print("speed perp: ", speed_perp)
|
||||
print("speed para: ", speed_para)
|
||||
# this is just to check my math
|
||||
# should be aproximately 1 (there will be some bit depth precision errors)
|
||||
print("speed hype: ", speed_para*speed_para + speed_perp*speed_perp)
|
||||
|
||||
var newDirection: Vector2 = Vector2(
|
||||
(speed_perp * normal.x) + (speed_para * normal.y),
|
||||
(speed_perp * normal.y) + (speed_para *-normal.x))
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
var projectile_velocity = area.get_parent().get_facing_direction()
|
||||
print("projectile speed......................", projectile_velocity)
|
||||
var shield_normal = global_transform.x.normalized()
|
||||
print("Shield Normal: ", shield_normal)
|
||||
#shield_normal.y = -shield_normal.y
|
||||
# if abs(projectile_velocity.y)>abs(projectile_velocity.x):
|
||||
# shield_normal = global_transform.y.normalized()
|
||||
#shield_normal.y = -shield_normal.y
|
||||
#shield_normal.x = -shield_normal.x
|
||||
# var shield_perp = Vector2(shield_normal.y,-shield_normal.x)
|
||||
# if area.has_method("bounce"):
|
||||
# if projectile_velocity.dot(shield_perp) < 0:
|
||||
# area.bounce(shield_normal)
|
||||
if area.has_method("bounce"):
|
||||
#if projectile_velocity.dot(shield_normal) < 0:
|
||||
area.bounce(shield_normal)
|
||||
Reference in New Issue
Block a user