4 Commits

Author SHA1 Message Date
894f77e3cd Cleanup
Cleaning up the messy sections of my code and making the debug console output easier to read
2026-03-04 13:11:51 -08:00
bbda9768a2 Fixed projectile rotation
Fixed minor visual glitch where projectiles wouldn't be at the correct rotation after being deflected
2026-03-03 17:04:12 -08:00
ebff6dfa3e Projectiles+bounce
I hate github desktop oh my god just let me create a new branch

i gave up on creating a new branch

It wont let me move to a new branch cause it thinks there are conflicts. what the fuck is the point of that

It may say that there are conflicting files. push them through anyways, git is tweaking. I tested it myself, and the last commit to main was also from me so there's nothing to be conflicting with
2026-03-02 02:19:20 -08:00
dfbbdca8e9 added mouse look and added a depressed elmo png for later 2026-02-16 17:11:11 -08:00
29 changed files with 1813 additions and 5 deletions

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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bsjn11wcewgya"
path="res://.godot/imported/Blob.png-3a1a5deaf3590dc1853ac0b0bd158753.ctex"
metadata={
"vram_texture": false
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process/channel_remap/blue=2
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importer="texture"
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uid="uid://bcmuqd6p3jhdw"
path="res://.godot/imported/Elmo.png-27156829b64b2a8a5736b4b7de87de5f.ctex"
metadata={
"vram_texture": false
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[deps]
source_file="res://Assets/PlaceHolders/Elmo.png"
dest_files=["res://.godot/imported/Elmo.png-27156829b64b2a8a5736b4b7de87de5f.ctex"]
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25
block/Scenes/Enemy1.tscn Normal file
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[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"]
[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)
scale = Vector2(0.3, 0.3)
texture = ExtResource("1_g6sln")
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=1856443411]
scale = Vector2(6, 6)
shape = SubResource("CapsuleShape2D_g6sln")
[node name="DirectionTimer" type="Timer" parent="." unique_id=509704860]
autostart = true
[connection signal="timeout" from="DirectionTimer" to="." method="_on_timer_timeout"]

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extends Node2D
const speed = 200
@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()
global_rotation=direction.angle()
func _process(delta: float) -> void:
position += direction * speed * delta
func get_facing_direction():
var direction_vector = Vector2.from_angle(rotation)
return direction_vector
func changeDirection(normal: Vector2):
direction = normal
rotation = direction.angle()
# Debug function
func _draw():
# draw_line(Vector2(1,0) * 1000, debug_normal * 50, Color.RED, 2.0)
pass

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uid://bxqq5rcm0twuk

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@@ -0,0 +1,34 @@
[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")

54
block/Scenes/enemy_1.gd Normal file
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extends CharacterBody2D
class_name Enemy1
enum States
{
IDLE,
ROAM,
CHASE,
ATTACK,
TAKING_DAMMAGE,
DEAD
}
const max_distance = 750
const SPEED = 300.0
var is_enemy_chase: bool
var health = 100
var health_max = 100
var health_min = 0
var attack_dammage = 10
var dir: Vector2
var knockback = 200
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()
return array.front()
func wraparound():
var direction = global_position.direction_to(player.global_position)
global_position += direction * max_distance*2
func _process(delta: float) -> void:
look_at(player.global_position)
#print(player.global_position)
var distance = global_position.distance_to(player.global_position)
if distance>max_distance:
wraparound()

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@@ -0,0 +1 @@
uid://d34snqiuscbv8

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@@ -1,7 +1,11 @@
[gd_scene format=3 uid="uid://du7hapc7kscm6"] [gd_scene format=3 uid="uid://du7hapc7kscm6"]
[ext_resource type="PackedScene" uid="uid://b448mpav6ek52" path="res://Scenes/arena_game_manager.tscn" id="1_ebmjs"] [ext_resource type="PackedScene" uid="uid://b448mpav6ek52" path="res://Scenes/arena_game_manager.tscn" id="1_ebmjs"]
[ext_resource type="PackedScene" uid="uid://db1oeukux1376" path="res://Scenes/Enemy1.tscn" id="2_qxrlw"]
[node name="Game" type="Node2D" unique_id=850692785] [node name="Game" type="Node2D" unique_id=850692785]
[node name="ArenaGameManager" parent="." unique_id=1024187604 instance=ExtResource("1_ebmjs")] [node name="ArenaGameManager" parent="." unique_id=1024187604 instance=ExtResource("1_ebmjs")]
[node name="Enemy1" parent="." unique_id=1765361359 instance=ExtResource("2_qxrlw")]
position = Vector2(297, 101)

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@@ -16,3 +16,9 @@ func _process(_delta: float) -> void:
velocity.y = dir.y velocity.y = dir.y
move_and_slide() move_and_slide()
look_at(get_global_mouse_position())
#OLD: used when player shield direction aigned 90 deg off from front
# 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

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@@ -2,18 +2,40 @@
[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://g0m835iol4mp" path="res://Assets/PlaceHolders/Screenshot 2024-11-24 210808.png" id="1_v0iea"] [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"] [sub_resource type="CircleShape2D" id="CircleShape2D_v0iea"]
[node name="CharacterBody2D" type="CharacterBody2D" unique_id=1419412180] [sub_resource type="RectangleShape2D" id="RectangleShape2D_6t5aa"]
[node name="Player" type="CharacterBody2D" unique_id=1419412180 groups=["player"]]
script = ExtResource("1_cvnsp") script = ExtResource("1_cvnsp")
[node name="Sprite2D" type="Sprite2D" parent="." unique_id=719417979] [node name="Body" type="Sprite2D" parent="." unique_id=719417979]
position = Vector2(0, -43)
scale = Vector2(0.114894986, 0.11449075) scale = Vector2(0.114894986, 0.11449075)
texture = ExtResource("1_v0iea") texture = ExtResource("1_v0iea")
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=1477808378] [node name="BodyColision" type="CollisionShape2D" parent="." unique_id=1477808378]
position = Vector2(0, -43)
scale = Vector2(4.2653956, 4.2653956) scale = Vector2(4.2653956, 4.2653956)
shape = SubResource("CircleShape2D_v0iea") shape = SubResource("CircleShape2D_v0iea")
[node name="Shield" type="Sprite2D" parent="." unique_id=212386399]
position = Vector2(50, 0)
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)
scale = Vector2(2.5, 6)
shape = SubResource("RectangleShape2D_6t5aa")

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@@ -0,0 +1,32 @@
extends Area2D
var debug_normal: Vector2 = Vector2.ZERO
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
area_entered.connect(_on_area_entered)
func _on_area_entered(area):
if area.is_in_group("Projectiles"):
print("Event: Projectile hit shield")
var shield_normal = global_transform.x.normalized()
print("Readout: Shield normal: ", Vec2str(shield_normal))
# Gets the direction from the parent Node2D NOT the Area2d component
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"):
area.get_parent().changeDirection(bounceTrajectory)
# Debug functions
func _draw():
# draw_line(Vector2(1,0) * 1000, debug_normal * 50, Color.RED, 2.0) # normal
pass
# Makes the string a bit easier to read in debug console
func Vec2str(vec: Vector2) -> String:
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]

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@@ -0,0 +1 @@
uid://b7vgyn15fioeu

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@@ -0,0 +1,21 @@
MIT License
Copyright (c) 2016-2023 The Godot Engine community
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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@@ -0,0 +1,10 @@
[configuration]
entry_symbol = "git_plugin_init"
compatibility_minimum = "4.2.0"
[libraries]
linux.editor.x86_64 = "linux/libgit_plugin.linux.editor.x86_64.so"
macos.editor = "macos/libgit_plugin.macos.editor.universal.dylib"
windows.editor.x86_64 = "windows/libgit_plugin.windows.editor.x86_64.dll"

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@@ -0,0 +1 @@
uid://qlw5swybbp5t

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@@ -15,6 +15,11 @@ 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"
[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] [input]
move_up={ move_up={

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@@ -6,7 +6,66 @@ Using godot version 4.6
- collisions - collisions
- projectiles - projectiles
- attack types? - attack types?
Done
- WASD movement
Current imported assests: Current imported assests:
https://screamingbrainstudios.itch.io/tiny-texture-pack 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)