Compare commits
1 Commits
Projectile
...
enemy+wrap
| Author | SHA1 | Date | |
|---|---|---|---|
| a93f163b85 |
@@ -1,14 +1,12 @@
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[gd_scene format=3 uid="uid://db1oeukux1376"]
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[gd_scene format=3 uid="uid://db1oeukux1376"]
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[ext_resource type="Texture2D" uid="uid://xg0mu5mtpcgo" path="res://Assets/PlaceHolders/BuffMonk.png" id="1_g6sln"]
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[ext_resource type="Texture2D" uid="uid://xg0mu5mtpcgo" path="res://Assets/PlaceHolders/BuffMonk.png" id="1_g6sln"]
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[ext_resource type="Script" uid="uid://d34snqiuscbv8" path="res://Scenes/enemy_1.gd" id="1_s7od6"]
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[ext_resource type="Script" uid="uid://dm8ytxk67ejef" path="res://Scenes/enemy_1.gd" id="1_s7od6"]
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[ext_resource type="PackedScene" uid="uid://b3ngjk0lkeemd" path="res://Scenes/Projectile_1.tscn" id="2_n3m8v"]
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_g6sln"]
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_g6sln"]
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[node name="Enemy1" type="CharacterBody2D" unique_id=1765361359]
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[node name="Enemy1" type="CharacterBody2D" unique_id=1765361359]
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script = ExtResource("1_s7od6")
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script = ExtResource("1_s7od6")
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Projectile = ExtResource("2_n3m8v")
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[node name="Sprite2D" type="Sprite2D" parent="." unique_id=93765061]
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[node name="Sprite2D" type="Sprite2D" parent="." unique_id=93765061]
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position = Vector2(22, -29)
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position = Vector2(22, -29)
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11
block/Scenes/MapTest.tscn
Normal file
11
block/Scenes/MapTest.tscn
Normal file
@@ -0,0 +1,11 @@
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[gd_scene format=3 uid="uid://d3m22yqoyvo4t"]
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[ext_resource type="PackedScene" uid="uid://b448mpav6ek52" path="res://Scenes/arena_game_manager.tscn" id="1_0tjoe"]
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[ext_resource type="PackedScene" uid="uid://db1oeukux1376" path="res://Scenes/Enemy1.tscn" id="2_pddb8"]
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[node name="MapTest" type="Node2D" unique_id=2115555896]
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[node name="ArenaGameManager" parent="." unique_id=1024187604 instance=ExtResource("1_0tjoe")]
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[node name="Enemy1" parent="." unique_id=1765361359 instance=ExtResource("2_pddb8")]
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position = Vector2(379, 168)
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@@ -1,26 +0,0 @@
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extends Node2D
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const speed = 200
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@onready var player: CharacterBody2D = get_tree().get_first_node_in_group("player")
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var direction = Vector2.RIGHT
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#var debug_normal: Vector2 = Vector2.ZERO
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func _ready() -> void:
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direction = (player.global_position - global_position).normalized()
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global_rotation=direction.angle()
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func _process(delta: float) -> void:
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position += direction * speed * delta
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func get_facing_direction():
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var direction_vector = Vector2.from_angle(rotation)
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return direction_vector
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func changeDirection(normal: Vector2):
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direction = normal
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rotation = direction.angle()
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# Debug function
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func _draw():
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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 +0,0 @@
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uid://bxqq5rcm0twuk
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@@ -1,34 +0,0 @@
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[gd_scene format=3 uid="uid://b3ngjk0lkeemd"]
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[ext_resource type="Texture2D" uid="uid://bsjn11wcewgya" path="res://Assets/PlaceHolders/Blob.png" id="1_1rre0"]
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[ext_resource type="Script" uid="uid://bxqq5rcm0twuk" path="res://Scenes/Projectile_1.gd" id="1_lrei0"]
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[sub_resource type="GDScript" id="GDScript_4ipem"]
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script/source = "extends Area2D
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# Called when the node enters the scene tree for the first time.
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#func _ready() -> void:
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# pass # Replace with function body.
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"
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[sub_resource type="CircleShape2D" id="CircleShape2D_v0834"]
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[node name="Projectile1" type="Node2D" unique_id=1531719161]
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script = ExtResource("1_lrei0")
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[node name="Area2D" type="Area2D" parent="." unique_id=1629546418 groups=["Projectiles"]]
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collision_layer = 2
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collision_mask = 2
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script = SubResource("GDScript_4ipem")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D" unique_id=286593893]
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scale = Vector2(1.1, 1.1)
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shape = SubResource("CircleShape2D_v0834")
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[node name="Sprite2D" type="Sprite2D" parent="Area2D" unique_id=1983633174]
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position = Vector2(-0.9999995, 1)
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scale = Vector2(0.17, 0.17)
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texture = ExtResource("1_1rre0")
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@@ -24,17 +24,15 @@ var dir: Vector2
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var knockback = 200
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var knockback = 200
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var current_state = States.IDLE
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var current_state = States.IDLE
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@onready var player: CharacterBody2D = get_tree().get_first_node_in_group("player")
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@onready var player: CharacterBody2D = get_tree().get_first_node_in_group("player")
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@export var Projectile: PackedScene
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func _on_timer_timeout() -> void:
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func _on_timer_timeout() -> void:
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$DirectionTimer.wait_time = chose([1,2,3])
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$DirectionTimer.wait_time = chose([1,2,3])
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if current_state !=States.CHASE:
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if current_state !=States.CHASE:
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dir = chose([Vector2.RIGHT, Vector2.LEFT])
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dir = chose([Vector2.RIGHT, Vector2.LEFT])
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var newProjectile = Projectile.instantiate() as Node2D
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newProjectile.global_position=global_position
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# newProjectile.global_rotation=global_rotation
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get_tree().current_scene.add_child(newProjectile)
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func chose(array):
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func chose(array):
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array.shuffle()
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array.shuffle()
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@@ -44,11 +42,38 @@ func wraparound():
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var direction = global_position.direction_to(player.global_position)
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var direction = global_position.direction_to(player.global_position)
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global_position += direction * max_distance*2
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global_position += direction * max_distance*2
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func _process(delta: float) -> void:
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func _process(delta: float) -> void:
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look_at(player.global_position)
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look_at(player.global_position)
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#print(player.global_position)
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print(player.global_position)
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var distance = global_position.distance_to(player.global_position)
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var distance = global_position.distance_to(player.global_position)
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if distance>max_distance:
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if distance>max_distance:
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wraparound()
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wraparound()
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"""
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if (global_position.x-player.global_position.x)>600:#player to the right
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global_position.x=player.global_position.x-600#move right
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elif(global_position.x-player.global_position.x)<-600:#player to the left
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global_position.x=player.global_position.x+600#move left
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if (global_position.y-player.global_position.y)>600:#player to the up
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global_position.y=player.global_position.y-600#move up
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elif(global_position.y-player.global_position.y)<-600:#player to the down
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global_position.y=player.global_position.y+600#move down
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"""
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"""
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var direction := Input.get_axis("ui_left", "ui_right")
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if direction:
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velocity.x = direction * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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move_and_slide()
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"""
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@@ -1 +1 @@
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uid://d34snqiuscbv8
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uid://dm8ytxk67ejef
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@@ -17,8 +17,7 @@ func _process(_delta: float) -> void:
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move_and_slide()
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move_and_slide()
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look_at(get_global_mouse_position())
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# look_at(get_global_mouse_position()) #uncompensated mouse control
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#OLD: used when player shield direction aigned 90 deg off from front
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var angle_to_mouse = get_angle_to(get_global_mouse_position())
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# var angle_to_mouse = get_angle_to(get_global_mouse_position())
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rotation += angle_to_mouse + deg_to_rad(90) #+90 to makes top of image face mouse, not side
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# rotation += angle_to_mouse# + deg_to_rad(90) #+90 to makes top of image face mouse, not side
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@@ -3,7 +3,6 @@
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[ext_resource type="Script" uid="uid://bah031ailk0ha" path="res://Scenes/player.gd" id="1_cvnsp"]
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[ext_resource type="Script" uid="uid://bah031ailk0ha" path="res://Scenes/player.gd" id="1_cvnsp"]
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[ext_resource type="Texture2D" uid="uid://g0m835iol4mp" path="res://Assets/PlaceHolders/Screenshot 2024-11-24 210808.png" id="1_v0iea"]
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[ext_resource type="Texture2D" uid="uid://g0m835iol4mp" path="res://Assets/PlaceHolders/Screenshot 2024-11-24 210808.png" id="1_v0iea"]
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[ext_resource type="Texture2D" uid="uid://bcmuqd6p3jhdw" path="res://Assets/PlaceHolders/Elmo.png" id="3_6t5aa"]
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[ext_resource type="Texture2D" uid="uid://bcmuqd6p3jhdw" path="res://Assets/PlaceHolders/Elmo.png" id="3_6t5aa"]
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[ext_resource type="Script" uid="uid://b7vgyn15fioeu" path="res://Scenes/shield_hitbox.gd" id="4_vgqql"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_v0iea"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_v0iea"]
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@@ -21,21 +20,13 @@ scale = Vector2(4.2653956, 4.2653956)
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shape = SubResource("CircleShape2D_v0iea")
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shape = SubResource("CircleShape2D_v0iea")
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[node name="Shield" type="Sprite2D" parent="." unique_id=212386399]
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[node name="Shield" type="Sprite2D" parent="." unique_id=212386399]
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position = Vector2(50, 0)
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position = Vector2(0, -50)
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rotation = 1.5707964
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scale = Vector2(0.15, 0.15)
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scale = Vector2(0.15, 0.15)
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texture = ExtResource("3_6t5aa")
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texture = ExtResource("3_6t5aa")
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[node name="ShieldColision" type="CollisionShape2D" parent="." unique_id=948717563]
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[node name="ShieldColision" type="CollisionShape2D" parent="." unique_id=948717563]
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position = Vector2(50, 0)
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position = Vector2(0, -50)
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scale = Vector2(2.5, 6)
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rotation = 1.5707964
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shape = SubResource("RectangleShape2D_6t5aa")
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[node name="ShieldHitbox" type="Area2D" parent="." unique_id=2121529100]
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collision_layer = 2
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collision_mask = 2
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script = ExtResource("4_vgqql")
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[node name="ShieldHitboxCol" type="CollisionShape2D" parent="ShieldHitbox" unique_id=1829894325]
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position = Vector2(50, 0)
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scale = Vector2(2.5, 6)
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scale = Vector2(2.5, 6)
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shape = SubResource("RectangleShape2D_6t5aa")
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shape = SubResource("RectangleShape2D_6t5aa")
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@@ -1,32 +0,0 @@
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extends Area2D
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var debug_normal: Vector2 = Vector2.ZERO
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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area_entered.connect(_on_area_entered)
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func _on_area_entered(area):
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if area.is_in_group("Projectiles"):
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print("Event: Projectile hit shield")
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var shield_normal = global_transform.x.normalized()
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print("Readout: Shield normal: ", Vec2str(shield_normal))
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# Gets the direction from the parent Node2D NOT the Area2d component
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var projectile_velocity = area.get_parent().get_facing_direction()
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print("Readout: Projectile dir: ", Vec2str(projectile_velocity))
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var bounceTrajectory = projectile_velocity.bounce(shield_normal)
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print("Readout: Bounce dir: ", Vec2str(bounceTrajectory))
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if area.get_parent().has_method("changeDirection"):
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area.get_parent().changeDirection(bounceTrajectory)
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# Debug functions
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func _draw():
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# draw_line(Vector2(1,0) * 1000, debug_normal * 50, Color.RED, 2.0) # normal
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pass
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# Makes the string a bit easier to read in debug console
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func Vec2str(vec: Vector2) -> String:
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var x_sign = " " if vec.x >= 0 else ""
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var y_sign = " " if vec.y >= 0 else ""
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return "(%s%.2f, %s%.2f)" % [x_sign, vec.x, y_sign, vec.y]
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@@ -1 +0,0 @@
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uid://b7vgyn15fioeu
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@@ -18,7 +18,6 @@ config/icon="res://icon.svg"
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[global_group]
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[global_group]
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player="Making this for an easy reference to the player in the enemies code"
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player="Making this for an easy reference to the player in the enemies code"
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Projectiles="Tell if the object is a projectile or not"
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[input]
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[input]
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57
todoList
57
todoList
@@ -12,60 +12,3 @@ Done
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Current imported assests:
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Current imported assests:
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https://screamingbrainstudios.itch.io/tiny-texture-pack
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https://screamingbrainstudios.itch.io/tiny-texture-pack
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x1*x2+y1*y2
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along normal speedx*sp
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var proje_normal = global_transform.x.normalized()
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#proje_normal.y = -proje_normal.y
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print("Proje Normal: ", proje_normal)
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var speed_perp: float = proje_normal.dot(normal)
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var perp_line: Vector2 = Vector2(normal.y,-normal.x)
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var speed_para: float = proje_normal.dot(perp_line)
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print("speed perp: ", speed_perp)
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print("speed para: ", speed_para)
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# this is just to check my math
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# should be aproximately 1 (there will be some bit depth precision errors)
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print("speed hype: ", speed_para*speed_para + speed_perp*speed_perp)
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var newDirection: Vector2 = Vector2(
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(speed_perp * normal.x) + (speed_para * normal.y),
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(speed_perp * normal.y) + (speed_para *-normal.x))
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var projectile_velocity = area.get_parent().get_facing_direction()
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print("projectile speed......................", projectile_velocity)
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var shield_normal = global_transform.x.normalized()
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print("Shield Normal: ", shield_normal)
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#shield_normal.y = -shield_normal.y
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# if abs(projectile_velocity.y)>abs(projectile_velocity.x):
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# shield_normal = global_transform.y.normalized()
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#shield_normal.y = -shield_normal.y
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#shield_normal.x = -shield_normal.x
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# var shield_perp = Vector2(shield_normal.y,-shield_normal.x)
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# if area.has_method("bounce"):
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# if projectile_velocity.dot(shield_perp) < 0:
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# area.bounce(shield_normal)
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if area.has_method("bounce"):
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#if projectile_velocity.dot(shield_normal) < 0:
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area.bounce(shield_normal)
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||||||
Reference in New Issue
Block a user