Compare commits
2 Commits
cd4f527ab1
...
Projectile
| Author | SHA1 | Date | |
|---|---|---|---|
| 894f77e3cd | |||
| bbda9768a2 |
@@ -1,57 +0,0 @@
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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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Binary file not shown.
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Before Width: | Height: | Size: 2.2 KiB |
@@ -1,40 +0,0 @@
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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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"vram_texture": false
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}
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[deps]
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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/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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Binary file not shown.
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Before Width: | Height: | Size: 247 KiB |
@@ -1,40 +0,0 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://c8c6fh1jtdd0i"
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path="res://.godot/imported/Creature2Spritesheet.png-e2e0ef81f527506d5f444ce2e43b5c24.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/Creature2Spritesheet.png"
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dest_files=["res://.godot/imported/Creature2Spritesheet.png-e2e0ef81f527506d5f444ce2e43b5c24.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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Binary file not shown.
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Before Width: | Height: | Size: 125 B |
@@ -1,40 +0,0 @@
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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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||||
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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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||||
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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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Binary file not shown.
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Before Width: | Height: | Size: 79 KiB |
@@ -1,40 +0,0 @@
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[remap]
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||||
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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={
|
||||
"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]
|
||||
|
||||
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
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||||
process/fix_alpha_border=true
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||||
process/premult_alpha=false
|
||||
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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||||
Binary file not shown.
|
Before Width: | Height: | Size: 34 KiB |
@@ -1,40 +0,0 @@
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||||
[remap]
|
||||
|
||||
importer="texture"
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||||
type="CompressedTexture2D"
|
||||
uid="uid://b5gvrcwfqtubf"
|
||||
path="res://.godot/imported/PlaceholderPallate.png-81deac43f0fca2626c9303de8fa9ae37.ctex"
|
||||
metadata={
|
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"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
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
|
||||
compress/uastc_level=0
|
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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
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
@@ -1,25 +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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@@ -1,86 +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;
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uniform float color_levels : hint_range(2.0, 256.0) = 2.0;
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uniform float black_bias : hint_range(0.0, 1.0) = 1.0; // Lower = stronger preference for black
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uniform float outline_sensitivity : hint_range(0.0, 1.0) = 0.25; // Higher = grabs more grey
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uniform vec2 target_resolution = vec2(640.0, 360.0);
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void fragment() {
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vec2 uv = floor(SCREEN_UV * target_resolution) / target_resolution;
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vec2 v_pixel_size = 1.0 / target_resolution;
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vec2 offset = v_pixel_size * 0.5;
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// check center and 4 small offsets to see if black is nearby
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vec3 col0 = texture(screen_texture, uv).rgb;
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vec3 col1 = texture(screen_texture, uv + vec2(offset.x, 0.0)).rgb;
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vec3 col2 = texture(screen_texture, uv - vec2(offset.x, 0.0)).rgb;
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vec3 col3 = texture(screen_texture, uv + vec2(0.0, offset.y)).rgb;
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vec3 col4 = texture(screen_texture, uv - vec2(0.0, offset.y)).rgb;
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// Calculate the darkest brightness among the 5 samples
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float b0 = dot(col0, vec3(0.299, 0.587, 0.114));
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float b1 = dot(col1, vec3(0.299, 0.587, 0.114));
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float b2 = dot(col2, vec3(0.299, 0.587, 0.114));
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float b3 = dot(col3, vec3(0.299, 0.587, 0.114));
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float b4 = dot(col4, vec3(0.299, 0.587, 0.114));
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float min_brightness = min(b0, min(b1, min(b2, min(b3, b4))));
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vec3 final_rgb;
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// 2. The "Outline Guard"
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// If ANY sampled pixel in this area is dark, force it to black immediately
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if (min_brightness < outline_sensitivity) {
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final_rgb = vec3(0.0, 0.0, 0.0);
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} else {
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// 3. Normal Palette Snapping
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vec3 rgba = col0; // Use center sample for normal colors
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float best_dist = 10.0;
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vec3 best_color = rgba;
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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, p_color);
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/*
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// Apply bias in the loop as a secondary safety measure
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if (length(p_color) < 0.1) {
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dist *= black_bias;
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}
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//*/
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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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final_rgb = best_color;
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}
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COLOR = vec4(final_rgb, 1.0);
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}
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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 @@
|
||||
uid://dyr1qs8xwscgm
|
||||
@@ -1,89 +0,0 @@
|
||||
[gd_scene format=3 uid="uid://cja4ibeplpuvg"]
|
||||
|
||||
[ext_resource type="PackedScene" uid="uid://db1oeukux1376" path="res://Scenes/Enemy1.tscn" id="1_1lo65"]
|
||||
[ext_resource type="Texture2D" uid="uid://c8c6fh1jtdd0i" path="res://Assets/GameplayArt/Creature2Spritesheet.png" id="2_wvt7r"]
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_uldxc"]
|
||||
atlas = ExtResource("2_wvt7r")
|
||||
region = Rect2(0, 0, 1002, 1002)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_hm5n8"]
|
||||
atlas = ExtResource("2_wvt7r")
|
||||
region = Rect2(1002, 0, 1002, 1002)
|
||||
|
||||
[sub_resource type="SpriteFrames" id="SpriteFrames_r1616"]
|
||||
animations = [{
|
||||
"frames": [{
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_uldxc")
|
||||
}, {
|
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"duration": 1.0,
|
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"texture": SubResource("AtlasTexture_hm5n8")
|
||||
}],
|
||||
"loop": true,
|
||||
"name": &"default",
|
||||
"speed": 1.0
|
||||
}]
|
||||
|
||||
[sub_resource type="CircleShape2D" id="CircleShape2D_sli80"]
|
||||
radius = 18.0
|
||||
|
||||
[sub_resource type="Animation" id="Animation_uldxc"]
|
||||
resource_name = "Wiggle"
|
||||
length = 2.0
|
||||
loop_mode = 1
|
||||
tracks/0/type = "value"
|
||||
tracks/0/imported = false
|
||||
tracks/0/enabled = true
|
||||
tracks/0/path = NodePath("Sprite2D:frame")
|
||||
tracks/0/interp = 1
|
||||
tracks/0/loop_wrap = true
|
||||
tracks/0/keys = {
|
||||
"times": PackedFloat32Array(0, 1),
|
||||
"transitions": PackedFloat32Array(1, 1),
|
||||
"update": 1,
|
||||
"values": [0, 1]
|
||||
}
|
||||
|
||||
[sub_resource type="Animation" id="Animation_wvt7r"]
|
||||
length = 0.001
|
||||
tracks/0/type = "value"
|
||||
tracks/0/imported = false
|
||||
tracks/0/enabled = true
|
||||
tracks/0/path = NodePath("Sprite2D:frame")
|
||||
tracks/0/interp = 1
|
||||
tracks/0/loop_wrap = true
|
||||
tracks/0/keys = {
|
||||
"times": PackedFloat32Array(0),
|
||||
"transitions": PackedFloat32Array(1),
|
||||
"update": 1,
|
||||
"values": [0]
|
||||
}
|
||||
|
||||
[sub_resource type="AnimationLibrary" id="AnimationLibrary_hm5n8"]
|
||||
_data = {
|
||||
&"Idle": SubResource("Animation_uldxc"),
|
||||
&"RESET": SubResource("Animation_wvt7r")
|
||||
}
|
||||
|
||||
[node name="Enemy1" unique_id=1765361359 instance=ExtResource("1_1lo65")]
|
||||
|
||||
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="." index="0" unique_id=769003556]
|
||||
visible = false
|
||||
rotation = -1.5707964
|
||||
scale = Vector2(0.3, 0.3)
|
||||
sprite_frames = SubResource("SpriteFrames_r1616")
|
||||
frame = 1
|
||||
frame_progress = 0.7216727
|
||||
|
||||
[node name="Sprite2D" parent="." index="1" unique_id=93765061]
|
||||
position = Vector2(0, 0)
|
||||
rotation = -1.5707964
|
||||
texture = ExtResource("2_wvt7r")
|
||||
hframes = 2
|
||||
|
||||
[node name="CollisionShape2D" parent="." index="2" unique_id=1856443411]
|
||||
shape = SubResource("CircleShape2D_sli80")
|
||||
|
||||
[node name="AnimationPlayer" type="AnimationPlayer" parent="." index="4" unique_id=525993328]
|
||||
libraries/ = SubResource("AnimationLibrary_hm5n8")
|
||||
@@ -1,88 +0,0 @@
|
||||
[gd_scene format=3 uid="uid://cja4ibeplpuvg"]
|
||||
|
||||
[ext_resource type="PackedScene" uid="uid://db1oeukux1376" path="res://Scenes/Enemy1.tscn" id="1_1lo65"]
|
||||
[ext_resource type="Texture2D" uid="uid://c8c6fh1jtdd0i" path="res://Assets/GameplayArt/Creature2Spritesheet.png" id="2_wvt7r"]
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_uldxc"]
|
||||
atlas = ExtResource("2_wvt7r")
|
||||
region = Rect2(0, 0, 1002, 1002)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_hm5n8"]
|
||||
atlas = ExtResource("2_wvt7r")
|
||||
region = Rect2(1002, 0, 1002, 1002)
|
||||
|
||||
[sub_resource type="SpriteFrames" id="SpriteFrames_r1616"]
|
||||
animations = [{
|
||||
"frames": [{
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_uldxc")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_hm5n8")
|
||||
}],
|
||||
"loop": true,
|
||||
"name": &"default",
|
||||
"speed": 1.0
|
||||
}]
|
||||
|
||||
[sub_resource type="CircleShape2D" id="CircleShape2D_sli80"]
|
||||
radius = 18.0
|
||||
|
||||
[sub_resource type="Animation" id="Animation_uldxc"]
|
||||
resource_name = "Wiggle"
|
||||
length = 2.0
|
||||
loop_mode = 1
|
||||
tracks/0/type = "value"
|
||||
tracks/0/imported = false
|
||||
tracks/0/enabled = true
|
||||
tracks/0/path = NodePath("Sprite2D:frame")
|
||||
tracks/0/interp = 1
|
||||
tracks/0/loop_wrap = true
|
||||
tracks/0/keys = {
|
||||
"times": PackedFloat32Array(0, 1),
|
||||
"transitions": PackedFloat32Array(1, 1),
|
||||
"update": 1,
|
||||
"values": [0, 1]
|
||||
}
|
||||
|
||||
[sub_resource type="Animation" id="Animation_wvt7r"]
|
||||
length = 0.001
|
||||
tracks/0/type = "value"
|
||||
tracks/0/imported = false
|
||||
tracks/0/enabled = true
|
||||
tracks/0/path = NodePath("Sprite2D:frame")
|
||||
tracks/0/interp = 1
|
||||
tracks/0/loop_wrap = true
|
||||
tracks/0/keys = {
|
||||
"times": PackedFloat32Array(0),
|
||||
"transitions": PackedFloat32Array(1),
|
||||
"update": 1,
|
||||
"values": [1]
|
||||
}
|
||||
|
||||
[sub_resource type="AnimationLibrary" id="AnimationLibrary_hm5n8"]
|
||||
_data = {
|
||||
&"Idle": SubResource("Animation_uldxc"),
|
||||
&"RESET": SubResource("Animation_wvt7r")
|
||||
}
|
||||
|
||||
[node name="Enemy1" unique_id=1765361359 instance=ExtResource("1_1lo65")]
|
||||
|
||||
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="." index="0" unique_id=769003556]
|
||||
visible = false
|
||||
rotation = -1.5707964
|
||||
scale = Vector2(0.3, 0.3)
|
||||
sprite_frames = SubResource("SpriteFrames_r1616")
|
||||
frame = 1
|
||||
frame_progress = 0.7216727
|
||||
|
||||
[node name="Sprite2D" parent="." index="1" unique_id=93765061]
|
||||
texture = ExtResource("2_wvt7r")
|
||||
hframes = 2
|
||||
frame = 1
|
||||
|
||||
[node name="CollisionShape2D" parent="." index="2" unique_id=1856443411]
|
||||
shape = SubResource("CircleShape2D_sli80")
|
||||
|
||||
[node name="AnimationPlayer" type="AnimationPlayer" parent="." index="4" unique_id=525993328]
|
||||
libraries/ = SubResource("AnimationLibrary_hm5n8")
|
||||
@@ -16,7 +16,6 @@ scale = Vector2(0.3, 0.3)
|
||||
texture = ExtResource("1_g6sln")
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=1856443411]
|
||||
visible = false
|
||||
scale = Vector2(6, 6)
|
||||
shape = SubResource("CapsuleShape2D_g6sln")
|
||||
|
||||
|
||||
@@ -1,24 +1,26 @@
|
||||
extends Node2D
|
||||
|
||||
const isDebugLineOn: bool = false
|
||||
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 of the player
|
||||
direction = (player.global_position - global_position).normalized()
|
||||
global_rotation = direction.angle()
|
||||
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 functions
|
||||
var debug_normal: Vector2 = Vector2.ZERO
|
||||
# Debug function
|
||||
func _draw():
|
||||
if isDebugLineOn:
|
||||
draw_line(Vector2(1,0) * 1000, debug_normal * 50, Color.RED, 2.0)
|
||||
# draw_line(Vector2(1,0) * 1000, debug_normal * 50, Color.RED, 2.0)
|
||||
pass
|
||||
|
||||
@@ -1,43 +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="PackedScene" uid="uid://cja4ibeplpuvg" path="res://Scenes/Creature_2.tscn" id="3_meac5"]
|
||||
[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/black_bias = 0.6
|
||||
shader_parameter/outline_sensitivity = 0.25
|
||||
shader_parameter/target_resolution = Vector2(640, 360)
|
||||
|
||||
[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="Enemy2" parent="Game" unique_id=1765361359 instance=ExtResource("3_meac5")]
|
||||
position = Vector2(258, 363)
|
||||
|
||||
[node name="CanvasLayer" type="CanvasLayer" parent="." unique_id=298300130]
|
||||
layer = 10
|
||||
|
||||
[node name="ColorRect" type="ColorRect" parent="CanvasLayer" unique_id=570744568]
|
||||
texture_filter = 2
|
||||
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"]
|
||||
@@ -17,20 +17,19 @@ 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")
|
||||
@onready var _animation_player = $AnimationPlayer
|
||||
@export var Projectile: PackedScene
|
||||
|
||||
var anim_player
|
||||
|
||||
func _on_timer_timeout() -> void:
|
||||
$DirectionTimer.wait_time = chose([1,2,3])
|
||||
if current_state != States.CHASE:
|
||||
if current_state !=States.CHASE:
|
||||
dir = chose([Vector2.RIGHT, Vector2.LEFT])
|
||||
var newProjectile = Projectile.instantiate() as Node2D
|
||||
newProjectile.global_position=global_position
|
||||
@@ -45,21 +44,11 @@ func wraparound():
|
||||
var direction = global_position.direction_to(player.global_position)
|
||||
global_position += direction * max_distance*2
|
||||
|
||||
func _ready() -> void:
|
||||
if has_node("AnimationPlayer"):
|
||||
anim_player = get_node_or_null("AnimationPlayer")
|
||||
var list = anim_player.get_animation_list()
|
||||
print(list) # Outputs something like ["idle", "walk", "default"]
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if has_node("AnimationPlayer"):
|
||||
anim_player = get_node_or_null("AnimationPlayer")
|
||||
if anim_player.has_animation("Idle"):
|
||||
anim_player.play("Idle")
|
||||
look_at(player.global_position)
|
||||
#print(player.global_position)
|
||||
var distance = global_position.distance_to(player.global_position)
|
||||
if distance > max_distance:
|
||||
if distance>max_distance:
|
||||
wraparound()
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -1,8 +1,10 @@
|
||||
extends CharacterBody2D
|
||||
|
||||
|
||||
const SPEED = 300.0
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
|
||||
var dirX := Input.get_axis("move_left", "move_right")
|
||||
var dirY := Input.get_axis("move_up", "move_down")
|
||||
@@ -17,6 +19,6 @@ func _process(delta: float) -> void:
|
||||
|
||||
look_at(get_global_mouse_position())
|
||||
|
||||
# mouse control no longer requires this 90 degree compensation
|
||||
#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)
|
||||
# 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"]
|
||||
|
||||
[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"]
|
||||
|
||||
@@ -13,13 +13,11 @@
|
||||
script = ExtResource("1_cvnsp")
|
||||
|
||||
[node name="Body" type="Sprite2D" parent="." unique_id=719417979]
|
||||
rotation = -1.5707964
|
||||
scale = Vector2(0.115, 0.115)
|
||||
texture = ExtResource("2_vgqql")
|
||||
scale = Vector2(0.114894986, 0.11449075)
|
||||
texture = ExtResource("1_v0iea")
|
||||
|
||||
[node name="BodyColision" type="CollisionShape2D" parent="." unique_id=1477808378]
|
||||
visible = false
|
||||
scale = Vector2(3.5, 3.5)
|
||||
scale = Vector2(4.2653956, 4.2653956)
|
||||
shape = SubResource("CircleShape2D_v0iea")
|
||||
|
||||
[node name="Shield" type="Sprite2D" parent="." unique_id=212386399]
|
||||
@@ -28,7 +26,6 @@ scale = Vector2(0.15, 0.15)
|
||||
texture = ExtResource("3_6t5aa")
|
||||
|
||||
[node name="ShieldColision" type="CollisionShape2D" parent="." unique_id=948717563]
|
||||
visible = false
|
||||
position = Vector2(50, 0)
|
||||
scale = Vector2(2.5, 6)
|
||||
shape = SubResource("RectangleShape2D_6t5aa")
|
||||
@@ -39,7 +36,6 @@ collision_mask = 2
|
||||
script = ExtResource("4_vgqql")
|
||||
|
||||
[node name="ShieldHitboxCol" type="CollisionShape2D" parent="ShieldHitbox" unique_id=1829894325]
|
||||
visible = false
|
||||
position = Vector2(50, 0)
|
||||
scale = Vector2(2.5, 6)
|
||||
shape = SubResource("RectangleShape2D_6t5aa")
|
||||
|
||||
@@ -1,36 +1,32 @@
|
||||
extends Area2D
|
||||
|
||||
# Toggles debugger console output
|
||||
const isVerbose: bool = false
|
||||
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"):
|
||||
# gets parent node because parent is what's moving, not the child area node
|
||||
var parent = area.get_parent()
|
||||
readout("Event: Projectile has hit player shield")
|
||||
var projectile_dir = Vector2.from_angle(parent.rotation)
|
||||
vec2Readout("Projectile Dir", projectile_dir)
|
||||
print("Event: Projectile hit shield")
|
||||
var shield_normal = global_transform.x.normalized()
|
||||
vec2Readout("Shield Normal: ", shield_normal)
|
||||
if parent.has_method("changeDirection"):
|
||||
var bounce_dir = projectile_dir.bounce(shield_normal)
|
||||
parent.changeDirection(bounce_dir)
|
||||
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)
|
||||
|
||||
# makes debug output cleaner when printing Vector2
|
||||
func vec2str(vec: Vector2) -> String:
|
||||
var x_str = String.num(vec.x, 2)
|
||||
var y_str = String.num(vec.y, 2)
|
||||
if not x_str.begins_with("-"): x_str = " " + x_str
|
||||
if not y_str.begins_with("-"): y_str = " " + y_str
|
||||
return "(%s, %s)" % [x_str, y_str]
|
||||
# Debug functions
|
||||
func _draw():
|
||||
# draw_line(Vector2(1,0) * 1000, debug_normal * 50, Color.RED, 2.0) # normal
|
||||
pass
|
||||
|
||||
func vec2Readout(label: String, vec: Vector2):
|
||||
if isVerbose:
|
||||
print("Readout: ", label, vec2str(vec))
|
||||
# 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 ""
|
||||
|
||||
func readout(str: String):
|
||||
if isVerbose:
|
||||
print(str)
|
||||
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/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"
|
||||
|
||||
56
todoList
56
todoList
@@ -2,15 +2,12 @@ So that we can keep track of what things need to be done
|
||||
|
||||
Using godot version 4.6
|
||||
|
||||
- Get sprites for and background
|
||||
- projectile damage
|
||||
- enemy attack types
|
||||
- enemy behaviors
|
||||
- Get sprites for basic characters, and background
|
||||
- collisions
|
||||
- projectiles
|
||||
- attack types?
|
||||
Done
|
||||
- WASD movement
|
||||
- projectiles launching
|
||||
- projectiles bouncing
|
||||
- Get sprites for basic characters,
|
||||
|
||||
|
||||
Current imported assests:
|
||||
@@ -18,6 +15,9 @@ https://screamingbrainstudios.itch.io/tiny-texture-pack
|
||||
|
||||
|
||||
|
||||
x1*x2+y1*y2
|
||||
|
||||
along normal speedx*sp
|
||||
|
||||
|
||||
|
||||
@@ -27,3 +27,45 @@ https://screamingbrainstudios.itch.io/tiny-texture-pack
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
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