Arrow shooters and better cell to cell movement for players

master
Wynd 2024-09-17 21:37:22 +03:00
parent c8eaba5591
commit c06e5a6ada
15 changed files with 221 additions and 36 deletions

View File

@ -2,7 +2,9 @@ class_name Player
extends CharacterBody2D
@onready var raycast: RayCast2D = $RayCast2D
@onready var tile_map: MainLevel = $"../TileMap"
@onready var sprite: Sprite2D = $Sprite2D
@onready var map: MainLevel = get_tree().root.get_child(0).get_node("TileMap")
@onready var tile_map: TileMapLayer = get_tree().root.get_child(0).get_node("TileMap/TileMapLayer")
@export var speed: float = 40
@export var respawn_point: Marker2D
@ -11,23 +13,35 @@ const TILE_SIZE = 8
var is_moving = false
var should_move = false
var is_dead = false
var input_dir: Vector2
var respawn_time: int = 10
func _ready():
_respawn()
pass
func _process(delta):
if not is_dead:
_try_get_input()
_try_interact()
pass
if is_dead:
if respawn_time > 0:
respawn_time -= 1
elif respawn_time <= 0:
_respawn()
func _physics_process(delta):
_try_move()
_try_move(delta)
func _respawn():
position = respawn_point.position
sprite.global_position = position
is_dead = false
is_moving = false
should_move = false
func _try_move():
func _try_get_input():
should_move = false
if Input.is_action_pressed("move_up"):
input_dir = Vector2.UP
@ -42,28 +56,44 @@ func _try_move():
input_dir = Vector2.LEFT
should_move = true
if should_move and !is_moving:
if should_move and not is_moving:
raycast.target_position = input_dir * 8
raycast.force_raycast_update()
if raycast.is_colliding():
return
is_moving = true
var tween = create_tween()
tween.tween_property(self, "position", position + input_dir * TILE_SIZE, 0.25)
tween.tween_callback(func():
is_moving = false
_post_movement_check()
var current_tile: Vector2i = tile_map.local_to_map(global_position)
var target_tile: Vector2i = Vector2i(
current_tile.x + input_dir.x,
current_tile.y + input_dir.y
)
func _post_movement_check():
var is_death_tile = tile_map.is_death_tile(global_position)
global_position = tile_map.map_to_local(target_tile)
var is_death_tile = map.is_death_tile(global_position)
if is_death_tile:
die()
return
is_moving = true
sprite.global_position = tile_map.map_to_local(current_tile)
func _try_move(delta: int):
if not is_moving or is_dead:
return
sprite.global_position = sprite.global_position.move_toward(global_position, 0.5)
if global_position == sprite.global_position:
is_moving = false
return
func die():
_respawn()
is_dead = true
is_moving = false
respawn_time = 10
func _try_interact():
raycast.target_position = input_dir * 8

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@ -46,16 +46,16 @@ size = Vector2(8, 8)
[node name="Player" type="CharacterBody2D"]
z_index = 10
collision_mask = 3
collision_mask = 15
script = ExtResource("1_jrd75")
[node name="Camera2D" type="Camera2D" parent="."]
[node name="Sprite2D" type="Sprite2D" parent="."]
texture_filter = 1
texture = ExtResource("1_qfnf0")
hframes = 2
[node name="Camera2D" type="Camera2D" parent="Sprite2D"]
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
"": SubResource("AnimationLibrary_dx4e7")

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@ -53,6 +53,13 @@ jump={
]
}
[layer_names]
2d_physics/layer_1="Entities"
2d_physics/layer_2="Terrain"
2d_physics/layer_3="Puzzle"
2d_physics/layer_4="Projectiles"
[rendering]
textures/canvas_textures/default_texture_filter=0

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@ -0,0 +1,25 @@
class_name Arrow
extends Node2D
@onready var sprite: Sprite2D = $Sprite2D
var _direction: Vector2i
var _speed: int = 50
func _ready():
if _direction.x > 0:
sprite.flip_h = true
func shoot(dir: Vector2i, speed: int):
_direction = dir
_speed = speed
func _physics_process(delta):
var move = _direction * _speed * delta
position = position + move
func _on_area_2d_body_entered(body):
if body is Player:
body.die()
queue_free()

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@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://de8lejw21tx6h"
path="res://.godot/imported/arrow.png-a9a36bfbd72d1cbac04ba2d3bfba852e.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://puzzles/arrow/arrow.png"
dest_files=["res://.godot/imported/arrow.png-a9a36bfbd72d1cbac04ba2d3bfba852e.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
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/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

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@ -0,0 +1,21 @@
[gd_scene load_steps=4 format=3 uid="uid://0p0jl4g1ha4v"]
[ext_resource type="Texture2D" uid="uid://de8lejw21tx6h" path="res://puzzles/arrow/arrow.png" id="1_nkjxg"]
[ext_resource type="Script" path="res://puzzles/arrow/arrow.gd" id="1_v7o4i"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_2m4dq"]
size = Vector2(8, 3)
[node name="Arrow" type="Node2D"]
script = ExtResource("1_v7o4i")
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource("1_nkjxg")
[node name="Area2D" type="Area2D" parent="."]
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
position = Vector2(0, -0.5)
shape = SubResource("RectangleShape2D_2m4dq")
[connection signal="body_entered" from="Area2D" to="." method="_on_area_2d_body_entered"]

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@ -0,0 +1,19 @@
extends RayCast2D
@onready var arrow: PackedScene = preload("res://puzzles/arrow/arrow.tscn")
@onready var timer: Timer = $ShootTimer
@onready var shoot_dir: Vector2i = self.target_position.normalized()
@export var arrow_speed: int = 400
@export var shoot_timer: float = 3.0
func _ready():
timer.start(shoot_timer)
func _process(delta):
pass
func _on_shoot_timer_timeout():
var inst: Arrow = arrow.instantiate()
inst.shoot(shoot_dir, arrow_speed)
add_child(inst)

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@ -0,0 +1,11 @@
[gd_scene load_steps=2 format=3 uid="uid://dpkj44krp378g"]
[ext_resource type="Script" path="res://puzzles/arrow/arrow_shooter.gd" id="1_tk6ny"]
[node name="ArrowShooter" type="RayCast2D"]
target_position = Vector2(0, 8)
script = ExtResource("1_tk6ny")
[node name="ShootTimer" type="Timer" parent="."]
[connection signal="timeout" from="ShootTimer" to="." method="_on_shoot_timer_timeout"]

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@ -4,10 +4,13 @@ extends Area2D
@export var nodes: Array[Node2D]
var state = false
func _on_body_entered(body):
if body is Player:
state = not state
for node in nodes:
if node is TileMapLayer:
var layer = node as TileMapLayer
layer.enabled = !layer.enabled
sprite.frame = 1 if not layer.enabled else 0
sprite.frame = 1 if state else 0

View File

@ -1,8 +1,8 @@
class_name MainLevel
extends Node
func _get_tile_data(position: Vector2):
var results = []
func _get_tile_data(position: Vector2) -> Array[TileData]:
var results: Array[TileData] = []
for layer in self.get_children():
if not (layer as TileMapLayer).enabled:
continue
@ -12,14 +12,14 @@ func _get_tile_data(position: Vector2):
results.push_back(tile_data)
return results
func is_walkable_tile(position: Vector2):
func is_walkable_tile(position: Vector2) -> bool:
var results = _get_tile_data(position)
for tile_data in results:
if (tile_data as TileData).get_custom_data("walkable"):
return true
return false
func is_death_tile(position: Vector2):
func is_death_tile(position: Vector2) -> bool:
var is_death_tile = false
var results = _get_tile_data(position)
for tile_data in results:

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@ -9,7 +9,7 @@ signal finish_room
func _process(delta):
pass
func is_room_finished():
func is_room_finished() -> bool:
for puzzle in mandatory_puzzles:
if !puzzle.is_complete:
return false

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@ -41,15 +41,17 @@ texture_region_size = Vector2i(8, 8)
3:0/0 = 0
3:0/0/probability = 0.05
3:0/0/custom_data_0 = true
0:6/0 = 0
1:6/0 = 0
2:6/0 = 0
1:7/0 = 0
0:7/0 = 0
6:2/0 = 0
6:2/0/physics_layer_1/polygon_0/points = PackedVector2Array(-4, -4, 4, -4, 4, 4, -4, 4)
7:2/0 = 0
7:2/0/physics_layer_1/polygon_0/points = PackedVector2Array(-4, -4, 4, -4, 4, 4, -4, 4)
[resource]
tile_size = Vector2i(8, 8)
physics_layer_0/collision_layer = 1
physics_layer_0/collision_mask = 9
physics_layer_1/collision_layer = 2
physics_layer_1/collision_mask = 3
custom_data_layer_0/name = "walkable"
custom_data_layer_0/type = 1
custom_data_layer_1/name = "death"

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