77 Commits

Author SHA1 Message Date
ruslan a1601c9266 Added missing blood shader 2026-06-20 23:24:23 +03:00
ruslan 6452b8e2e3 Added color switching to the TouchColorPlatform 2026-06-20 23:23:47 +03:00
ruslan 66ee9887c8 Improved blood splash 2026-06-20 22:50:15 +03:00
ruslan 1983165cf8 Added blood splash 2026-06-20 22:35:54 +03:00
ruslan e2c5cd35ec Reworked Cultist 2026-06-20 21:58:27 +03:00
ruslan e1e2cb3bd1 Reworked CollisionSwitcher to the arrays 2026-06-20 17:37:12 +03:00
ruslan 04cbca0ce1 Added TriggerColorPlatform 2026-06-20 16:01:15 +03:00
ruslan 0a8c9a8163 Simplified ConnecctionCable shader 2026-06-20 15:10:20 +03:00
ruslan 6667047406 Fixed actiovation hint in the editor 2026-06-20 14:54:55 +03:00
ruslan 08c6e3a870 Splitted decorative and informative sprite atlases. Fixed interaction hover tip for pad 2026-06-20 14:46:05 +03:00
ruslan 6bfe08e76c Fixed test platform rotation. Added standing check area to the platform 2026-06-20 14:43:34 +03:00
ruslan 24481b1f33 Added controlable movement platform 2026-06-19 22:03:35 +03:00
ruslan 2b12373ed8 Minor fix 2026-06-17 22:04:06 +03:00
ruslan 3bb2fb9d8a Added water splash 2026-06-17 21:49:35 +03:00
ruslan 8812915d3e Added icon and animation to ColorSwitchingPlatform 2026-06-17 20:54:53 +03:00
ruslan 4ea9eea776 Added ColorSwitchingPlatform 2026-06-17 01:27:04 +03:00
ruslan 713be75d90 Updated ConnectionCable 2026-06-16 22:43:29 +03:00
ruslan 22c0912ea2 Added ConnectionCable 2026-06-15 22:54:03 +03:00
ruslan 95539bcf5d Timed switching brought back. Added waiting for sprite emit finishing for player switching 2026-06-14 19:16:31 +03:00
ruslan ed657514a3 Disabled switching on the first level. Added switch particles. Fixed enemy sprite 2026-06-14 18:37:11 +03:00
ruslan 5c766913d1 Updated moving platform. Reworked platform icons 2026-06-13 21:41:16 +03:00
ruslan 22475d78c2 Added SelfMovingPlatform 2026-06-12 18:38:22 +03:00
ruslan 59d71a4c57 Fixed enemy shader 2026-06-12 13:55:11 +03:00
ruslan cbfbd9f4d8 Fixed wall shader 2026-06-12 02:02:28 +03:00
ruslan e72e17f7ca Fixed platform shader 2026-06-12 01:20:45 +03:00
ruslan 0c7e0f7c74 Added abstract colored platform. Reworked platform sprite to viewport 2026-06-11 23:35:47 +03:00
ruslan 1cd95eea6b Added platform shader 2026-06-10 22:48:44 +03:00
ruslan fc3129cd02 Added AbstractPlatform 2026-06-09 22:46:47 +03:00
ruslan e4be7d1c39 Splited platforms and its icons 2026-06-09 20:53:35 +03:00
ruslan d5b8210773 Added platform sprites 2026-06-09 17:50:45 +03:00
ruslan f0b10a193b Fixed lever door sprite 2026-03-20 19:41:44 +03:00
ruslan c48ab801da Added lever door. Added lever sound 2026-03-19 23:28:38 +03:00
ruslan 6535f0e032 Added lever door sprite 2026-03-18 22:30:55 +03:00
ruslan 8ec34e1285 Added lever animation 2026-03-17 21:56:31 +03:00
ruslan 489c89e1ac Added interacted signal to player. Removed deprecated tips 2026-03-16 21:50:31 +03:00
ruslan b5b2c7691b Added AbstractActivatableObject 2026-03-15 23:57:04 +03:00
ruslan 60c36d8666 Fixed enemy player lost sound. Some file organazing. Updated version number 2026-03-15 13:18:47 +03:00
ruslan 8b1635aad8 Removed haze from final cutscene 2026-03-14 17:52:14 +03:00
ruslan 09311bbf2b Fixed duplication of lever sprite 2026-02-18 23:53:45 +03:00
ruslan f7a55d75ae Added lever sprite 2026-02-16 22:43:59 +03:00
ruslan 56daf32a16 Reworked final cutscene to AnimationPlayer 2026-02-14 22:06:35 +03:00
ruslan e2dee3f801 Updated BnW shader 2026-02-14 15:48:44 +03:00
ruslan aa7b392edc Updated cultist jump state 2026-02-13 01:21:11 +03:00
ruslan ebc0133a82 Added high wall rays 2026-02-13 00:56:15 +03:00
ruslan 0dff01da11 Added cultist jump state 2026-02-12 21:44:23 +03:00
ruslan 80d8785a71 Some code optimization 2026-02-12 21:08:35 +03:00
ruslan 530ea16f11 Removed cultist idle state 2026-02-12 00:06:51 +03:00
ruslan a0b35ef4a4 Removed sliding on death 2026-02-12 00:01:23 +03:00
ruslan 1f25c93fc1 Fixed chase states 2026-02-11 23:57:47 +03:00
ruslan 2562366d8a Increased jump height 2026-02-10 23:50:24 +03:00
ruslan b62b24dbbc Added cultist chase states 2026-02-09 21:49:14 +03:00
ruslan b0e497172f Added cultist move states 2026-02-08 21:27:56 +03:00
ruslan 39cd68432e Removed duplicate code 2026-02-07 23:21:38 +03:00
ruslan 230f39cf54 Some tweaks in the falling states 2026-02-06 01:40:53 +03:00
ruslan c3522f5417 Added cultist fall states 2026-02-06 01:18:35 +03:00
ruslan a5a3fa2acf Added cultist state and state machine 2026-02-05 20:50:01 +03:00
ruslan 1e617715f3 Cultist enemys renamed to cultist 2026-02-04 23:46:19 +03:00
ruslan 8d2ce976ec Enemy animation names moved to the sprite 2026-02-04 23:23:32 +03:00
ruslan 8d9cff9735 Removed dead code 2026-02-03 00:14:51 +03:00
ruslan c0de81481e Added speed scale for the player walking animation 2026-02-03 00:11:48 +03:00
ruslan 67c5f8e4d5 Animation defenition moved to player_sprite.gd 2026-02-03 00:00:51 +03:00
ruslan 63710b691b Added other player states 2026-02-02 22:04:54 +03:00
ruslan 81d81ae103 Reworked idle, lookaround and death to the states 2026-02-01 23:51:37 +03:00
ruslan 37b5b698a6 Added PlayerState 2026-01-30 23:56:21 +03:00
ruslan 7f12066244 Added AbstractState and StateMachine 2026-01-30 23:42:34 +03:00
ruslan ecc1fbc05a Increased player center size 2026-01-29 22:01:00 +03:00
ruslan 2973cfab2e Fixed hanging on color switching 2026-01-29 21:21:56 +03:00
ruslan 08f0988870 Removed dead code 2026-01-29 21:10:34 +03:00
ruslan 36c123ea5d Fixed enemy rays 2026-01-29 20:58:11 +03:00
ruslan f870bd4dfe Added version history 2026-01-29 00:16:40 +03:00
ruslan 0d525dd6dd Fixed stuck in enemy 2026-01-29 00:07:10 +03:00
ruslan f58b713806 Increased physics tick rate 2026-01-27 21:05:20 +03:00
ruslan f5ef92ce98 Updated for Godot 4.6. Fixed bluring on hight refresh rate 2026-01-27 20:51:40 +03:00
ruslan 0092c72a64 Added killing area 2026-01-26 23:12:04 +03:00
ruslan cd74b87ca2 Updated readme 2026-01-25 17:23:01 +03:00
ruslan 6d0416b8e8 Improved control tips 2026-01-16 22:30:01 +03:00
ruslan 1381def889 Fixed RS to LS 2026-01-12 20:22:24 +03:00
244 changed files with 5997 additions and 2368 deletions
+2
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@@ -17,3 +17,5 @@ mono_crash.*.json
export
*.tmp
+3 -1
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@@ -1 +1,3 @@
# OneBitGameJam8
# Cult Manor
My third Godot game. A simple 2D puzzle-platformer. Made for 1-Bit Jam 8 (theme: 'Into the depths').
-9
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@@ -1,9 +0,0 @@
class_name AbstractColorEnemy
extends AbstractEnemy
@onready var collision_switcher : CollisionSwitcher = $CollisionSwitcher
func _ready() -> void:
collision_switcher.material = sprite.material
@@ -1 +0,0 @@
uid://das7ujanefsn0
-26
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@@ -1,26 +0,0 @@
[gd_scene load_steps=6 format=3 uid="uid://d37eyum03h83i"]
[ext_resource type="PackedScene" uid="uid://bx0luh4vdob3q" path="res://game/characters/abstract_enemy.tscn" id="1_12hr0"]
[ext_resource type="Script" uid="uid://das7ujanefsn0" path="res://game/characters/abstract_color_enemy.gd" id="2_rd56i"]
[ext_resource type="PackedScene" uid="uid://5qlocc0yu8ug" path="res://game/collision_switcher.tscn" id="3_e5cea"]
[ext_resource type="Shader" uid="uid://lqq1mg6l1qqe" path="res://game/shaders/black_n_white.gdshader" id="3_r5rx0"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_ybui5"]
resource_local_to_scene = true
shader = ExtResource("3_r5rx0")
shader_parameter/black_color = Color(0, 0, 0, 1)
shader_parameter/white_color = Color(1, 1, 1, 1)
shader_parameter/switch_colors = false
shader_parameter/threshold = 0.5
shader_parameter/speed = 5.0
shader_parameter/intensity = 1.0
shader_parameter/scale = 20.0
[node name="AbstractColorEnemy" instance=ExtResource("1_12hr0")]
script = ExtResource("2_rd56i")
[node name="AnimatedSprite2D" parent="." index="0"]
material = SubResource("ShaderMaterial_ybui5")
[node name="CollisionSwitcher" parent="." index="2" node_paths=PackedStringArray("object") instance=ExtResource("3_e5cea")]
object = NodePath("..")
-314
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@@ -1,314 +0,0 @@
class_name AbstractEnemy
extends CharacterBody2D
enum Type {
Standing,
Walking,
Random,
}
enum Facing {
Front,
Rear,
}
enum State {
Idle,
WalkLeft,
WalkRight,
LookAround,
ChasingLeft,
ChasingRight,
}
const ANIMATION_FALL_DOWN = "fall_down"
const ANIMATION_FALL_DOWN_LEFT = "fall_down_left"
const ANIMATION_FALL_DOWN_RIGHT = "fall_down_right"
const ANIMATION_FALL_UP = "fall_up"
const ANIMATION_FALL_UP_LEFT = "fall_up_left"
const ANIMATION_FALL_UP_RIGHT = "fall_up_right"
const ANIMATION_IDLE_FRONT = "idle_front"
const ANIMATION_IDLE_REAR = "idle_rear"
const ANIMATION_LOOK_AROUND_FRONT_1 = "look_around_front_1"
const ANIMATION_LOOK_AROUND_FRONT_2 = "look_around_front_2"
const ANIMATION_LOOK_AROUND_REAR_1 = "look_around_rear_1"
const ANIMATION_LOOK_AROUND_REAR_2 = "look_around_rear_2"
const ANIMATION_WALK_LEFT = "walk_left"
const ANIMATION_WALK_RIGHT = "walk_right"
const ANIMATION_CHASE_LEFT = "chase_left"
const ANIMATION_CHASE_RIGHT = "chase_right"
const LOOK_AROUND_FRONT_ANIMATIONS : Array[String] = [
ANIMATION_LOOK_AROUND_FRONT_1,
ANIMATION_LOOK_AROUND_FRONT_2,
]
const LOOK_AROUND_REAR_ANIMATIONS : Array[String] = [
ANIMATION_LOOK_AROUND_REAR_1,
ANIMATION_LOOK_AROUND_REAR_2,
]
const MAX_WALK_SPEED = 85
const MAX_CHASE_SPEED = 170
const ACCELERATION = 600.0
const LOOK_AROUND_CHANCE = 25
const WALK_CHANCE = 25
const DIRECTION_LEFT = -1
const DIRECTION_RIGHT = 1
@export var type : Type = Type.Standing
@export var facing : Facing = Facing.Front
@export var initial_state : State = State.Idle
var _target_x := 0.0
var _target_found := false
@onready var _state : State = initial_state:
set = _set_state
@onready var sprite : AnimatedSprite2D = $AnimatedSprite2D
@onready var left_wall_ray : RayCast2D = $%LeftWallRay
@onready var right_wall_ray : RayCast2D = $%RightWallRay
@onready var left_player_close_ray : RayCast2D = $%LeftPlayerCloseRay
@onready var right_player_close_ray : RayCast2D = $%RightPlayerCloseRay
@onready var left_player_distant_ray : RayCast2D = $%LeftPlayerDistantRay
@onready var right_player_distant_ray : RayCast2D = $%RightPlayerDistantRay
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity += get_gravity() * delta
match _state:
State.ChasingLeft:
_process_player_ray(left_player_distant_ray)
if position.x < _target_x:
SoundManager.play_sfx_stream(SoundManager.sfx_stream_player_lost, global_position)
_state = State.LookAround
else:
_update_x_velocity(DIRECTION_LEFT, MAX_CHASE_SPEED, delta)
_check_wall_collision_and_switch_state(DIRECTION_LEFT)
State.ChasingRight:
_process_player_ray(right_player_distant_ray)
if position.x > _target_x:
SoundManager.play_sfx_stream(SoundManager.sfx_stream_player_lost, global_position)
_state = State.LookAround
else:
_update_x_velocity(DIRECTION_RIGHT, MAX_CHASE_SPEED, delta)
_check_wall_collision_and_switch_state(DIRECTION_RIGHT)
State.WalkLeft:
if _process_player_ray(left_player_distant_ray):
_set_chase_state()
_update_x_velocity(DIRECTION_LEFT, MAX_WALK_SPEED, delta)
_check_wall_collision_and_switch_state(DIRECTION_LEFT)
State.WalkRight:
if _process_player_ray(right_player_distant_ray):
_set_chase_state()
_update_x_velocity(DIRECTION_RIGHT, MAX_WALK_SPEED, delta)
_check_wall_collision_and_switch_state(DIRECTION_RIGHT)
State.LookAround:
_update_x_velocity(0, MAX_WALK_SPEED * 2, delta)
if not _target_found:
var close_rays : Array[RayCast2D] = [left_player_close_ray, right_player_close_ray]
_target_found = _process_player_rays(close_rays)
_update_animation()
move_and_slide()
func _set_state(value: State) -> void:
_state = value
left_player_close_ray.process_mode = Node.PROCESS_MODE_DISABLED
right_player_close_ray.process_mode = Node.PROCESS_MODE_DISABLED
left_player_distant_ray.process_mode = Node.PROCESS_MODE_DISABLED
right_player_distant_ray.process_mode = Node.PROCESS_MODE_DISABLED
match _state:
State.ChasingLeft, State.WalkLeft:
left_player_distant_ray.process_mode = Node.PROCESS_MODE_INHERIT
State.ChasingRight, State.WalkRight:
left_player_distant_ray.process_mode = Node.PROCESS_MODE_INHERIT
State.LookAround:
left_player_close_ray.process_mode = Node.PROCESS_MODE_INHERIT
right_player_distant_ray.process_mode = Node.PROCESS_MODE_INHERIT
func _process_player_ray(ray: RayCast2D) -> bool:
if ray.is_colliding():
ray.force_raycast_update()
var collider := ray.get_collider()
if collider is Player:
_target_x = collider.position.x
return true
return false
func _process_player_rays(rays: Array[RayCast2D]) -> bool:
for ray in rays:
if _process_player_ray(ray):
return true
return false
func _update_x_velocity(direction: int, max_speed: float, delta: float) -> void:
velocity.x = move_toward(velocity.x, direction * max_speed, ACCELERATION * delta)
func _check_wall_collision_and_switch_state(direction: int) -> void:
var this_wall_ray := _get_wall_ray(direction)
var other_wall_ray := _get_wall_ray(-direction)
if this_wall_ray.is_colliding():
if other_wall_ray.is_colliding():
_state = State.LookAround
else:
match _state:
State.WalkLeft:
_state = State.WalkRight
State.WalkRight:
_state = State.WalkLeft
State.ChasingLeft, State.ChasingRight:
var stream := SoundManager.sfx_stream_player_lost
SoundManager.play_sfx_stream(stream, global_position)
_state = State.LookAround
func _get_wall_ray(direction: int) -> RayCast2D:
if direction < 0:
return left_wall_ray
else:
return right_wall_ray
func _update_animation() -> void:
if is_zero_approx(velocity.y):
match _state:
State.WalkLeft:
_play_animation(ANIMATION_WALK_LEFT)
State.WalkRight:
_play_animation(ANIMATION_WALK_RIGHT)
State.ChasingLeft:
_play_animation(ANIMATION_CHASE_LEFT)
State.ChasingRight:
_play_animation(ANIMATION_CHASE_RIGHT)
State.Idle:
_play_idle_animation()
State.LookAround:
_play_look_around_animation()
else:
_play_fall_animation()
func _play_idle_animation() -> void:
match facing:
Facing.Front:
_play_animation(ANIMATION_IDLE_FRONT)
Facing.Rear:
_play_animation(ANIMATION_IDLE_REAR)
func _play_look_around_animation() -> void:
if _is_current_animation_look_around(): return
match facing:
Facing.Front:
var animation := _get_random_animation(LOOK_AROUND_FRONT_ANIMATIONS)
_play_animation(animation)
Facing.Rear:
var animation := _get_random_animation(LOOK_AROUND_REAR_ANIMATIONS)
_play_animation(animation)
func _play_fall_animation() -> void:
if is_zero_approx(velocity.x):
var animation := ANIMATION_FALL_UP if velocity.y < 0 else ANIMATION_FALL_DOWN
_play_animation(animation)
elif velocity.x < 0:
var animation := ANIMATION_FALL_UP_LEFT if velocity.y < 0 else ANIMATION_FALL_DOWN_LEFT
_play_animation(animation)
else:
var animation := ANIMATION_FALL_UP_RIGHT if velocity.y < 0 else ANIMATION_FALL_DOWN_RIGHT
_play_animation(animation)
func _is_current_animation_look_around() -> bool:
if not sprite.is_playing(): return false
if sprite.animation in LOOK_AROUND_FRONT_ANIMATIONS: return true
if sprite.animation in LOOK_AROUND_REAR_ANIMATIONS: return true
return false
func _get_random_animation(animations: Array[String]) -> String:
var index := randi_range(0, animations.size() - 1)
return animations[index]
func _play_animation(animation: String) -> void:
if not sprite.is_playing() or sprite.animation != animation:
sprite.play(animation)
func _set_walking_state() -> void:
var is_left_colliding := left_wall_ray.is_colliding()
var is_right_colliding := right_wall_ray.is_colliding()
if is_left_colliding and is_right_colliding:
_state = State.Idle
elif not is_left_colliding and not is_right_colliding:
_state = State.WalkLeft if randi_range(1, 2) == 1 else State.WalkRight
elif not is_left_colliding:
_state = State.WalkLeft
else:
_state = State.WalkRight
func _set_chase_state() -> void:
SoundManager.play_sfx_stream(SoundManager.sfx_stream_player_spoted, global_position)
if _target_x < position.x:
_state = State.ChasingLeft
else:
_state = State.ChasingRight
func _is_walking_state() -> bool:
return _state == State.WalkLeft or _state == State.WalkRight
func _on_animation_finished() -> void:
if _target_found:
_set_chase_state()
_target_found = false
return
match type:
Type.Standing:
_state = State.Idle
Type.Walking:
_set_walking_state()
Type.Random:
if randi_range(1, 100) <= WALK_CHANCE:
_set_walking_state()
else:
_state = State.Idle
func _on_animation_looped() -> void:
if _state == State.Idle or (type == Type.Random and _is_walking_state()):
if randi_range(1, 100) <= LOOK_AROUND_CHANCE:
_state = State.LookAround
func _on_player_touch_area_entered(body: Node2D) -> void:
if body is Player:
_target_x = body.position.x
_set_chase_state()
-73
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@@ -1,73 +0,0 @@
[gd_scene load_steps=6 format=3 uid="uid://bx0luh4vdob3q"]
[ext_resource type="Script" uid="uid://but5aeh7y1s0f" path="res://game/characters/abstract_enemy.gd" id="1_2wrno"]
[ext_resource type="PackedScene" uid="uid://dtxiercm8dsfm" path="res://game/characters/enemy_sprite.tscn" id="2_tjvyk"]
[ext_resource type="PackedScene" uid="uid://dpvsvsd8pcjqn" path="res://game/player_killer.tscn" id="4_vecdo"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_mocsw"]
radius = 4.0
height = 28.0
[sub_resource type="RectangleShape2D" id="RectangleShape2D_vecdo"]
size = Vector2(32, 28)
[node name="AbstractEnemy" type="CharacterBody2D"]
collision_layer = 0
script = ExtResource("1_2wrno")
[node name="AnimatedSprite2D" parent="." instance=ExtResource("2_tjvyk")]
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(0, 2)
shape = SubResource("CapsuleShape2D_mocsw")
[node name="PlayerKiller" parent="." instance=ExtResource("4_vecdo")]
[node name="WallCheck" type="Node2D" parent="."]
position = Vector2(0, 9)
[node name="LeftWallRay" type="RayCast2D" parent="WallCheck"]
unique_name_in_owner = true
target_position = Vector2(-16, 0)
[node name="RightWallRay" type="RayCast2D" parent="WallCheck"]
unique_name_in_owner = true
target_position = Vector2(16, 0)
[node name="PlayerCloseCheck" type="Node2D" parent="."]
position = Vector2(0, 9)
[node name="LeftPlayerCloseRay" type="RayCast2D" parent="PlayerCloseCheck"]
unique_name_in_owner = true
target_position = Vector2(-48, 0)
collision_mask = 0
[node name="RightPlayerCloseRay" type="RayCast2D" parent="PlayerCloseCheck"]
unique_name_in_owner = true
target_position = Vector2(48, 0)
collision_mask = 0
[node name="PlayerDistantCheck" type="Node2D" parent="."]
position = Vector2(0, 9)
[node name="LeftPlayerDistantRay" type="RayCast2D" parent="PlayerDistantCheck"]
unique_name_in_owner = true
target_position = Vector2(-320, 0)
collision_mask = 0
[node name="RightPlayerDistantRay" type="RayCast2D" parent="PlayerDistantCheck"]
unique_name_in_owner = true
target_position = Vector2(320, 0)
collision_mask = 0
[node name="PlayerTouchArea" type="Area2D" parent="."]
collision_layer = 0
collision_mask = 0
[node name="CollisionShape2D" type="CollisionShape2D" parent="PlayerTouchArea"]
position = Vector2(0, 2)
shape = SubResource("RectangleShape2D_vecdo")
[connection signal="animation_finished" from="AnimatedSprite2D" to="." method="_on_animation_finished"]
[connection signal="animation_looped" from="AnimatedSprite2D" to="." method="_on_animation_looped"]
[connection signal="body_entered" from="PlayerTouchArea" to="." method="_on_player_touch_area_entered"]
-2
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@@ -1,2 +0,0 @@
class_name BlackEnemy
extends AbstractColorEnemy
-1
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@@ -1 +0,0 @@
uid://c2knsjcp6faf6
-39
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@@ -1,39 +0,0 @@
[gd_scene load_steps=4 format=3 uid="uid://cutjutvd8dqqc"]
[ext_resource type="PackedScene" uid="uid://d37eyum03h83i" path="res://game/characters/abstract_color_enemy.tscn" id="1_gj2ks"]
[ext_resource type="Script" uid="uid://c2knsjcp6faf6" path="res://game/characters/black_enemy.gd" id="2_332ds"]
[ext_resource type="Material" uid="uid://dggr8t4b30e3n" path="res://game/materials/enemy_black.tres" id="3_3jy5n"]
[node name="BlackEnemy" instance=ExtResource("1_gj2ks")]
collision_layer = 4
collision_mask = 3
script = ExtResource("2_332ds")
[node name="AnimatedSprite2D" parent="." index="0"]
material = ExtResource("3_3jy5n")
[node name="CollisionSwitcher" parent="." index="2"]
initial_state = 0
[node name="LeftWallRay" parent="WallCheck" index="0"]
collision_mask = 3
[node name="RightWallRay" parent="WallCheck" index="1"]
collision_mask = 3
[node name="LeftPlayerCloseRay" parent="PlayerCloseCheck" index="0"]
target_position = Vector2(-32, 0)
collision_mask = 11
[node name="RightPlayerCloseRay" parent="PlayerCloseCheck" index="1"]
target_position = Vector2(32, 0)
collision_mask = 11
[node name="LeftPlayerDistantRay" parent="PlayerDistantCheck" index="0"]
collision_mask = 11
[node name="RightPlayerDistantRay" parent="PlayerDistantCheck" index="1"]
collision_mask = 11
[node name="PlayerTouchArea" parent="." index="7"]
collision_mask = 8
+144
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@@ -0,0 +1,144 @@
@tool
class_name Cultist
extends CharacterBody2D
enum Type {
White,
Black,
Gray,
}
const MAX_WALK_SPEED = 85
const MAX_CHASE_SPEED = 170
const ACCELERATION = 600.0
const JUMP_VELOCITY = 222.0
const JUMP_GRAVITY_FACTOR = 1.0
const FALL_GRAVITY_FACTOR = 1.5
@export var type := Type.White:
set(value):
type = value
if is_node_ready():
_updated_sprite()
_updated_collision()
var target_x := 0.0
@onready var sprite : Sprite2D = $CultistSprite
@onready var animated_sprite : AnimatedSprite2D = $CultistSprite.animated_sprite
@onready var water_splash : GPUParticles2D = $WaterSplash
@onready var killing_area : KillingArea = $KillingArea
@onready var left_wall_high_ray : RayCast2D = $WallCheckHigh/LeftWallRay
@onready var right_wall_high_ray : RayCast2D = $WallCheckHigh/RightWallRay
@onready var left_wall_low_ray : RayCast2D = $WallCheckLow/LeftWallRay
@onready var right_wall_low_ray : RayCast2D = $WallCheckLow/RightWallRay
@onready var left_player_close_ray : RayCast2D = $%LeftPlayerCloseRay
@onready var right_player_close_ray : RayCast2D = $%RightPlayerCloseRay
@onready var left_player_distant_ray : RayCast2D = $%LeftPlayerDistantRay
@onready var right_player_distant_ray : RayCast2D = $%RightPlayerDistantRay
@onready var wall_rays : Array[RayCast2D] = [
left_wall_high_ray, right_wall_high_ray,
left_wall_low_ray, right_wall_low_ray,
]
@onready var player_rays : Array[RayCast2D] = [
left_player_close_ray, right_player_close_ray,
left_player_distant_ray, right_player_distant_ray,
]
@onready var state_machine : CultistStateMachine = $CultistStateMachine
@onready var chase_left_state : CultistState = $CultistStateMachine/ChaseLeftState
@onready var chase_right_state : CultistState = $CultistStateMachine/ChaseRightState
@onready var look_around_state : CultistState = $CultistStateMachine/LookAroundState
func _ready() -> void:
_updated_sprite()
_updated_collision()
if not Engine.is_editor_hint():
_set_ray_cast_enable(left_player_close_ray, false)
_set_ray_cast_enable(right_player_close_ray, false)
_set_ray_cast_enable(left_player_distant_ray, false)
_set_ray_cast_enable(right_player_distant_ray, false)
state_machine.init()
func _physics_process(delta: float) -> void:
if not Engine.is_editor_hint():
state_machine.physics_process(delta)
move_and_slide()
func kill(killing_type := KillingArea.Type.None) -> void:
match killing_type:
KillingArea.Type.Water:
SoundManager.play_sfx_stream(SoundManager.sfx_stream_splash, global_position)
water_splash.finished.connect(queue_free)
water_splash.restart()
_:
queue_free()
func update_x_velocity(direction: int, max_speed: float, delta: float) -> void:
velocity.x = move_toward(velocity.x, direction * max_speed, ACCELERATION * delta)
func get_gravity_factor() -> float:
return JUMP_GRAVITY_FACTOR if velocity.y < 0.0 else FALL_GRAVITY_FACTOR
func _updated_sprite() -> void:
sprite.type = type
func _updated_collision() -> void:
const C = CollisionSwitcher.Collisions
var layer: int
var world_mask: int
var player_mask: int
match type:
Type.White:
layer = C.WHITE_ENEMY
world_mask = C.WHITE_WORLD
player_mask = C.WHITE_PLAYER
Type.Black:
layer = C.BLACK_ENEMY
world_mask = C.BLACK_WORLD
player_mask = C.BLACK_PLAYER
Type.Gray:
layer = C.GREY_ENEMY
world_mask = C.WHITE_WORLD | C.BLACK_WORLD
player_mask = C.WHITE_PLAYER | C.BLACK_PLAYER
_:
return
world_mask |= C.GREY_WORLD
collision_layer = layer
_set_mask(world_mask, player_mask)
func _set_mask(world_mask: int, player_mask: int) -> void:
collision_mask = world_mask
for ray in wall_rays:
ray.collision_mask = world_mask
for ray in player_rays:
ray.collision_mask = world_mask | player_mask
killing_area.collision_mask = player_mask
func _set_ray_cast_enable(ray_cast: RayCast2D, enabled: bool) -> void:
ray_cast.process_mode = Node.PROCESS_MODE_INHERIT if enabled else Node.PROCESS_MODE_DISABLED
if Engine.is_editor_hint():
if enabled: ray_cast.show()
else: ray_cast.hide()
+185
View File
@@ -0,0 +1,185 @@
[gd_scene format=3 uid="uid://bx0luh4vdob3q"]
[ext_resource type="Script" uid="uid://but5aeh7y1s0f" path="res://game/characters/enemies/cultist.gd" id="1_ah13v"]
[ext_resource type="PackedScene" uid="uid://8yd8f5x1hujv" path="res://game/characters/water_splash.tscn" id="2_go1hq"]
[ext_resource type="PackedScene" uid="uid://dtxiercm8dsfm" path="res://game/characters/enemies/cultist_sprite.tscn" id="3_mbt3t"]
[ext_resource type="Shader" uid="uid://lqq1mg6l1qqe" path="res://game/shaders/black_n_white.gdshader" id="4_ul6ar"]
[ext_resource type="PackedScene" uid="uid://dike8xgbqdut2" path="res://game/killing_area.tscn" id="5_500rx"]
[ext_resource type="PackedScene" uid="uid://bg7k6ovbk1xgm" path="res://game/characters/enemies/state_machine/cultist_state_machine.tscn" id="6_oqd45"]
[ext_resource type="PackedScene" uid="uid://bq1v55jv4c6qe" path="res://game/characters/enemies/state_machine/cultist_state.tscn" id="7_nsxyj"]
[ext_resource type="Script" uid="uid://bqnq6m0s4etqh" path="res://game/characters/enemies/state_machine/fall_state.gd" id="8_h77eg"]
[ext_resource type="Script" uid="uid://b8o0lvuy6a5q1" path="res://game/characters/enemies/state_machine/fall_left_state.gd" id="9_uasba"]
[ext_resource type="Script" uid="uid://cxg54u14yb6go" path="res://game/characters/enemies/state_machine/fall_right_state.gd" id="10_mye2w"]
[ext_resource type="Script" uid="uid://bfp8gywqqkju7" path="res://game/characters/enemies/state_machine/look_around_state.gd" id="11_rqqg0"]
[ext_resource type="Script" uid="uid://hgn4yll571hp" path="res://game/characters/enemies/state_machine/walk_left_state.gd" id="12_vm7uu"]
[ext_resource type="Script" uid="uid://bwwhmjxhg2adp" path="res://game/characters/enemies/state_machine/walk_right_state.gd" id="13_x8b3k"]
[ext_resource type="Script" uid="uid://cn2lfl4kuxvjk" path="res://game/characters/enemies/state_machine/chase_left_state.gd" id="14_d5aal"]
[ext_resource type="Script" uid="uid://3kl84tu1vwiv" path="res://game/characters/enemies/state_machine/chase_right_state.gd" id="15_1yxn0"]
[ext_resource type="Script" uid="uid://cqlym4lqahsd3" path="res://game/characters/enemies/state_machine/cultist_jump_left_state.gd" id="16_11eub"]
[ext_resource type="Script" uid="uid://cf52bjcpasft1" path="res://game/characters/enemies/state_machine/cultist_jump_right_state.gd" id="17_6hjcx"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_ah13v"]
resource_local_to_scene = true
shader = ExtResource("4_ul6ar")
shader_parameter/black_color = Color(0, 0, 0, 1)
shader_parameter/white_color = Color(1, 1, 1, 1)
shader_parameter/switch_colors = false
shader_parameter/threshold = 0.5
shader_parameter/speed = 3.0
shader_parameter/intensity = 1.0
shader_parameter/scale = 5.0
shader_parameter/seed = 0.0
shader_parameter/direction = Vector2(0, 1)
shader_parameter/use_world_pos = false
[sub_resource type="ViewportTexture" id="ViewportTexture_go1hq"]
viewport_path = NodePath("SubViewport")
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_mocsw"]
radius = 4.0
height = 28.0
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_tjvyk"]
radius = 4.0
height = 28.0
[node name="Cultist" type="CharacterBody2D" unique_id=1676614852]
collision_layer = 64
collision_mask = 33
script = ExtResource("1_ah13v")
[node name="CultistSprite" parent="." unique_id=1997264413 instance=ExtResource("3_mbt3t")]
material = SubResource("ShaderMaterial_ah13v")
position = Vector2(0, 1)
texture = SubResource("ViewportTexture_go1hq")
[node name="WaterSplash" parent="." unique_id=658940825 instance=ExtResource("2_go1hq")]
position = Vector2(0, -14)
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=185651284]
position = Vector2(0, 2)
shape = SubResource("CapsuleShape2D_mocsw")
[node name="WallCheckHigh" type="Node2D" parent="." unique_id=1697845810]
position = Vector2(0, -8)
[node name="LeftWallRay" type="RayCast2D" parent="WallCheckHigh" unique_id=1026693538]
target_position = Vector2(-16, 0)
collision_mask = 33
[node name="RightWallRay" type="RayCast2D" parent="WallCheckHigh" unique_id=1129233918]
target_position = Vector2(16, 0)
collision_mask = 33
[node name="WallCheckLow" type="Node2D" parent="." unique_id=782156094]
position = Vector2(0, 9)
[node name="LeftWallRay" type="RayCast2D" parent="WallCheckLow" unique_id=521416854]
target_position = Vector2(-16, 0)
collision_mask = 33
[node name="RightWallRay" type="RayCast2D" parent="WallCheckLow" unique_id=1457669135]
target_position = Vector2(16, 0)
collision_mask = 33
[node name="PlayerCloseCheck" type="Node2D" parent="." unique_id=1593775088]
position = Vector2(0, -8)
[node name="LeftPlayerCloseRay" type="RayCast2D" parent="PlayerCloseCheck" unique_id=947570027]
unique_name_in_owner = true
target_position = Vector2(-48, 0)
collision_mask = 161
[node name="RightPlayerCloseRay" type="RayCast2D" parent="PlayerCloseCheck" unique_id=1559118218]
unique_name_in_owner = true
target_position = Vector2(48, 0)
collision_mask = 161
[node name="PlayerDistantCheck" type="Node2D" parent="." unique_id=1597489123]
position = Vector2(0, -8)
[node name="LeftPlayerDistantRay" type="RayCast2D" parent="PlayerDistantCheck" unique_id=1491085518]
unique_name_in_owner = true
target_position = Vector2(-320, 0)
collision_mask = 161
[node name="RightPlayerDistantRay" type="RayCast2D" parent="PlayerDistantCheck" unique_id=1377654831]
unique_name_in_owner = true
target_position = Vector2(320, 0)
collision_mask = 161
[node name="KillingArea" parent="." unique_id=1891922549 instance=ExtResource("5_500rx")]
collision_mask = 128
type = 2
[node name="CollisionShape2D" type="CollisionShape2D" parent="KillingArea" unique_id=1710758452]
position = Vector2(0, 2)
shape = SubResource("CapsuleShape2D_tjvyk")
[node name="CultistStateMachine" parent="." unique_id=633169960 node_paths=PackedStringArray("cultist", "initial_state") instance=ExtResource("6_oqd45")]
cultist = NodePath("..")
initial_state = NodePath("LookAroundState")
[node name="FallState" parent="CultistStateMachine" unique_id=1764777802 node_paths=PackedStringArray("look_around_state", "cultist") instance=ExtResource("7_nsxyj")]
script = ExtResource("8_h77eg")
look_around_state = NodePath("../LookAroundState")
cultist = NodePath("../..")
[node name="FallLeftState" parent="CultistStateMachine" unique_id=1011952297 node_paths=PackedStringArray("fall_state", "look_around_state", "cultist") instance=ExtResource("7_nsxyj")]
script = ExtResource("9_uasba")
fall_state = NodePath("../FallState")
look_around_state = NodePath("../LookAroundState")
cultist = NodePath("../..")
[node name="FallRightState" parent="CultistStateMachine" unique_id=1932915544 node_paths=PackedStringArray("fall_state", "look_around_state", "cultist") instance=ExtResource("7_nsxyj")]
script = ExtResource("10_mye2w")
fall_state = NodePath("../FallState")
look_around_state = NodePath("../LookAroundState")
cultist = NodePath("../..")
[node name="LookAroundState" parent="CultistStateMachine" unique_id=2025927882 node_paths=PackedStringArray("fall_state", "walk_left_state", "walk_right_state", "chase_left_state", "chase_right_state", "cultist") instance=ExtResource("7_nsxyj")]
script = ExtResource("11_rqqg0")
fall_state = NodePath("../FallState")
walk_left_state = NodePath("../WalkLeftState")
walk_right_state = NodePath("../WalkRightState")
chase_left_state = NodePath("../ChaseLeftState")
chase_right_state = NodePath("../ChaseRightState")
cultist = NodePath("../..")
[node name="WalkLeftState" parent="CultistStateMachine" unique_id=276543931 node_paths=PackedStringArray("chase_state", "another_direction_walk_state", "fall_state", "cultist") instance=ExtResource("7_nsxyj")]
script = ExtResource("12_vm7uu")
chase_state = NodePath("../ChaseLeftState")
another_direction_walk_state = NodePath("../WalkRightState")
fall_state = NodePath("../FallLeftState")
cultist = NodePath("../..")
[node name="WalkRightState" parent="CultistStateMachine" unique_id=1671686910 node_paths=PackedStringArray("chase_state", "another_direction_walk_state", "fall_state", "cultist") instance=ExtResource("7_nsxyj")]
script = ExtResource("13_x8b3k")
chase_state = NodePath("../ChaseRightState")
another_direction_walk_state = NodePath("../WalkLeftState")
fall_state = NodePath("../FallRightState")
cultist = NodePath("../..")
[node name="ChaseLeftState" parent="CultistStateMachine" unique_id=209480830 node_paths=PackedStringArray("look_around_state", "jump_state", "fall_state", "cultist") instance=ExtResource("7_nsxyj")]
script = ExtResource("14_d5aal")
look_around_state = NodePath("../LookAroundState")
jump_state = NodePath("../JumpLeftState")
fall_state = NodePath("../FallState")
cultist = NodePath("../..")
[node name="ChaseRightState" parent="CultistStateMachine" unique_id=383038915 node_paths=PackedStringArray("look_around_state", "jump_state", "fall_state", "cultist") instance=ExtResource("7_nsxyj")]
script = ExtResource("15_1yxn0")
look_around_state = NodePath("../LookAroundState")
jump_state = NodePath("../JumpRightState")
fall_state = NodePath("../FallState")
cultist = NodePath("../..")
[node name="JumpLeftState" parent="CultistStateMachine" unique_id=739226464 node_paths=PackedStringArray("chase_state", "cultist") instance=ExtResource("7_nsxyj")]
script = ExtResource("16_11eub")
chase_state = NodePath("../ChaseLeftState")
cultist = NodePath("../..")
[node name="JumpRightState" parent="CultistStateMachine" unique_id=756126836 node_paths=PackedStringArray("chase_state", "cultist") instance=ExtResource("7_nsxyj")]
script = ExtResource("17_6hjcx")
chase_state = NodePath("../ChaseRightState")
cultist = NodePath("../..")
+85
View File
@@ -0,0 +1,85 @@
@tool
class_name CultistSprite
extends Sprite2D
enum View {
Front,
Right,
Left,
}
const SHADER_SWITCH_COLORS = "shader_parameter/switch_colors"
const SHADER_INTENSITY = "shader_parameter/intensity"
const SHADER_SEED = "shader_parameter/seed"
const is_color_switched : Dictionary[Cultist.Type, bool] = {
Cultist.Type.White: false,
Cultist.Type.Black: true,
Cultist.Type.Gray: false,
}
const intensity : Dictionary[Cultist.Type, float] = {
Cultist.Type.White: 1.0,
Cultist.Type.Black: 1.0,
Cultist.Type.Gray: 0.5,
}
const ANIMATION_FALL = "fall"
const ANIMATION_FALL_LEFT = "fall_left"
const ANIMATION_FALL_RIGHT = "fall_right"
const ANIMATION_JUMP = "jump"
const ANIMATION_JUMP_LEFT = "jump_left"
const ANIMATION_JUMP_RIGHT = "jump_right"
const ANIMATION_IDLE = "idle"
const ANIMATION_LOOK_AROUND = "look_around"
const ANIMATION_LOOK_AROUND_1 = "look_around_1"
const ANIMATION_LOOK_AROUND_2 = "look_around_2"
const ANIMATION_WALK_LEFT = "walk_left"
const ANIMATION_WALK_RIGHT = "walk_right"
const ANIMATION_CHASE_LEFT = "chase_left"
const ANIMATION_CHASE_RIGHT = "chase_right"
const LOOK_AROUND_ANIMATIONS : Array[String] = [
ANIMATION_LOOK_AROUND_1,
ANIMATION_LOOK_AROUND_2,
]
@export var type := Cultist.Type.White:
set(value):
type = value
if is_node_ready():
_update_type()
@export var view := View.Front:
set(value):
view = value
if is_node_ready():
_update_view()
@onready var animated_sprite : AnimatedSprite2D = $SubViewport/AnimatedSprite2D
func _ready() -> void:
_update_type()
_update_view()
if not Engine.is_editor_hint():
material.set(SHADER_SEED, randf())
func _update_type() -> void:
material.set(SHADER_INTENSITY, intensity[type])
material.set(SHADER_SWITCH_COLORS, is_color_switched[type])
func _update_view() -> void:
match view:
View.Front:
animated_sprite.animation = ANIMATION_IDLE
View.Left:
animated_sprite.animation = ANIMATION_WALK_LEFT
View.Right:
animated_sprite.animation = ANIMATION_WALK_RIGHT
@@ -0,0 +1 @@
uid://bmk0r5ovfi60u
@@ -1,186 +1,148 @@
[gd_scene load_steps=47 format=3 uid="uid://dtxiercm8dsfm"]
[gd_scene format=3 uid="uid://dtxiercm8dsfm"]
[ext_resource type="Shader" uid="uid://lqq1mg6l1qqe" path="res://game/shaders/black_n_white.gdshader" id="1_b6aoy"]
[ext_resource type="Texture2D" uid="uid://drk8j57acajrq" path="res://images/characters/cultist.png" id="2_yjsd7"]
[ext_resource type="Material" uid="uid://dwgqr50guokxg" path="res://game/materials/cultist.tres" id="1_1pedr"]
[ext_resource type="Script" uid="uid://bmk0r5ovfi60u" path="res://game/characters/enemies/cultist_sprite.gd" id="2_ew6gn"]
[ext_resource type="Texture2D" uid="uid://drk8j57acajrq" path="res://images/characters/cultist.png" id="2_g4n4l"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_vecdo"]
shader = ExtResource("1_b6aoy")
shader_parameter/black_color = Color(0, 0, 0, 1)
shader_parameter/white_color = Color(1, 1, 1, 1)
shader_parameter/switch_colors = false
shader_parameter/threshold = 0.5
shader_parameter/speed = 5.0
shader_parameter/intensity = 1.0
shader_parameter/scale = 20.0
[sub_resource type="ViewportTexture" id="ViewportTexture_bhunq"]
viewport_path = NodePath("SubViewport")
[sub_resource type="AtlasTexture" id="AtlasTexture_l58xb"]
atlas = ExtResource("2_yjsd7")
atlas = ExtResource("2_g4n4l")
region = Rect2(0, 64, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_jrclg"]
atlas = ExtResource("2_yjsd7")
atlas = ExtResource("2_g4n4l")
region = Rect2(32, 64, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_wwwee"]
atlas = ExtResource("2_yjsd7")
atlas = ExtResource("2_g4n4l")
region = Rect2(64, 64, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_law7y"]
atlas = ExtResource("2_yjsd7")
atlas = ExtResource("2_g4n4l")
region = Rect2(96, 64, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_hme24"]
atlas = ExtResource("2_yjsd7")
atlas = ExtResource("2_g4n4l")
region = Rect2(128, 64, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_qawtf"]
atlas = ExtResource("2_yjsd7")
atlas = ExtResource("2_g4n4l")
region = Rect2(160, 64, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_srxh4"]
atlas = ExtResource("2_yjsd7")
atlas = ExtResource("2_g4n4l")
region = Rect2(192, 64, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_x6npu"]
atlas = ExtResource("2_yjsd7")
atlas = ExtResource("2_g4n4l")
region = Rect2(224, 64, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_xavx3"]
atlas = ExtResource("2_yjsd7")
atlas = ExtResource("2_g4n4l")
region = Rect2(0, 32, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_8t4m8"]
atlas = ExtResource("2_yjsd7")
atlas = ExtResource("2_g4n4l")
region = Rect2(32, 32, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_3seah"]
atlas = ExtResource("2_yjsd7")
atlas = ExtResource("2_g4n4l")
region = Rect2(64, 32, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_koyeg"]
atlas = ExtResource("2_yjsd7")
atlas = ExtResource("2_g4n4l")
region = Rect2(96, 32, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_uw3v1"]
atlas = ExtResource("2_yjsd7")
atlas = ExtResource("2_g4n4l")
region = Rect2(128, 32, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_265lf"]
atlas = ExtResource("2_yjsd7")
atlas = ExtResource("2_g4n4l")
region = Rect2(160, 32, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_tav7c"]
atlas = ExtResource("2_yjsd7")
atlas = ExtResource("2_g4n4l")
region = Rect2(192, 32, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_0xs27"]
atlas = ExtResource("2_yjsd7")
atlas = ExtResource("2_g4n4l")
region = Rect2(224, 32, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_tjvyk"]
atlas = ExtResource("2_yjsd7")
atlas = ExtResource("2_g4n4l")
region = Rect2(128, 96, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_vecdo"]
atlas = ExtResource("2_yjsd7")
atlas = ExtResource("2_g4n4l")
region = Rect2(64, 96, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_qly8p"]
atlas = ExtResource("2_yjsd7")
atlas = ExtResource("2_g4n4l")
region = Rect2(0, 96, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_klrad"]
atlas = ExtResource("2_yjsd7")
region = Rect2(160, 96, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_rjy0i"]
atlas = ExtResource("2_yjsd7")
region = Rect2(96, 96, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_ps2ar"]
atlas = ExtResource("2_yjsd7")
region = Rect2(32, 96, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_ijx3p"]
atlas = ExtResource("2_yjsd7")
atlas = ExtResource("2_g4n4l")
region = Rect2(0, 0, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_nm8xp"]
atlas = ExtResource("2_yjsd7")
atlas = ExtResource("2_g4n4l")
region = Rect2(32, 0, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_mocsw"]
atlas = ExtResource("2_yjsd7")
region = Rect2(128, 0, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_klrad"]
atlas = ExtResource("2_g4n4l")
region = Rect2(160, 96, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_y256a"]
atlas = ExtResource("2_yjsd7")
region = Rect2(160, 0, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_rjy0i"]
atlas = ExtResource("2_g4n4l")
region = Rect2(96, 96, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_ps2ar"]
atlas = ExtResource("2_g4n4l")
region = Rect2(32, 96, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_yjsd7"]
atlas = ExtResource("2_yjsd7")
atlas = ExtResource("2_g4n4l")
region = Rect2(64, 0, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_b6aoy"]
atlas = ExtResource("2_yjsd7")
atlas = ExtResource("2_g4n4l")
region = Rect2(0, 0, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_voddl"]
atlas = ExtResource("2_yjsd7")
atlas = ExtResource("2_g4n4l")
region = Rect2(96, 0, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_soo8x"]
atlas = ExtResource("2_yjsd7")
atlas = ExtResource("2_g4n4l")
region = Rect2(0, 0, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_vbirv"]
atlas = ExtResource("2_g4n4l")
region = Rect2(0, 0, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_8wpvf"]
atlas = ExtResource("2_yjsd7")
atlas = ExtResource("2_g4n4l")
region = Rect2(64, 0, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_vbirv"]
atlas = ExtResource("2_yjsd7")
region = Rect2(0, 0, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_ntvg2"]
atlas = ExtResource("2_yjsd7")
region = Rect2(96, 0, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_ssc8d"]
atlas = ExtResource("2_yjsd7")
atlas = ExtResource("2_g4n4l")
region = Rect2(96, 0, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_hrljr"]
atlas = ExtResource("2_yjsd7")
atlas = ExtResource("2_g4n4l")
region = Rect2(0, 0, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_ssc8d"]
atlas = ExtResource("2_g4n4l")
region = Rect2(96, 0, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_ng7ok"]
atlas = ExtResource("2_yjsd7")
atlas = ExtResource("2_g4n4l")
region = Rect2(64, 0, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_8s45y"]
atlas = ExtResource("2_yjsd7")
region = Rect2(192, 0, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_qbqct"]
atlas = ExtResource("2_yjsd7")
region = Rect2(128, 0, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_ga5mk"]
atlas = ExtResource("2_yjsd7")
region = Rect2(224, 0, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_yu2nn"]
atlas = ExtResource("2_yjsd7")
region = Rect2(224, 0, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_g4v8m"]
atlas = ExtResource("2_yjsd7")
region = Rect2(128, 0, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_20lqo"]
atlas = ExtResource("2_yjsd7")
region = Rect2(192, 0, 32, 32)
[sub_resource type="SpriteFrames" id="SpriteFrames_2wrno"]
animations = [{
"frames": [{
@@ -208,7 +170,7 @@ animations = [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_x6npu")
}],
"loop": true,
"loop": 1,
"name": &"chase_left",
"speed": 20.0
}, {
@@ -237,7 +199,7 @@ animations = [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_0xs27")
}],
"loop": true,
"loop": 1,
"name": &"chase_right",
"speed": 20.0
}, {
@@ -245,48 +207,24 @@ animations = [{
"duration": 10.0,
"texture": SubResource("AtlasTexture_tjvyk")
}],
"loop": true,
"name": &"fall_down",
"loop": 1,
"name": &"fall",
"speed": 5.0
}, {
"frames": [{
"duration": 5.0,
"texture": SubResource("AtlasTexture_vecdo")
}],
"loop": true,
"name": &"fall_down_left",
"loop": 1,
"name": &"fall_left",
"speed": 5.0
}, {
"frames": [{
"duration": 5.0,
"texture": SubResource("AtlasTexture_qly8p")
}],
"loop": true,
"name": &"fall_down_right",
"speed": 5.0
}, {
"frames": [{
"duration": 5.0,
"texture": SubResource("AtlasTexture_klrad")
}],
"loop": true,
"name": &"fall_up",
"speed": 5.0
}, {
"frames": [{
"duration": 5.0,
"texture": SubResource("AtlasTexture_rjy0i")
}],
"loop": true,
"name": &"fall_up_left",
"speed": 5.0
}, {
"frames": [{
"duration": 5.0,
"texture": SubResource("AtlasTexture_ps2ar")
}],
"loop": true,
"name": &"fall_up_right",
"loop": 1,
"name": &"fall_right",
"speed": 5.0
}, {
"frames": [{
@@ -299,22 +237,32 @@ animations = [{
"duration": 5.0,
"texture": SubResource("AtlasTexture_ijx3p")
}],
"loop": true,
"name": &"idle_front",
"loop": 1,
"name": &"idle",
"speed": 5.0
}, {
"frames": [{
"duration": 4.0,
"texture": SubResource("AtlasTexture_mocsw")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_y256a")
}, {
"duration": 5.0,
"texture": SubResource("AtlasTexture_mocsw")
"texture": SubResource("AtlasTexture_klrad")
}],
"loop": true,
"name": &"idle_rear",
"loop": 1,
"name": &"jump",
"speed": 5.0
}, {
"frames": [{
"duration": 5.0,
"texture": SubResource("AtlasTexture_rjy0i")
}],
"loop": 1,
"name": &"jump_left",
"speed": 5.0
}, {
"frames": [{
"duration": 5.0,
"texture": SubResource("AtlasTexture_ps2ar")
}],
"loop": 1,
"name": &"jump_right",
"speed": 5.0
}, {
"frames": [{
@@ -330,12 +278,15 @@ animations = [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_soo8x")
}],
"loop": true,
"loop": 1,
"name": &"look_around",
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_vbirv")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_8wpvf")
}, {
"duration": 1.0,
@@ -343,13 +294,19 @@ animations = [{
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_ntvg2")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_vbirv")
}],
"loop": false,
"name": &"look_around_front_1",
"loop": 0,
"name": &"look_around_1",
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_hrljr")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_ssc8d")
}, {
"duration": 1.0,
@@ -357,37 +314,12 @@ animations = [{
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_ng7ok")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_hrljr")
}],
"loop": false,
"name": &"look_around_front_2",
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_8s45y")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_qbqct")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_ga5mk")
}],
"loop": false,
"name": &"look_around_rear_1",
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_yu2nn")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_g4v8m")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_20lqo")
}],
"loop": false,
"name": &"look_around_rear_2",
"loop": 0,
"name": &"look_around_2",
"speed": 5.0
}, {
"frames": [{
@@ -415,7 +347,7 @@ animations = [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_x6npu")
}],
"loop": true,
"loop": 1,
"name": &"walk_left",
"speed": 10.0
}, {
@@ -444,12 +376,21 @@ animations = [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_0xs27")
}],
"loop": true,
"loop": 1,
"name": &"walk_right",
"speed": 10.0
}]
[node name="AnimatedSprite2D" type="AnimatedSprite2D"]
material = SubResource("ShaderMaterial_vecdo")
[node name="CultistSprite" type="Sprite2D" unique_id=1870874123]
material = ExtResource("1_1pedr")
texture = SubResource("ViewportTexture_bhunq")
script = ExtResource("2_ew6gn")
[node name="SubViewport" type="SubViewport" parent="." unique_id=1722886587]
transparent_bg = true
size = Vector2i(32, 32)
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="SubViewport" unique_id=1233349440]
position = Vector2(16, 16)
sprite_frames = SubResource("SpriteFrames_2wrno")
animation = &"look_around"
animation = &"idle"
@@ -0,0 +1,16 @@
extends CultistChaseState
func init() -> void:
_direction = DIRECTION_LEFT
_wall_high_ray_cast = cultist.left_wall_high_ray
_wall_low_ray_cast = cultist.left_wall_low_ray
_player_ray_cast = cultist.left_player_distant_ray
func enter() -> void:
cultist.animated_sprite.play(CultistSprite.ANIMATION_CHASE_LEFT)
func _is_target_reached() -> bool:
return cultist.position.x <= cultist.target_x
@@ -0,0 +1 @@
uid://cn2lfl4kuxvjk
@@ -0,0 +1,16 @@
extends CultistChaseState
func init() -> void:
_direction = DIRECTION_RIGHT
_wall_high_ray_cast = cultist.right_wall_high_ray
_wall_low_ray_cast = cultist.right_wall_low_ray
_player_ray_cast = cultist.right_player_distant_ray
func enter() -> void:
cultist.animated_sprite.play(CultistSprite.ANIMATION_CHASE_RIGHT)
func _is_target_reached() -> bool:
return cultist.position.x >= cultist.target_x
@@ -0,0 +1 @@
uid://3kl84tu1vwiv
@@ -0,0 +1,29 @@
@abstract
class_name CultistChaseState
extends CultistMoveState
@export var look_around_state: CultistState
@export var jump_state: CultistState
func physics_process(delta: float) -> void:
if not cultist.is_on_floor():
switch_state.emit(fall_state)
else:
var player := _get_colliding_player(_player_ray_cast)
if player != null:
cultist.target_x = player.position.x
if _is_target_reached() or _wall_high_ray_cast.is_colliding():
var stream := SoundManager.sfx_stream_player_lost
SoundManager.play_sfx_stream(stream, cultist.global_position)
switch_state.emit(look_around_state)
elif _wall_low_ray_cast.is_colliding():
switch_state.emit(jump_state)
else:
cultist.update_x_velocity(_direction, cultist.MAX_CHASE_SPEED, delta)
@abstract
func _is_target_reached() -> bool
@@ -0,0 +1 @@
uid://beu06w0gntfay
@@ -0,0 +1,7 @@
extends CultistJumpState
func enter() -> void:
super.enter()
_direction = DIRECTION_LEFT
cultist.animated_sprite.play(CultistSprite.ANIMATION_JUMP_LEFT)
@@ -0,0 +1 @@
uid://cqlym4lqahsd3
@@ -0,0 +1,7 @@
extends CultistJumpState
func enter() -> void:
super.enter()
_direction = DIRECTION_RIGHT
cultist.animated_sprite.play(CultistSprite.ANIMATION_JUMP_RIGHT)
@@ -0,0 +1 @@
uid://cf52bjcpasft1
@@ -0,0 +1,19 @@
class_name CultistState
extends AbstractState
const DIRECTION_LEFT = -1
const DIRECTION_RIGHT = 1
@export var cultist: Cultist
func _get_colliding_player(ray_cast: RayCast2D) -> Player:
ray_cast.force_raycast_update()
if ray_cast.is_colliding():
var collider := ray_cast.get_collider()
if collider is Player:
return collider
return null
@@ -0,0 +1 @@
uid://c2et1lt2xgk45
@@ -0,0 +1,7 @@
[gd_scene format=3 uid="uid://bq1v55jv4c6qe"]
[ext_resource type="PackedScene" uid="uid://c7adrbfobmvl8" path="res://game/state_machine/abstract_state.tscn" id="1_qehp8"]
[ext_resource type="Script" uid="uid://c2et1lt2xgk45" path="res://game/characters/enemies/state_machine/cultist_state.gd" id="2_3mu4s"]
[node name="CultistState" unique_id=739226464 instance=ExtResource("1_qehp8")]
script = ExtResource("2_3mu4s")
@@ -0,0 +1,5 @@
class_name CultistStateMachine
extends StateMachine
@export var cultist: Cultist
@@ -0,0 +1 @@
uid://dhaq52d5t5eq0
@@ -0,0 +1,7 @@
[gd_scene format=3 uid="uid://bg7k6ovbk1xgm"]
[ext_resource type="PackedScene" uid="uid://3ll3i1fgktg2" path="res://game/state_machine/state_machine.tscn" id="1_xnlud"]
[ext_resource type="Script" uid="uid://dhaq52d5t5eq0" path="res://game/characters/enemies/state_machine/cultist_state_machine.gd" id="2_avauf"]
[node name="CultistStateMachine" unique_id=633169960 instance=ExtResource("1_xnlud")]
script = ExtResource("2_avauf")
@@ -0,0 +1,5 @@
extends CultistFallSidewaysState
func enter() -> void:
cultist.animated_sprite.play(CultistSprite.ANIMATION_FALL_LEFT)
@@ -0,0 +1 @@
uid://b8o0lvuy6a5q1
@@ -0,0 +1,5 @@
extends CultistFallSidewaysState
func enter() -> void:
cultist.animated_sprite.play(CultistSprite.ANIMATION_FALL_RIGHT)
@@ -0,0 +1 @@
uid://cxg54u14yb6go
@@ -0,0 +1,11 @@
class_name CultistFallSidewaysState
extends CultistFallState
@export var fall_state: CultistState
func physics_process(delta: float) -> void:
var is_on_floor := _move_down_and_check_floor(delta)
if not is_on_floor and is_zero_approx(cultist.velocity.x):
switch_state.emit(fall_state)
@@ -0,0 +1 @@
uid://dknrtf0f5wgnr
@@ -0,0 +1,22 @@
class_name CultistFallState
extends CultistState
@export var look_around_state: CultistState
func enter() -> void:
cultist.animated_sprite.play(CultistSprite.ANIMATION_FALL)
func physics_process(delta: float) -> void:
_move_down_and_check_floor(delta)
func _move_down_and_check_floor(delta: float) -> bool:
cultist.velocity += cultist.get_gravity() * delta
cultist.move_and_slide()
if cultist.is_on_floor():
switch_state.emit(look_around_state)
return true
return false
@@ -0,0 +1 @@
uid://bqnq6m0s4etqh
@@ -0,0 +1,21 @@
@abstract
class_name CultistJumpState
extends CultistState
@export var chase_state: CultistState
var _direction := 0
func enter() -> void:
cultist.velocity.y -= cultist.JUMP_VELOCITY
func physics_process(delta: float) -> void:
if cultist.is_on_floor():
switch_state.emit(chase_state)
else:
cultist.velocity += cultist.get_gravity() * cultist.get_gravity_factor() * delta
cultist.update_x_velocity(_direction, cultist.MAX_WALK_SPEED, delta)
@@ -0,0 +1 @@
uid://cxvl7a8o7bc1p
@@ -0,0 +1,45 @@
extends CultistState
@export var fall_state: CultistState
@export var walk_left_state: CultistState
@export var walk_right_state: CultistState
@export var chase_left_state: CultistState
@export var chase_right_state: CultistState
var state_by_ray_cast : Dictionary[RayCast2D, CultistState]
func enter() -> void:
cultist.animated_sprite.animation_finished.connect(_on_animation_finished)
cultist.animated_sprite.play(CultistSprite.LOOK_AROUND_ANIMATIONS.pick_random())
cultist.velocity = Vector2.ZERO
cultist._set_ray_cast_enable(cultist.left_player_close_ray, true)
cultist._set_ray_cast_enable(cultist.right_player_close_ray, true)
state_by_ray_cast = {
cultist.left_player_close_ray: chase_left_state,
cultist.right_player_close_ray: chase_right_state,
}
func physics_process(_delta: float) -> void:
if not cultist.is_on_floor():
switch_state.emit(fall_state)
else:
for ray_cast in state_by_ray_cast:
var player := _get_colliding_player(ray_cast)
if player != null:
switch_state.emit(state_by_ray_cast[ray_cast])
break
func exit() -> void:
cultist.animated_sprite.animation_finished.disconnect(_on_animation_finished)
cultist._set_ray_cast_enable(cultist.left_player_close_ray, false)
cultist._set_ray_cast_enable(cultist.right_player_close_ray, false)
func _on_animation_finished() -> void:
switch_state.emit([walk_left_state, walk_right_state].pick_random())
@@ -0,0 +1 @@
uid://bfp8gywqqkju7
@@ -0,0 +1,23 @@
@abstract
class_name CultistMoveState
extends CultistState
@export var fall_state: CultistState
@warning_ignore("unused_private_class_variable")
var _direction := 0
@warning_ignore("unused_private_class_variable")
var _wall_high_ray_cast : RayCast2D
@warning_ignore("unused_private_class_variable")
var _wall_low_ray_cast : RayCast2D
var _player_ray_cast : RayCast2D
func enter() -> void:
cultist._set_ray_cast_enable(_player_ray_cast, true)
func exit() -> void:
cultist._set_ray_cast_enable(_player_ray_cast, false)
@@ -0,0 +1 @@
uid://cw5hhiv8uih7d
@@ -0,0 +1,12 @@
extends CultistWalkState
func init() -> void:
_direction = DIRECTION_LEFT
_wall_high_ray_cast = cultist.left_wall_high_ray
_wall_low_ray_cast = cultist.left_wall_low_ray
_player_ray_cast = cultist.left_player_distant_ray
func enter() -> void:
cultist.animated_sprite.play(CultistSprite.ANIMATION_WALK_LEFT)
@@ -0,0 +1 @@
uid://hgn4yll571hp
@@ -0,0 +1,12 @@
extends CultistWalkState
func init() -> void:
_direction = DIRECTION_RIGHT
_wall_high_ray_cast = cultist.right_wall_high_ray
_wall_low_ray_cast = cultist.right_wall_low_ray
_player_ray_cast = cultist.right_player_distant_ray
func enter() -> void:
cultist.animated_sprite.play(CultistSprite.ANIMATION_WALK_RIGHT)
@@ -0,0 +1 @@
uid://bwwhmjxhg2adp
@@ -0,0 +1,21 @@
@abstract
class_name CultistWalkState
extends CultistMoveState
@export var chase_state: CultistState
@export var another_direction_walk_state: CultistState
func physics_process(delta: float) -> void:
if not cultist.is_on_floor():
switch_state.emit(fall_state)
else:
var player := _get_colliding_player(_player_ray_cast)
if player != null:
switch_state.emit(chase_state)
else:
if _wall_low_ray_cast.is_colliding() or _wall_high_ray_cast.is_colliding():
switch_state.emit(another_direction_walk_state)
else:
cultist.update_x_velocity(_direction, cultist.MAX_WALK_SPEED, delta)
@@ -0,0 +1 @@
uid://lplif1gcjbai
-2
View File
@@ -1,2 +0,0 @@
class_name GrayEnemy
extends AbstractEnemy
-1
View File
@@ -1 +0,0 @@
uid://cern5veiqkrkc
-34
View File
@@ -1,34 +0,0 @@
[gd_scene load_steps=4 format=3 uid="uid://cb0w6mt8g4mer"]
[ext_resource type="PackedScene" uid="uid://bx0luh4vdob3q" path="res://game/characters/abstract_enemy.tscn" id="1_q3s46"]
[ext_resource type="Script" uid="uid://cern5veiqkrkc" path="res://game/characters/gray_enemy.gd" id="2_olede"]
[ext_resource type="Material" uid="uid://dbkn3k0batj5w" path="res://game/materials/enemy_gray.tres" id="3_ho47d"]
[node name="GrayEnemy" instance=ExtResource("1_q3s46")]
collision_layer = 16
collision_mask = 35
script = ExtResource("2_olede")
[node name="AnimatedSprite2D" parent="." index="0"]
material = ExtResource("3_ho47d")
[node name="LeftWallRay" parent="WallCheck" index="0"]
collision_mask = 35
[node name="RightWallRay" parent="WallCheck" index="1"]
collision_mask = 35
[node name="LeftPlayerCloseRay" parent="PlayerCloseCheck" index="0"]
collision_mask = 171
[node name="RightPlayerCloseRay" parent="PlayerCloseCheck" index="1"]
collision_mask = 171
[node name="LeftPlayerDistantRay" parent="PlayerDistantCheck" index="0"]
collision_mask = 171
[node name="RightPlayerDistantRay" parent="PlayerDistantCheck" index="1"]
collision_mask = 171
[node name="PlayerTouchArea" parent="." index="6"]
collision_mask = 136
-187
View File
@@ -1,187 +0,0 @@
class_name Player
extends CharacterBody2D
signal dead
const ANIMATION_IDLE = "idle"
const ANIMATION_LOOK_AROUND_1 = "look_around_1"
const ANIMATION_LOOK_AROUND_2 = "look_around_2"
const ANIMATION_WALK_LEFT = "walk_left"
const ANIMATION_WALK_RIGHT = "walk_right"
const ANIMATION_FALL_DOWN = "fall_down"
const ANIMATION_FALL_DOWN_LEFT = "fall_down_left"
const ANIMATION_FALL_DOWN_RIGHT = "fall_down_right"
const ANIMATION_FALL_UP = "fall_up"
const ANIMATION_FALL_UP_LEFT = "fall_up_left"
const ANIMATION_FALL_UP_RIGHT = "fall_up_right"
const ANIMATION_DEATH = "death"
const LOOK_AROUND_CHANCE = 25
const PICKUP_OFFSET = 16.0
@export_range(0.0, 1000.0) var max_speed := 160
@export_range(0.0, 1000.0) var max_fall_speed := 640
@export_range(0.0, 1000.0) var acceleration := 600.0
@export_range(0.0, 1000.0) var jump_velocity := 320.0
@export_range(0.0, 2.0) var jump_gravity_factor := 1.0
@export_range(0.0, 2.0) var fall_gravity_factor := 1.5
@export_range(0.0, 1.0) var passive_jump_factor := 0.5
var _is_alive := true
@onready var sprite : AnimatedSprite2D = $AnimatedSprite2D
@onready var collision_switcher : CollisionSwitcher = $CollisionSwitcher
@onready var pickups : Node2D = $Pickups
@onready var jump_buffer_timer : Timer = $JumpBufferTimer
@onready var coyote_time_timer : Timer = $CoyoteTimeTimer
func _ready() -> void:
collision_switcher.material = sprite.material
func _physics_process(delta: float) -> void:
if is_on_floor():
coyote_time_timer.start()
if is_on_ceiling_only() and velocity.y < 0.0:
velocity.y = 0.0
if not is_on_floor():
var gravity_factor := jump_gravity_factor if velocity.y < 0.0 else fall_gravity_factor
if velocity.y < 0.0 and not Input.is_action_pressed("jump"):
velocity.y *= passive_jump_factor
velocity += get_gravity() * gravity_factor * delta
velocity.y = clampf(velocity.y, -max_fall_speed, max_fall_speed)
if not _is_alive:
_slow_down(delta)
else:
if Input.is_action_just_pressed("jump"):
jump_buffer_timer.start()
if not coyote_time_timer.is_stopped() and not jump_buffer_timer.is_stopped():
SoundManager.play_sfx_stream(SoundManager.sfx_stream_jump, global_position)
velocity.y = -jump_velocity
jump_buffer_timer.stop()
var direction := Input.get_axis("move_left", "move_right")
if direction:
velocity.x = move_toward(velocity.x, direction * max_speed, acceleration * delta)
else:
_slow_down(delta)
_update_animation()
var was_collided := move_and_slide()
if was_collided and _is_alive:
for i in range(get_slide_collision_count()):
var collision := get_slide_collision(i)
if _is_killing_collider(collision.get_collider()) and _is_alive:
SoundManager.play_sfx_stream(SoundManager.sfx_stream_death, global_position)
_is_alive = false
collision_mask = 1
get_tree().paused = true
process_mode = Node.PROCESS_MODE_ALWAYS
sprite.play(ANIMATION_DEATH)
func _input(event: InputEvent) -> void:
if event.is_action_pressed("switch_color") and _is_alive:
SoundManager.play_sfx_stream(SoundManager.sfx_stream_switch, global_position)
collision_switcher.switch_color()
func add_pickup(pickup: AbstractPickup) -> void:
pickup.reparent.call_deferred(pickups)
_rearrange_pickups.call_deferred()
func remove_pickup(pickup: AbstractPickup) -> void:
if pickup in pickups.get_children():
pickups.remove_child(pickup)
pickup.queue_free()
_rearrange_pickups()
func _slow_down(delta: float) -> void:
velocity.x = move_toward(velocity.x, 0, acceleration * delta)
func _is_killing_collider(collider: Object) -> bool:
if not collider is Node: return false
var node := collider as Node
return node.has_node("PlayerKiller")
func _update_animation() -> void:
var animation := _get_animation()
if sprite.animation != animation:
sprite.play(animation)
func _get_animation() -> String:
if is_on_floor():
if velocity.x > 0:
return ANIMATION_WALK_RIGHT
elif velocity.x < 0:
return ANIMATION_WALK_LEFT
else:
if is_zero_approx(velocity.x):
if velocity.y > 0:
return ANIMATION_FALL_DOWN
else:
return ANIMATION_FALL_UP
if velocity.x > 0:
if velocity.y > 0:
return ANIMATION_FALL_DOWN_RIGHT
else:
return ANIMATION_FALL_UP_RIGHT
elif velocity.x < 0:
if velocity.y > 0:
return ANIMATION_FALL_DOWN_LEFT
else:
return ANIMATION_FALL_UP_LEFT
if sprite.animation in [ANIMATION_LOOK_AROUND_1, ANIMATION_LOOK_AROUND_2]:
return sprite.animation
return ANIMATION_IDLE
func _rearrange_pickups() -> void:
var children := pickups.get_children()
var pickup_shift := (children.size() - 1) * PICKUP_OFFSET / 2.0
for i in range(children.size()):
if not children[i] is Node2D: continue
var node := children[i] as Node2D
node.position.x = i * PICKUP_OFFSET - pickup_shift
node.position.y = 0
func _play_look_around_animation() -> void:
sprite.play(ANIMATION_LOOK_AROUND_1 if randi_range(1, 2) == 1 else ANIMATION_LOOK_AROUND_2)
func _on_animation_finished() -> void:
match sprite.animation:
ANIMATION_LOOK_AROUND_1, ANIMATION_LOOK_AROUND_2:
sprite.play(ANIMATION_IDLE)
ANIMATION_DEATH:
dead.emit()
queue_free()
func _on_animation_looped() -> void:
match sprite.animation:
ANIMATION_IDLE:
if randi_range(1, 100) <= LOOK_AROUND_CHANCE:
_play_look_around_animation()
-40
View File
@@ -1,40 +0,0 @@
[gd_scene load_steps=5 format=3 uid="uid://dtcad8tdx78tg"]
[ext_resource type="Script" uid="uid://bb8kc32sggrn2" path="res://game/characters/player.gd" id="1_xln5q"]
[ext_resource type="PackedScene" uid="uid://5qlocc0yu8ug" path="res://game/collision_switcher.tscn" id="2_j06tb"]
[ext_resource type="PackedScene" uid="uid://cvx6akiplg21s" path="res://game/characters/player_sprite.tscn" id="2_n6ad3"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_xln5q"]
radius = 4.0
[node name="Player" type="CharacterBody2D"]
collision_layer = 128
collision_mask = 113
script = ExtResource("1_xln5q")
[node name="AnimatedSprite2D" parent="." instance=ExtResource("2_n6ad3")]
animation = &"death"
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(0, 1)
shape = SubResource("CapsuleShape2D_xln5q")
[node name="CollisionSwitcher" parent="." node_paths=PackedStringArray("object") instance=ExtResource("2_j06tb")]
object = NodePath("..")
[node name="Camera2D" type="Camera2D" parent="."]
position_smoothing_enabled = true
[node name="Pickups" type="Node2D" parent="."]
position = Vector2(0, -24)
[node name="JumpBufferTimer" type="Timer" parent="."]
wait_time = 0.1
one_shot = true
[node name="CoyoteTimeTimer" type="Timer" parent="."]
wait_time = 0.1
one_shot = true
[connection signal="animation_finished" from="AnimatedSprite2D" to="." method="_on_animation_finished"]
[connection signal="animation_looped" from="AnimatedSprite2D" to="." method="_on_animation_looped"]
+151
View File
@@ -0,0 +1,151 @@
class_name Player
extends CharacterBody2D
signal dead
signal interacted
const PICKUP_OFFSET = 16.0
@export_range(0.0, 1000.0) var max_speed := 160
@export_range(0.0, 1000.0) var max_fall_speed := 640
@export_range(0.0, 1000.0) var acceleration := 600.0
@export_range(0.0, 1000.0) var jump_velocity := 333.0
@export_range(0.0, 2.0) var jump_gravity_factor := 1.0
@export_range(0.0, 2.0) var fall_gravity_factor := 1.5
@export_range(0.0, 1.0) var passive_jump_factor := 0.5
var can_switch_color: bool = true
var is_dead := false
var _is_switching_needed := false
@onready var camera : Camera2D = $Camera2D
@onready var sprite : AnimatedSprite2D = $PlayerSprite
@onready var water_splash : GPUParticles2D = $WaterSplash
@onready var blood_splash : GPUParticles2D = $BloodSplash
@onready var switch_effect : GPUParticles2D = $SwitchEffect
@onready var collision_switcher : CollisionSwitcher = $CollisionSwitcher
@onready var pickups : Node2D = $Pickups
@onready var switch_buffer_timer : Timer = $SwitchBufferTimer
@onready var jump_buffer_timer : Timer = $JumpBufferTimer
@onready var coyote_time_timer : Timer = $CoyoteTimeTimer
@onready var center_area : Area2D = $CenterArea2D
@onready var state_machine : PlayerStateMachine = $PlayerStateMachine
func _ready() -> void:
collision_switcher.add_material(sprite.material)
state_machine.init()
func _physics_process(delta: float) -> void:
if is_on_floor():
coyote_time_timer.start()
if is_on_ceiling_only() and velocity.y < 0.0:
velocity.y = 0.0
if not is_on_floor():
var gravity_factor := jump_gravity_factor if velocity.y < 0.0 else fall_gravity_factor
if velocity.y < 0.0 and not Input.is_action_pressed("jump"):
velocity.y *= passive_jump_factor
velocity += get_gravity() * gravity_factor * delta
velocity.y = clampf(velocity.y, -max_fall_speed, max_fall_speed)
if is_dead:
_slow_down(delta*3)
else:
if Input.is_action_pressed("interact"):
interacted.emit()
if Input.is_action_just_pressed("jump"):
jump_buffer_timer.start()
if not coyote_time_timer.is_stopped() and not jump_buffer_timer.is_stopped():
SoundManager.play_sfx_stream(SoundManager.sfx_stream_jump, global_position)
velocity.y = -jump_velocity
jump_buffer_timer.stop()
coyote_time_timer.stop()
var direction := Input.get_axis("move_left", "move_right")
if direction:
velocity.x = move_toward(velocity.x, direction * max_speed, acceleration * delta)
else:
_slow_down(delta)
if _is_switching_needed and not is_dead:
_switch()
move_and_slide()
state_machine.physics_process(delta)
func _input(event: InputEvent) -> void:
if event.is_action_pressed("switch_color") and can_switch_color and not is_dead:
_is_switching_needed = true
switch_buffer_timer.start()
_switch()
func _switch() -> void:
if center_area.get_overlapping_bodies().size() == 0 and not switch_effect.emitting:
SoundManager.play_sfx_stream(SoundManager.sfx_stream_switch, global_position)
collision_switcher.switch_color()
switch_buffer_timer.stop()
switch_effect.restart()
_is_switching_needed = false
func kill(type := KillingArea.Type.None) -> void:
match type:
KillingArea.Type.Water:
SoundManager.play_sfx_stream(SoundManager.sfx_stream_splash, global_position)
water_splash.restart()
KillingArea.Type.Cultist:
SoundManager.play_sfx_stream(SoundManager.sfx_stream_blood, global_position)
blood_splash.restart()
is_dead = true
func process_dead() -> void:
dead.emit()
queue_free()
func add_pickup(pickup: AbstractPickup) -> void:
pickup.reparent.call_deferred(pickups)
_rearrange_pickups.call_deferred()
func remove_pickup(pickup: AbstractPickup) -> void:
if pickup in pickups.get_children():
pickups.remove_child(pickup)
pickup.queue_free()
_rearrange_pickups()
func _slow_down(delta: float) -> void:
velocity.x = move_toward(velocity.x, 0, acceleration * delta)
func _rearrange_pickups() -> void:
var children := pickups.get_children()
var pickup_shift := (children.size() - 1) * PICKUP_OFFSET / 2.0
for i in range(children.size()):
if not children[i] is Node2D: continue
var node := children[i] as Node2D
node.position.x = i * PICKUP_OFFSET - pickup_shift
node.position.y = 0
func _on_switch_buffer_timer_timeout() -> void:
_is_switching_needed = false
+273
View File
@@ -0,0 +1,273 @@
[gd_scene format=3 uid="uid://dtcad8tdx78tg"]
[ext_resource type="Script" uid="uid://bb8kc32sggrn2" path="res://game/characters/player/player.gd" id="1_xln5q"]
[ext_resource type="PackedScene" uid="uid://8yd8f5x1hujv" path="res://game/characters/water_splash.tscn" id="2_eeksw"]
[ext_resource type="PackedScene" uid="uid://5qlocc0yu8ug" path="res://game/collision_switcher.tscn" id="2_j06tb"]
[ext_resource type="PackedScene" uid="uid://cvx6akiplg21s" path="res://game/characters/player/player_sprite.tscn" id="2_n6ad3"]
[ext_resource type="Shader" uid="uid://cdakbomof1cc6" path="res://game/shaders/invert.gdshader" id="4_v4yks"]
[ext_resource type="PackedScene" uid="uid://bdk23k2bypj8w" path="res://game/characters/player/state_machine/player_state_machine.tscn" id="4_ybe51"]
[ext_resource type="PackedScene" uid="uid://c0d4wfdg7xjti" path="res://game/characters/player/state_machine/player_state.tscn" id="5_65114"]
[ext_resource type="Script" uid="uid://bnxccvt265hlu" path="res://game/characters/player/state_machine/idle_state.gd" id="6_3qf5w"]
[ext_resource type="Script" uid="uid://nc62375vpnsw" path="res://game/characters/player/state_machine/walk_left_state.gd" id="7_btbyc"]
[ext_resource type="Script" uid="uid://cbv84l1duwfep" path="res://game/characters/player/state_machine/look_around_state.gd" id="7_ybe51"]
[ext_resource type="Script" uid="uid://cxa3hf7tqpeoa" path="res://game/characters/player/state_machine/jump_state.gd" id="8_ebhjm"]
[ext_resource type="Script" uid="uid://d2uiegcx4jeuk" path="res://game/characters/player/state_machine/dead_state.gd" id="9_gdxv1"]
[ext_resource type="Script" uid="uid://kufq6bwnv80t" path="res://game/characters/player/state_machine/walk_right_state.gd" id="9_wdx7h"]
[ext_resource type="Script" uid="uid://c0bbmif5ucw28" path="res://game/characters/player/state_machine/jump_left_state.gd" id="11_q2504"]
[ext_resource type="Script" uid="uid://cr0hkb4wggcys" path="res://game/characters/player/state_machine/jump_right_state.gd" id="12_l8uo5"]
[ext_resource type="Script" uid="uid://c7myrm50fnpfn" path="res://game/characters/player/state_machine/falingl_state.gd" id="13_m2bqk"]
[ext_resource type="Script" uid="uid://cmimnl6jf78ao" path="res://game/characters/player/state_machine/falling_left_state.gd" id="14_2lnxg"]
[ext_resource type="Script" uid="uid://5s7ko6pcqagy" path="res://game/characters/player/state_machine/falling_right_state.gd" id="15_bfpdl"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_eeksw"]
shader = ExtResource("4_v4yks")
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_bhunq"]
lifetime_randomness = 0.5
particle_flag_disable_z = true
emission_shape = 1
emission_sphere_radius = 2.0
spread = 15.0
initial_velocity_min = -25.0
initial_velocity_max = 25.0
gravity = Vector3(0, 9.8, 0)
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_bfpdl"]
particle_flag_disable_z = true
emission_shape = 3
emission_box_extents = Vector3(4, 14, 1)
inherit_velocity_ratio = 0.25
direction = Vector3(0, -1, 0)
initial_velocity_min = 15.0
initial_velocity_max = 15.0
gravity = Vector3(0, 0, 0)
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_xln5q"]
radius = 4.0
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_t6gq4"]
radius = 2.0
height = 20.0
[node name="Player" type="CharacterBody2D" unique_id=508706417]
collision_layer = 128
collision_mask = 33
script = ExtResource("1_xln5q")
[node name="PlayerSprite" parent="." unique_id=237719081 instance=ExtResource("2_n6ad3")]
animation = &"jump_right"
[node name="WaterSplash" parent="." unique_id=658940825 instance=ExtResource("2_eeksw")]
position = Vector2(0, -16)
[node name="BloodSplash" type="GPUParticles2D" parent="." unique_id=218762198]
material = SubResource("ShaderMaterial_eeksw")
position = Vector2(0, -4)
emitting = false
amount = 32
one_shot = true
preprocess = 0.2
explosiveness = 1.0
fixed_fps = 10
process_material = SubResource("ParticleProcessMaterial_bhunq")
[node name="SwitchEffect" type="GPUParticles2D" parent="." unique_id=405618377]
emitting = false
amount = 16
lifetime = 0.25
one_shot = true
explosiveness = 0.5
fixed_fps = 10
process_material = SubResource("ParticleProcessMaterial_bfpdl")
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=1101386361]
position = Vector2(0, 1)
shape = SubResource("CapsuleShape2D_xln5q")
[node name="CollisionSwitcher" parent="." unique_id=601548821 node_paths=PackedStringArray("objects") instance=ExtResource("2_j06tb")]
objects = [NodePath("..")]
[node name="Camera2D" type="Camera2D" parent="." unique_id=45512317]
process_callback = 0
position_smoothing_enabled = true
position_smoothing_speed = 25.0
drag_horizontal_enabled = true
drag_vertical_enabled = true
drag_left_margin = 0.1
drag_top_margin = 0.1
drag_right_margin = 0.1
drag_bottom_margin = 0.1
[node name="Pickups" type="Node2D" parent="." unique_id=958829860]
position = Vector2(0, -24)
[node name="SwitchBufferTimer" type="Timer" parent="." unique_id=115300327]
wait_time = 0.5
one_shot = true
[node name="JumpBufferTimer" type="Timer" parent="." unique_id=740877224]
wait_time = 0.1
one_shot = true
[node name="CoyoteTimeTimer" type="Timer" parent="." unique_id=117837002]
wait_time = 0.1
one_shot = true
[node name="CenterArea2D" type="Area2D" parent="." unique_id=490866430]
collision_layer = 0
collision_mask = 35
[node name="CollisionShape2D" type="CollisionShape2D" parent="CenterArea2D" unique_id=1350886064]
position = Vector2(0, 1)
shape = SubResource("CapsuleShape2D_t6gq4")
[node name="PlayerStateMachine" parent="." unique_id=633169960 node_paths=PackedStringArray("player", "initial_state") instance=ExtResource("4_ybe51")]
player = NodePath("..")
initial_state = NodePath("IdleState")
[node name="IdleState" parent="PlayerStateMachine" unique_id=739226464 node_paths=PackedStringArray("look_around_state", "player", "idle_state", "walk_left_state", "walk_right_state", "dead_state", "jump_state", "jump_left_state", "jump_right_state", "fall_state", "fall_left_state", "fall_right_state") instance=ExtResource("5_65114")]
script = ExtResource("6_3qf5w")
look_around_state = NodePath("../LookAroundState")
player = NodePath("../..")
idle_state = NodePath(".")
walk_left_state = NodePath("../WalkLeftState")
walk_right_state = NodePath("../WalkRightState")
dead_state = NodePath("../DeadState")
jump_state = NodePath("../JumpState")
jump_left_state = NodePath("../JumpLeftState")
jump_right_state = NodePath("../JumpRightState")
fall_state = NodePath("../FallState")
fall_left_state = NodePath("../FallLeftState")
fall_right_state = NodePath("../FallRightState")
[node name="WalkLeftState" parent="PlayerStateMachine" unique_id=195513070 node_paths=PackedStringArray("player", "idle_state", "walk_left_state", "walk_right_state", "dead_state", "jump_state", "jump_left_state", "jump_right_state", "fall_state", "fall_left_state", "fall_right_state") instance=ExtResource("5_65114")]
script = ExtResource("7_btbyc")
player = NodePath("../..")
idle_state = NodePath("../IdleState")
walk_left_state = NodePath(".")
walk_right_state = NodePath("../WalkRightState")
dead_state = NodePath("../DeadState")
jump_state = NodePath("../JumpState")
jump_left_state = NodePath("../JumpLeftState")
jump_right_state = NodePath("../JumpRightState")
fall_state = NodePath("../FallState")
fall_left_state = NodePath("../FallLeftState")
fall_right_state = NodePath("../FallRightState")
[node name="WalkRightState" parent="PlayerStateMachine" unique_id=224236087 node_paths=PackedStringArray("player", "idle_state", "walk_left_state", "walk_right_state", "dead_state", "jump_state", "jump_left_state", "jump_right_state", "fall_state", "fall_left_state", "fall_right_state") instance=ExtResource("5_65114")]
script = ExtResource("9_wdx7h")
player = NodePath("../..")
idle_state = NodePath("../IdleState")
walk_left_state = NodePath("../WalkLeftState")
walk_right_state = NodePath(".")
dead_state = NodePath("../DeadState")
jump_state = NodePath("../JumpState")
jump_left_state = NodePath("../JumpLeftState")
jump_right_state = NodePath("../JumpRightState")
fall_state = NodePath("../FallState")
fall_left_state = NodePath("../FallLeftState")
fall_right_state = NodePath("../FallRightState")
[node name="DeadState" parent="PlayerStateMachine" unique_id=2135733235 node_paths=PackedStringArray("player") instance=ExtResource("5_65114")]
script = ExtResource("9_gdxv1")
player = NodePath("../..")
[node name="JumpState" parent="PlayerStateMachine" unique_id=1592631166 node_paths=PackedStringArray("player", "idle_state", "walk_left_state", "walk_right_state", "dead_state", "jump_state", "jump_left_state", "jump_right_state", "fall_state", "fall_left_state", "fall_right_state") instance=ExtResource("5_65114")]
script = ExtResource("8_ebhjm")
player = NodePath("../..")
idle_state = NodePath("../IdleState")
walk_left_state = NodePath("../WalkLeftState")
walk_right_state = NodePath("../WalkRightState")
dead_state = NodePath("../DeadState")
jump_state = NodePath(".")
jump_left_state = NodePath("../JumpLeftState")
jump_right_state = NodePath("../JumpRightState")
fall_state = NodePath("../FallState")
fall_left_state = NodePath("../FallLeftState")
fall_right_state = NodePath("../FallRightState")
[node name="JumpLeftState" parent="PlayerStateMachine" unique_id=609248752 node_paths=PackedStringArray("player", "idle_state", "walk_left_state", "walk_right_state", "dead_state", "jump_state", "jump_left_state", "jump_right_state", "fall_state", "fall_left_state", "fall_right_state") instance=ExtResource("5_65114")]
script = ExtResource("11_q2504")
player = NodePath("../..")
idle_state = NodePath("../IdleState")
walk_left_state = NodePath("../WalkLeftState")
walk_right_state = NodePath("../WalkRightState")
dead_state = NodePath("../DeadState")
jump_state = NodePath(".")
jump_left_state = NodePath(".")
jump_right_state = NodePath("../JumpRightState")
fall_state = NodePath("../FallState")
fall_left_state = NodePath("../FallLeftState")
fall_right_state = NodePath("../FallRightState")
[node name="JumpRightState" parent="PlayerStateMachine" unique_id=1936273065 node_paths=PackedStringArray("player", "idle_state", "walk_left_state", "walk_right_state", "dead_state", "jump_state", "jump_left_state", "jump_right_state", "fall_state", "fall_left_state", "fall_right_state") instance=ExtResource("5_65114")]
script = ExtResource("12_l8uo5")
player = NodePath("../..")
idle_state = NodePath("../IdleState")
walk_left_state = NodePath("../WalkLeftState")
walk_right_state = NodePath("../WalkRightState")
dead_state = NodePath("../DeadState")
jump_state = NodePath(".")
jump_left_state = NodePath("../JumpLeftState")
jump_right_state = NodePath(".")
fall_state = NodePath("../FallState")
fall_left_state = NodePath("../FallLeftState")
fall_right_state = NodePath("../FallRightState")
[node name="FallState" parent="PlayerStateMachine" unique_id=329927506 node_paths=PackedStringArray("player", "idle_state", "walk_left_state", "walk_right_state", "dead_state", "jump_state", "jump_left_state", "jump_right_state", "fall_state", "fall_left_state", "fall_right_state") instance=ExtResource("5_65114")]
script = ExtResource("13_m2bqk")
player = NodePath("../..")
idle_state = NodePath("../IdleState")
walk_left_state = NodePath("../WalkLeftState")
walk_right_state = NodePath("../WalkRightState")
dead_state = NodePath("../DeadState")
jump_state = NodePath(".")
jump_left_state = NodePath("../JumpLeftState")
jump_right_state = NodePath("../JumpRightState")
fall_state = NodePath(".")
fall_left_state = NodePath("../FallLeftState")
fall_right_state = NodePath("../FallRightState")
[node name="FallLeftState" parent="PlayerStateMachine" unique_id=730552947 node_paths=PackedStringArray("player", "idle_state", "walk_left_state", "walk_right_state", "dead_state", "jump_state", "jump_left_state", "jump_right_state", "fall_state", "fall_left_state", "fall_right_state") instance=ExtResource("5_65114")]
script = ExtResource("14_2lnxg")
player = NodePath("../..")
idle_state = NodePath("../IdleState")
walk_left_state = NodePath("../WalkLeftState")
walk_right_state = NodePath("../WalkRightState")
dead_state = NodePath("../DeadState")
jump_state = NodePath(".")
jump_left_state = NodePath("../JumpLeftState")
jump_right_state = NodePath("../JumpRightState")
fall_state = NodePath("../FallState")
fall_left_state = NodePath(".")
fall_right_state = NodePath("../FallRightState")
[node name="FallRightState" parent="PlayerStateMachine" unique_id=347081029 node_paths=PackedStringArray("player", "idle_state", "walk_left_state", "walk_right_state", "dead_state", "jump_state", "jump_left_state", "jump_right_state", "fall_state", "fall_left_state", "fall_right_state") instance=ExtResource("5_65114")]
script = ExtResource("15_bfpdl")
player = NodePath("../..")
idle_state = NodePath("../IdleState")
walk_left_state = NodePath("../WalkLeftState")
walk_right_state = NodePath("../WalkRightState")
dead_state = NodePath("../DeadState")
jump_state = NodePath(".")
jump_left_state = NodePath("../JumpLeftState")
jump_right_state = NodePath("../JumpRightState")
fall_state = NodePath("../FallState")
fall_left_state = NodePath("../FallLeftState")
fall_right_state = NodePath(".")
[node name="LookAroundState" parent="PlayerStateMachine" unique_id=946166563 node_paths=PackedStringArray("player", "idle_state", "walk_left_state", "walk_right_state", "dead_state", "jump_state", "jump_left_state", "jump_right_state", "fall_state", "fall_left_state", "fall_right_state") instance=ExtResource("5_65114")]
script = ExtResource("7_ybe51")
player = NodePath("../..")
idle_state = NodePath("../IdleState")
walk_left_state = NodePath("../WalkLeftState")
walk_right_state = NodePath("../WalkRightState")
dead_state = NodePath("../DeadState")
jump_state = NodePath("../JumpState")
jump_left_state = NodePath("../JumpLeftState")
jump_right_state = NodePath("../JumpRightState")
fall_state = NodePath("../FallState")
fall_left_state = NodePath("../FallLeftState")
fall_right_state = NodePath("../FallRightState")
[connection signal="timeout" from="SwitchBufferTimer" to="." method="_on_switch_buffer_timer_timeout"]
@@ -0,0 +1,80 @@
[gd_scene format=3 uid="uid://dtcad8tdx78tg"]
[ext_resource type="Script" uid="uid://bb8kc32sggrn2" path="res://game/characters/player/player.gd" id="1_xln5q"]
[ext_resource type="PackedScene" uid="uid://5qlocc0yu8ug" path="res://game/collision_switcher.tscn" id="2_j06tb"]
[ext_resource type="PackedScene" uid="uid://cvx6akiplg21s" path="res://game/characters/player/player_sprite.tscn" id="2_n6ad3"]
[ext_resource type="PackedScene" uid="uid://bdk23k2bypj8w" path="res://game/characters/player/state_machine/player_state_machine.tscn" id="4_ybe51"]
[ext_resource type="PackedScene" uid="uid://c0d4wfdg7xjti" path="res://game/characters/player/state_machine/player_state.tscn" id="5_65114"]
[ext_resource type="Script" uid="uid://bnxccvt265hlu" path="res://game/characters/player/state_machine/idle_state.gd" id="6_3qf5w"]
[ext_resource type="Script" uid="uid://nc62375vpnsw" path="res://game/characters/player/state_machine/walk_left_state.gd" id="7_btbyc"]
[ext_resource type="Script" uid="uid://cbv84l1duwfep" path="res://game/characters/player/state_machine/look_around_state.gd" id="7_ybe51"]
[ext_resource type="Script" uid="uid://cxa3hf7tqpeoa" path="res://game/characters/player/state_machine/jump_state.gd" id="8_ebhjm"]
[ext_resource type="Script" uid="uid://d2uiegcx4jeuk" path="res://game/characters/player/state_machine/dead_state.gd" id="9_gdxv1"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_xln5q"]
radius = 4.0
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_t6gq4"]
radius = 2.0
height = 15.0
[node name="Player" type="CharacterBody2D" unique_id=508706417]
collision_layer = 128
collision_mask = 33
script = ExtResource("1_xln5q")
[node name="AnimatedSprite2D" parent="." unique_id=237719081 instance=ExtResource("2_n6ad3")]
animation = &"death"
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=1101386361]
position = Vector2(0, 1)
shape = SubResource("CapsuleShape2D_xln5q")
[node name="CollisionSwitcher" parent="." unique_id=601548821 node_paths=PackedStringArray("object") instance=ExtResource("2_j06tb")]
object = NodePath("..")
[node name="Camera2D" type="Camera2D" parent="." unique_id=45512317]
process_callback = 0
position_smoothing_enabled = true
[node name="Pickups" type="Node2D" parent="." unique_id=958829860]
position = Vector2(0, -24)
[node name="JumpBufferTimer" type="Timer" parent="." unique_id=740877224]
wait_time = 0.1
one_shot = true
[node name="CoyoteTimeTimer" type="Timer" parent="." unique_id=117837002]
wait_time = 0.1
one_shot = true
[node name="CenterArea2D" type="Area2D" parent="." unique_id=490866430]
collision_layer = 0
collision_mask = 35
[node name="CollisionShape2D" type="CollisionShape2D" parent="CenterArea2D" unique_id=1350886064]
shape = SubResource("CapsuleShape2D_t6gq4")
[node name="PlayerStateMachine" parent="." unique_id=633169960 node_paths=PackedStringArray("player", "dead_state", "initial_state") instance=ExtResource("4_ybe51")]
player = NodePath("..")
dead_state = NodePath("DeadState")
initial_state = NodePath("IdleState")
[node name="IdleState" parent="PlayerStateMachine" unique_id=739226464 node_paths=PackedStringArray("look_around_state", "player", "idle_state", "walk_state", "jump_state") instance=ExtResource("5_65114")]
script = ExtResource("6_3qf5w")
look_around_state = NodePath("../LookAroundState")
player = NodePath("../..")
idle_state = NodePath(".")
walk_state = NodePath("../WalkLeftState")
jump_state = NodePath("../JumpState")
[node name="LookAroundState" parent="PlayerStateMachine" unique_id=946166563 node_paths=PackedStringArray("player", "idle_state", "walk_state", "jump_state") instance=ExtResource("5_65114")]
script = ExtResource("7_ybe51")
player = NodePath("../..")
idle_state = NodePath("../IdleState")
walk_state = NodePath("../WalkLeftState")
jump_state = NodePath("../JumpState")
[node name="WalkLeftState" parent="PlayerStateMachine" unique_id=195513070 instance=ExtResource("5_65114")]
script = ExtResource("7_btbyc")
player = Object(CharacterBody2D,"unique_name_in_owner":false,"process_mode":0,"process_priority":0,"proce
@@ -0,0 +1,70 @@
[gd_scene format=3 uid="uid://dtcad8tdx78tg"]
[ext_resource type="Script" uid="uid://bb8kc32sggrn2" path="res://game/characters/player/player.gd" id="1_xln5q"]
[ext_resource type="PackedScene" uid="uid://5qlocc0yu8ug" path="res://game/collision_switcher.tscn" id="2_j06tb"]
[ext_resource type="PackedScene" uid="uid://cvx6akiplg21s" path="res://game/characters/player/player_sprite.tscn" id="2_n6ad3"]
[ext_resource type="PackedScene" uid="uid://bdk23k2bypj8w" path="res://game/characters/player/state_machine/player_state_machine.tscn" id="4_ybe51"]
[ext_resource type="PackedScene" uid="uid://c0d4wfdg7xjti" path="res://game/characters/player/state_machine/player_state.tscn" id="5_65114"]
[ext_resource type="Script" uid="uid://bnxccvt265hlu" path="res://game/characters/player/state_machine/idle_state.gd" id="6_3qf5w"]
[ext_resource type="Script" uid="uid://nc62375vpnsw" path="res://game/characters/player/state_machine/walk_left_state.gd" id="7_btbyc"]
[ext_resource type="Script" uid="uid://cbv84l1duwfep" path="res://game/characters/player/state_machine/look_around_state.gd" id="7_ybe51"]
[ext_resource type="Script" uid="uid://cxa3hf7tqpeoa" path="res://game/characters/player/state_machine/jump_state.gd" id="8_ebhjm"]
[ext_resource type="Script" uid="uid://d2uiegcx4jeuk" path="res://game/characters/player/state_machine/dead_state.gd" id="9_gdxv1"]
[ext_resource type="Script" uid="uid://kufq6bwnv80t" path="res://game/characters/player/state_machine/walk_right_state.gd" id="9_wdx7h"]
[ext_resource type="Script" uid="uid://c0bbmif5ucw28" path="res://game/characters/player/state_machine/jump_left_state.gd" id="11_q2504"]
[ext_resource type="Script" uid="uid://cr0hkb4wggcys" path="res://game/characters/player/state_machine/jump_right_state.gd" id="12_l8uo5"]
[ext_resource type="Script" uid="uid://c7myrm50fnpfn" path="res://game/characters/player/state_machine/fall_state.gd" id="13_m2bqk"]
[ext_resource type="Script" uid="uid://cmimnl6jf78ao" path="res://game/characters/player/state_machine/fall_left_state.gd" id="14_2lnxg"]
[ext_resource type="Script" uid="uid://5s7ko6pcqagy" path="res://game/characters/player/state_machine/fall_right_state.gd" id="15_bfpdl"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_xln5q"]
radius = 4.0
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_t6gq4"]
radius = 2.0
height = 15.0
[node name="Player" type="CharacterBody2D" unique_id=508706417]
collision_layer = 128
collision_mask = 33
script = ExtResource("1_xln5q")
[node name="AnimatedSprite2D" parent="." unique_id=237719081 instance=ExtResource("2_n6ad3")]
animation = &"jump_right"
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=1101386361]
position = Vector2(0, 1)
shape = SubResource("CapsuleShape2D_xln5q")
[node name="CollisionSwitcher" parent="." unique_id=601548821 node_paths=PackedStringArray("object") instance=ExtResource("2_j06tb")]
object = NodePath("..")
[node name="Camera2D" type="Camera2D" parent="." unique_id=45512317]
process_callback = 0
position_smoothing_enabled = true
[node name="Pickups" type="Node2D" parent="." unique_id=958829860]
position = Vector2(0, -24)
[node name="JumpBufferTimer" type="Timer" parent="." unique_id=740877224]
wait_time = 0.1
one_shot = true
[node name="CoyoteTimeTimer" type="Timer" parent="." unique_id=117837002]
wait_time = 0.1
one_shot = true
[node name="CenterArea2D" type="Area2D" parent="." unique_id=490866430]
collision_layer = 0
collision_mask = 35
[node name="CollisionShape2D" type="CollisionShape2D" parent="CenterArea2D" unique_id=1350886064]
shape = SubResource("CapsuleShape2D_t6gq4")
[node name="PlayerStateMachine" parent="." unique_id=633169960 node_paths=PackedStringArray("player", "initial_state") instance=ExtResource("4_ybe51")]
player = NodePath("..")
initial_state = NodePath("IdleState")
[node name="IdleState" parent="PlayerStateMachine" unique_id=739226464 node_paths=PackedStringArray("look_around_state") instance=ExtResource("5_65114")]
script = ExtResource("6_3qf5w")
player = Object(CharacterBody2D,"unique_name_in_owner":false,"process_mod
+24
View File
@@ -0,0 +1,24 @@
class_name PlayerSprite
extends AnimatedSprite2D
const ANIMATION_IDLE = "idle"
const ANIMATION_LOOK_AROUND = "look_around"
const ANIMATION_LOOK_AROUND_1 = "look_around_1"
const ANIMATION_LOOK_AROUND_2 = "look_around_2"
const ANIMATION_FALL = "fall"
const ANIMATION_FALL_LEFT = "fall_left"
const ANIMATION_FALL_RIGHT = "fall_right"
const ANIMATION_JUMP = "jump"
const ANIMATION_JUMP_LEFT = "jump_left"
const ANIMATION_JUMP_RIGHT = "jump_right"
const ANIMATION_WALK_LEFT = "walk_left"
const ANIMATION_WALK_RIGHT = "walk_right"
const ANIMATION_DEATH = "death"
@@ -0,0 +1 @@
uid://bpclheyn60yp7
@@ -1,7 +1,8 @@
[gd_scene load_steps=53 format=3 uid="uid://cvx6akiplg21s"]
[gd_scene format=3 uid="uid://cvx6akiplg21s"]
[ext_resource type="Shader" uid="uid://lqq1mg6l1qqe" path="res://game/shaders/black_n_white.gdshader" id="1_57ht8"]
[ext_resource type="Texture2D" uid="uid://bjccaucrio6ht" path="res://images/characters/player.png" id="2_mi53p"]
[ext_resource type="Script" uid="uid://bpclheyn60yp7" path="res://game/characters/player/player_sprite.gd" id="3_ulfbe"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_i05k5"]
shader = ExtResource("1_57ht8")
@@ -81,18 +82,6 @@ region = Rect2(64, 96, 32, 32)
atlas = ExtResource("2_mi53p")
region = Rect2(0, 96, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_htqrf"]
atlas = ExtResource("2_mi53p")
region = Rect2(160, 96, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_vkuli"]
atlas = ExtResource("2_mi53p")
region = Rect2(96, 96, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_457no"]
atlas = ExtResource("2_mi53p")
region = Rect2(32, 96, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_n6ad3"]
atlas = ExtResource("2_mi53p")
region = Rect2(0, 0, 32, 32)
@@ -113,6 +102,18 @@ region = Rect2(32, 0, 32, 32)
atlas = ExtResource("2_mi53p")
region = Rect2(0, 0, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_htqrf"]
atlas = ExtResource("2_mi53p")
region = Rect2(160, 96, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_vkuli"]
atlas = ExtResource("2_mi53p")
region = Rect2(96, 96, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_457no"]
atlas = ExtResource("2_mi53p")
region = Rect2(32, 96, 32, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_mi53p"]
atlas = ExtResource("2_mi53p")
region = Rect2(96, 0, 32, 32)
@@ -259,7 +260,7 @@ animations = [{
"texture": SubResource("AtlasTexture_4u621")
}],
"loop": true,
"name": &"fall_down",
"name": &"fall",
"speed": 5.0
}, {
"frames": [{
@@ -267,7 +268,7 @@ animations = [{
"texture": SubResource("AtlasTexture_tqwgk")
}],
"loop": true,
"name": &"fall_down_left",
"name": &"fall_left",
"speed": 5.0
}, {
"frames": [{
@@ -275,31 +276,7 @@ animations = [{
"texture": SubResource("AtlasTexture_ly4f6")
}],
"loop": true,
"name": &"fall_down_right",
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_htqrf")
}],
"loop": true,
"name": &"fall_up",
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_vkuli")
}],
"loop": true,
"name": &"fall_up_left",
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_457no")
}],
"loop": true,
"name": &"fall_up_right",
"name": &"fall_right",
"speed": 5.0
}, {
"frames": [{
@@ -323,6 +300,30 @@ animations = [{
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_htqrf")
}],
"loop": true,
"name": &"jump",
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_vkuli")
}],
"loop": true,
"name": &"jump_left",
"speed": 5.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_457no")
}],
"loop": true,
"name": &"jump_right",
"speed": 5.0
}, {
"frames": [{
"duration": 3.0,
"texture": SubResource("AtlasTexture_mi53p")
}, {
@@ -426,7 +427,8 @@ animations = [{
"speed": 20.0
}]
[node name="AnimatedSprite2D" type="AnimatedSprite2D"]
[node name="PlayerSprite2D" type="AnimatedSprite2D" unique_id=259457082]
material = SubResource("ShaderMaterial_i05k5")
sprite_frames = SubResource("SpriteFrames_v8w1g")
animation = &"look_around"
animation = &"idle"
script = ExtResource("3_ulfbe")
@@ -0,0 +1,23 @@
extends PlayerState
func enter() -> void:
player.sprite.speed_scale = 1
SoundManager.play_sfx_stream(SoundManager.sfx_stream_death, player.global_position)
player.sprite.animation_finished.connect(_on_aniimation_finished)
player.process_mode = Node.PROCESS_MODE_ALWAYS
process_mode = Node.PROCESS_MODE_ALWAYS
player.sprite.play(PlayerSprite.ANIMATION_DEATH)
get_tree().paused = true
func exit() -> void:
player.sprite.animation_finished.disconnect(_on_aniimation_finished)
func physics_process(_delta: float) -> void:
pass
func _on_aniimation_finished() -> void:
player.process_dead()
@@ -0,0 +1 @@
uid://d2uiegcx4jeuk
@@ -0,0 +1,6 @@
extends PlayerState
func enter() -> void:
player.sprite.speed_scale = 1
player.sprite.play(PlayerSprite.ANIMATION_FALL)
@@ -0,0 +1 @@
uid://c7myrm50fnpfn
@@ -0,0 +1,6 @@
extends PlayerState
func enter() -> void:
player.sprite.speed_scale = 1
player.sprite.play(PlayerSprite.ANIMATION_FALL_LEFT)
@@ -0,0 +1 @@
uid://cmimnl6jf78ao
@@ -0,0 +1,6 @@
extends PlayerState
func enter() -> void:
player.sprite.speed_scale = 1
player.sprite.play(PlayerSprite.ANIMATION_FALL_RIGHT)
@@ -0,0 +1 @@
uid://5s7ko6pcqagy
@@ -0,0 +1,22 @@
extends PlayerState
const LOOK_AROUND_CHANCE = 25
@export var look_around_state: PlayerState
func enter() -> void:
player.sprite.speed_scale = 1
player.sprite.animation_looped.connect(_on_animation_looped)
player.sprite.play(PlayerSprite.ANIMATION_IDLE)
func exit() -> void:
player.sprite.animation_looped.disconnect(_on_animation_looped)
func _on_animation_looped() -> void:
if randi_range(1, 100) <= LOOK_AROUND_CHANCE:
switch_state.emit(look_around_state)
@@ -0,0 +1 @@
uid://bnxccvt265hlu
@@ -0,0 +1,6 @@
extends PlayerState
func enter() -> void:
player.sprite.speed_scale = 1
player.sprite.play(PlayerSprite.ANIMATION_JUMP_LEFT)
@@ -0,0 +1 @@
uid://c0bbmif5ucw28
@@ -0,0 +1,6 @@
extends PlayerState
func enter() -> void:
player.sprite.speed_scale = 1
player.sprite.play(PlayerSprite.ANIMATION_JUMP_RIGHT)
@@ -0,0 +1 @@
uid://cr0hkb4wggcys
@@ -0,0 +1,6 @@
extends PlayerState
func enter() -> void:
player.sprite.speed_scale = 1
player.sprite.play(PlayerSprite.ANIMATION_JUMP)
@@ -0,0 +1 @@
uid://cxa3hf7tqpeoa
@@ -0,0 +1,22 @@
extends PlayerState
func enter() -> void:
player.sprite.speed_scale = 1
player.sprite.animation_finished.connect(_on_animation_finished)
player.sprite.play(_get_animation())
func exit() -> void:
player.sprite.animation_finished.disconnect(_on_animation_finished)
func _on_animation_finished() -> void:
switch_state.emit(idle_state)
func _get_animation() -> String:
if randi_range(1, 2) == 1:
return PlayerSprite.ANIMATION_LOOK_AROUND_1
else:
return PlayerSprite.ANIMATION_LOOK_AROUND_2
@@ -0,0 +1 @@
uid://cbv84l1duwfep
@@ -0,0 +1,45 @@
class_name PlayerState
extends AbstractState
@export var player: Player
@export var idle_state: PlayerState
@export var walk_left_state: PlayerState
@export var walk_right_state: PlayerState
@export var dead_state: PlayerState
@export var jump_state: PlayerState
@export var jump_left_state: PlayerState
@export var jump_right_state: PlayerState
@export var fall_state: PlayerState
@export var fall_left_state: PlayerState
@export var fall_right_state: PlayerState
func physics_process(_delta: float) -> void:
if player.is_dead:
switch_state.emit(dead_state)
elif player.velocity.is_zero_approx():
switch_state.emit(idle_state)
elif is_zero_approx(player.velocity.y):
if player.velocity.x < 0:
switch_state.emit(walk_left_state)
else:
switch_state.emit(walk_right_state)
else:
if player.velocity.y < 0:
if is_zero_approx(player.velocity.x):
switch_state.emit(jump_state)
elif player.velocity.x < 0:
switch_state.emit(jump_left_state)
else:
switch_state.emit(jump_right_state)
else:
if is_zero_approx(player.velocity.x):
switch_state.emit(fall_state)
elif player.velocity.x < 0:
switch_state.emit(fall_left_state)
else:
switch_state.emit(fall_right_state)
@@ -0,0 +1 @@
uid://cl4tgf5j7xxvm
@@ -0,0 +1,7 @@
[gd_scene format=3 uid="uid://c0d4wfdg7xjti"]
[ext_resource type="PackedScene" uid="uid://c7adrbfobmvl8" path="res://game/state_machine/abstract_state.tscn" id="1_cun6f"]
[ext_resource type="Script" uid="uid://cl4tgf5j7xxvm" path="res://game/characters/player/state_machine/player_state.gd" id="2_h7f7n"]
[node name="PlayerState" unique_id=739226464 instance=ExtResource("1_cun6f")]
script = ExtResource("2_h7f7n")
@@ -0,0 +1,5 @@
class_name PlayerStateMachine
extends StateMachine
@export var player: Player
@@ -0,0 +1 @@
uid://dk3t8s0lt2r8n
@@ -0,0 +1,7 @@
[gd_scene format=3 uid="uid://bdk23k2bypj8w"]
[ext_resource type="PackedScene" uid="uid://3ll3i1fgktg2" path="res://game/state_machine/state_machine.tscn" id="1_7tog0"]
[ext_resource type="Script" uid="uid://dk3t8s0lt2r8n" path="res://game/characters/player/state_machine/player_state_machine.gd" id="2_ydgfo"]
[node name="PlayerStateMachine" unique_id=633169960 instance=ExtResource("1_7tog0")]
script = ExtResource("2_ydgfo")
@@ -0,0 +1,11 @@
extends PlayerState
func enter() -> void:
player.sprite.speed_scale = 1
player.sprite.play(PlayerSprite.ANIMATION_WALK_LEFT)
func process(delta: float) -> void:
player.sprite.speed_scale = -player.velocity.x / player.max_speed
super.process(delta)
@@ -0,0 +1 @@
uid://nc62375vpnsw
@@ -0,0 +1,11 @@
extends PlayerState
func enter() -> void:
player.sprite.speed_scale = 1
player.sprite.play(PlayerSprite.ANIMATION_WALK_RIGHT)
func process(delta: float) -> void:
player.sprite.speed_scale = player.velocity.x / player.max_speed
super.process(delta)
@@ -0,0 +1 @@
uid://kufq6bwnv80t
+20
View File
@@ -0,0 +1,20 @@
[gd_scene format=3 uid="uid://8yd8f5x1hujv"]
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_kh0h8"]
particle_flag_disable_z = true
emission_shape = 1
emission_sphere_radius = 4.0
direction = Vector3(0, -1, 0)
spread = 10.0
initial_velocity_min = 50.0
initial_velocity_max = 75.0
gravity = Vector3(0, 98, 0)
[node name="WaterSplash" type="GPUParticles2D" unique_id=658940825]
emitting = false
amount = 32
lifetime = 1.3
one_shot = true
explosiveness = 0.9
fixed_fps = 10
process_material = SubResource("ParticleProcessMaterial_kh0h8")
-2
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@@ -1,2 +0,0 @@
class_name WhiteEnemy
extends AbstractColorEnemy
-1
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@@ -1 +0,0 @@
uid://dmcpkytgiuedi
-36
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@@ -1,36 +0,0 @@
[gd_scene load_steps=4 format=3 uid="uid://bv2gahb4wxgb1"]
[ext_resource type="PackedScene" uid="uid://d37eyum03h83i" path="res://game/characters/abstract_color_enemy.tscn" id="1_3yi7g"]
[ext_resource type="Script" uid="uid://dmcpkytgiuedi" path="res://game/characters/white_enemy.gd" id="2_c7pdf"]
[ext_resource type="Material" uid="uid://ci7xuso12af5" path="res://game/materials/enemy_white.tres" id="3_uj6yw"]
[node name="WhiteEnemy" instance=ExtResource("1_3yi7g")]
collision_layer = 64
collision_mask = 33
script = ExtResource("2_c7pdf")
[node name="AnimatedSprite2D" parent="." index="0"]
material = ExtResource("3_uj6yw")
[node name="LeftWallRay" parent="WallCheck" index="0"]
collision_mask = 33
[node name="RightWallRay" parent="WallCheck" index="1"]
collision_mask = 33
[node name="LeftPlayerCloseRay" parent="PlayerCloseCheck" index="0"]
target_position = Vector2(-32, 0)
collision_mask = 161
[node name="RightPlayerCloseRay" parent="PlayerCloseCheck" index="1"]
target_position = Vector2(32, 0)
collision_mask = 161
[node name="LeftPlayerDistantRay" parent="PlayerDistantCheck" index="0"]
collision_mask = 161
[node name="RightPlayerDistantRay" parent="PlayerDistantCheck" index="1"]
collision_mask = 161
[node name="PlayerTouchArea" parent="." index="7"]
collision_mask = 128
+79 -22
View File
@@ -1,7 +1,11 @@
@tool
class_name CollisionSwitcher
extends Node
signal switched
enum Collisions {
GREY_WORLD = 1 << 0,
GREY_ENEMY = 1 << 4,
@@ -22,49 +26,72 @@ enum Collisions {
enum State {
Black,
White,
TransitionToBlack,
TransitionToWhite,
}
const COLLISION_WHITE_SHIFT = 4
const MIN_INTENSITY = 0.0
const MAX_INTENSITY = 1.0
const SHADER_SWITCH_COLORS = "shader_parameter/switch_colors"
const SHADER_INTENSITY = "shader_parameter/intensity"
@export var object : CollisionObject2D
@export var objects : Array[CollisionObject2D] = []
@export var initial_state : State = State.White
@export var initial_state := State.White
var material : Material:
set(value):
material = value
_apply_color()
var _materials : Array[Material]
var _state : State:
set(value):
_state = value
if is_node_ready():
_apply_color()
var _grey_layer := 0
var _color_layer := 0
var _intensity_tween : Tween
var _grey_mask := 0
var _color_mask := 0
var _grey_layers : Dictionary[CollisionObject2D, int] = {}
var _color_layers : Dictionary[CollisionObject2D, int] = {}
var _grey_masks : Dictionary[CollisionObject2D, int] = {}
var _color_masks : Dictionary[CollisionObject2D, int] = {}
func _ready() -> void:
_grey_layer = _get_grey_collision(object.collision_layer)
_color_layer = _get_color_collision(object.collision_layer)
_grey_mask = _get_grey_collision(object.collision_mask)
_color_mask = _get_color_collision(object.collision_mask)
for object in objects:
_grey_layers[object] = _get_grey_collision(object.collision_layer)
_color_layers[object] = _get_color_collision(object.collision_layer)
_grey_masks[object] = _get_grey_collision(object.collision_mask)
_color_masks[object] = _get_color_collision(object.collision_mask)
_state = initial_state
_apply_color()
func switch_color() -> void:
func add_material(material: Material) -> void:
_materials.append(material)
_apply_color_to_material(material)
func switch_color(switch_time := 0.0) -> void:
if _intensity_tween != null and _intensity_tween.is_running(): return #TODO
if is_zero_approx(switch_time):
_state = State.Black if _state == State.White else State.White
switched.emit()
else:
_state = State.TransitionToBlack if _state == State.White else State.TransitionToWhite
_intensity_tween = create_tween()
_intensity_tween.tween_method(_set_shader_internsity, 0.0, MAX_INTENSITY, switch_time)
_intensity_tween.finished.connect(_update_state)
func _get_grey_collision(collision: int) -> int:
@@ -77,21 +104,51 @@ func _get_color_collision(collision: int) -> int:
return black_collision | white_collision
func _set_shader_internsity(value: float) -> void:
for material in _materials:
material.set(SHADER_INTENSITY, value)
func _update_state() -> void:
match _state:
State.TransitionToBlack:
_state = State.Black
State.TransitionToWhite:
_state = State.White
switched.emit()
func _apply_color() -> void:
for object in objects:
_apply_color_to_object(object)
for material in _materials:
_apply_color_to_material(material)
func _apply_color_to_object(object: CollisionObject2D) -> void:
var layer := 0
var mask := 0
var grey_layer := _grey_layers[object]
var color_layer := _color_layers[object]
var grey_mask := _grey_masks[object]
var color_mask := _color_masks[object]
match _state:
State.Black:
layer = _grey_layer | _color_layer
mask = _grey_mask | _color_mask
layer = grey_layer | color_layer
mask = grey_mask | color_mask
State.White:
layer = _grey_layer | (_color_layer << COLLISION_WHITE_SHIFT)
mask = _grey_mask | (_color_mask << COLLISION_WHITE_SHIFT)
layer = grey_layer | (color_layer << COLLISION_WHITE_SHIFT)
mask = grey_mask | (color_mask << COLLISION_WHITE_SHIFT)
State.TransitionToBlack, State.TransitionToWhite:
layer = grey_layer | color_layer | (color_layer << COLLISION_WHITE_SHIFT)
mask = grey_mask | color_mask | (color_mask << COLLISION_WHITE_SHIFT)
object.collision_layer = layer
object.collision_mask = mask
if material != null:
var is_black := _state == State.Black
func _apply_color_to_material(material: Material) -> void:
var is_black := _state == State.Black or _state == State.TransitionToBlack
material.set(SHADER_SWITCH_COLORS, is_black)
+17
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@@ -0,0 +1,17 @@
extends Door
func toggle() -> void:
if _is_closed():
_open()
else:
_close()
func _on_area_entered(_body: Node2D) -> void:
if _is_closed():
SoundManager.play_sfx_stream(SoundManager.sfx_stream_door_locked, global_position)
func _on_area_exited(_body: Node2D) -> void:
pass
+1
View File
@@ -0,0 +1 @@
uid://dbkeh7pcgqi57

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