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Tweaked the global window variables. Player can now detect if it's in the air or not.

master
Bryan Miller преди 4 години
родител
ревизия
5ff2b8bbb2
променени са 5 файла, в които са добавени 73 реда и са изтрити 15 реда
  1. +8
    -0
      Data/Colors/GooGradient.tres
  2. +16
    -9
      Data/Objects/Player.tscn
  3. +10
    -0
      Data/Scenes/World.tscn
  4. +33
    -6
      Data/Scripts/Controller.gd
  5. +6
    -0
      project.godot

+ 8
- 0
Data/Colors/GooGradient.tres Целия файл

@@ -0,0 +1,8 @@
[gd_resource type="GradientTexture" load_steps=2 format=2]

[sub_resource type="Gradient" id=2]
offsets = PoolRealArray( 0, 0.311111, 0.496296, 0.62963, 1 )
colors = PoolColorArray( 0.420845, 0.474609, 0, 1, 0.419535, 0.525651, 0, 1, 0.474609, 0.399068, 0.157585, 1, 0.418193, 0.577908, 0, 1, 0.416634, 0.638672, 0, 1 )

[resource]
gradient = SubResource( 2 )

+ 16
- 9
Data/Objects/Player.tscn Целия файл

@@ -1,16 +1,10 @@
[gd_scene load_steps=8 format=2]
[gd_scene load_steps=7 format=2]

[ext_resource path="res://Data/Scripts/Controller.gd" type="Script" id=1]
[ext_resource path="res://Data/Colors/GooGradient.tres" type="Texture" id=2]

[sub_resource type="CircleShape2D" id=1]

[sub_resource type="Gradient" id=2]
offsets = PoolRealArray( 0, 0.311111, 0.496296, 0.62963, 1 )
colors = PoolColorArray( 0.420845, 0.474609, 0, 1, 0.419535, 0.525651, 0, 1, 0.474609, 0.399068, 0.157585, 1, 0.418193, 0.577908, 0, 1, 0.416634, 0.638672, 0, 1 )

[sub_resource type="GradientTexture" id=3]
gradient = SubResource( 2 )

[sub_resource type="Curve" id=4]
_data = [ Vector2( 0, 1 ), 0.0, 0.219234, 0, 0, Vector2( 1, 0.559091 ), -0.228985, 0.0, 0, 0 ]

@@ -33,9 +27,12 @@ damping = 12.0
damping_random = 0.41
scale = 4.0
scale_curve = SubResource( 5 )
color_ramp = SubResource( 3 )
color_ramp = ExtResource( 2 )

[node name="Player" type="RigidBody2D"]
collision_mask = 3
contacts_reported = 1
contact_monitor = true
script = ExtResource( 1 )

[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
@@ -44,3 +41,13 @@ shape = SubResource( 1 )
[node name="Particles" type="Particles2D" parent="."]
amount = 100
process_material = SubResource( 6 )

[node name="Joint" type="PinJoint2D" parent="."]
bias = 0.9
softness = 0.1

[node name="Camera" type="Camera2D" parent="."]
current = true
smoothing_enabled = true
[connection signal="body_entered" from="." to="." method="_on_Player_body_entered"]
[connection signal="body_exited" from="." to="." method="_on_Player_body_exited"]

+ 10
- 0
Data/Scenes/World.tscn Целия файл

@@ -12,6 +12,8 @@ extents = Vector2( 32, 32 )

[node name="StaticBody2D" type="StaticBody2D" parent="Ground"]
position = Vector2( 60.061, 218.684 )
collision_layer = 2
collision_mask = 5

[node name="CollisionShape2D" type="CollisionShape2D" parent="Ground/StaticBody2D"]
shape = SubResource( 1 )
@@ -22,6 +24,8 @@ texture = ExtResource( 1 )

[node name="StaticBody2D2" type="StaticBody2D" parent="Ground"]
position = Vector2( 117.555, 225.357 )
collision_layer = 2
collision_mask = 5

[node name="CollisionShape2D" type="CollisionShape2D" parent="Ground/StaticBody2D2"]
shape = SubResource( 1 )
@@ -32,6 +36,8 @@ texture = ExtResource( 1 )

[node name="StaticBody2D3" type="StaticBody2D" parent="Ground"]
position = Vector2( 165.809, 209.444 )
collision_layer = 2
collision_mask = 5

[node name="CollisionShape2D" type="CollisionShape2D" parent="Ground/StaticBody2D3"]
shape = SubResource( 1 )
@@ -42,6 +48,8 @@ texture = ExtResource( 1 )

[node name="StaticBody2D4" type="StaticBody2D" parent="Ground"]
position = Vector2( 352.586, 167.485 )
collision_layer = 2
collision_mask = 5

[node name="CollisionShape2D" type="CollisionShape2D" parent="Ground/StaticBody2D4"]
shape = SubResource( 1 )
@@ -54,6 +62,8 @@ texture = ExtResource( 1 )
position = Vector2( 258.724, 168.376 )
rotation = -0.303533
scale = Vector2( 2.16, 0.400001 )
collision_layer = 2
collision_mask = 5

[node name="CollisionShape2D" type="CollisionShape2D" parent="Ground/StaticBody2D5"]
shape = SubResource( 1 )

+ 33
- 6
Data/Scripts/Controller.gd Целия файл

@@ -4,6 +4,10 @@ export var max_distance = 64
export var max_tangential_accel = 32
export var max_travel_time = 2.0
export var push_force = 128
export var collision_minor_speed_threshold = 16
export var collision_major_speed_threshold = 56
export var collision_timedt_threshold = 0.1


var body_radius = 0
var mouse_position = Vector2.ZERO
@@ -11,6 +15,9 @@ var mouse_down = false
var push = false
var traveling = 0;

var in_air = true
var air_time = 0


# Called when the node enters the scene tree for the first time.
func _ready():
@@ -22,7 +29,7 @@ func _ready():

func _input(event):
if event is InputEventMouseMotion:
mouse_position = event.position
mouse_position = get_global_mouse_position()
if Input.is_action_just_pressed("ButtonA"):
mouse_down = true
elif Input.is_action_just_released("ButtonA"):
@@ -35,20 +42,22 @@ func _physics_process(delta):
return # We don't follow the mouse or move the squiq when mouse is down.
var distance = clamp(mouse_position.x - position.x, -max_distance, max_distance)
var dpercent = abs(distance / max_distance)
var dpercent = distance / max_distance
if push:
push = false
traveling = max_travel_time
var v_direction = (position - mouse_position).normalized()
apply_central_impulse(v_direction * dpercent * push_force)
elif traveling > 0:
traveling -= delta
apply_central_impulse(v_direction * abs(dpercent) * push_force)
elif in_air:
air_time += delta
else:
if abs(distance) > body_radius:
var v_horizontal = Physics2DServer.area_get_param(get_world_2d().get_space(), Physics2DServer.AREA_PARAM_GRAVITY_VECTOR).rotated(deg2rad(-90))
$Particles.process_material.tangential_accel = dpercent * max_tangential_accel;
apply_central_impulse(Vector2(distance * delta, 0))
apply_central_impulse(v_horizontal * distance * delta)
else:
$Particles.process_material.tangential_accel = 0


func _process(delta):
@@ -66,3 +75,21 @@ func _draw():
draw_line(v_start, v_end, c_line)
draw_line(v_end, v_tipA, c_line)
draw_line(v_end, v_tipB, c_line)



func _on_Player_body_entered(body):
in_air = false
print(linear_velocity)
if air_time > collision_timedt_threshold:
var lvlen = linear_velocity.length()
if lvlen >= collision_minor_speed_threshold and lvlen < collision_major_speed_threshold:
print("ooOF")
elif lvlen >= collision_major_speed_threshold:
print("Oooooch!")
air_time = 0


func _on_Player_body_exited(body):
in_air = true
print("I'm flying!")

+ 6
- 0
project.godot Целия файл

@@ -19,6 +19,12 @@ config/name="Anchored"
run/main_scene="res://Data/Scenes/World.tscn"
config/icon="res://icon.png"

[display]

window/size/width=800
window/stretch/mode="viewport"
window/stretch/aspect="keep"

[input]

ButtonA={

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