FlyingEnemy
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11b0e77b48
commit
3d940d26c0
12 changed files with 1543 additions and 1380 deletions
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@ -1,17 +1,19 @@
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extends KinematicBody2D
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const DustEffect = preload("res://Scenes/Effects/DustEffect.tscn")
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const WallDustEffect = preload("res://Scenes/Effects/WallDustEffect.tscn")
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const PlayerBullet = preload("res://Scenes/Player/PlayerBullet.tscn")
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const JumpEffect = preload("res://Scenes/Effects/JumpEffect.tscn")
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var PlayerStats = ResourceLoader.PlayerStats
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var MainInstances = ResourceLoader.MainInstances
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export (int) var acceleration = 512
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export (int) var max_speed = 64
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export (float) var friction = 0.25
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export (int) var gravity = 200
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export (int) var jump_force = 128
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export (int) var wall_slide_speed = 48
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export (int) var wall_slide_speed = 42
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export (int) var max_wall_slide_speed = 128
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export (int) var max_slope = 46
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export (int) var bullet_speed = 250
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@ -42,6 +44,10 @@ func set_invincible(value):
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func _ready():
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PlayerStats.connect("player_died", self, "_on_died")
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MainInstances.Player = self
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func _exit_tree():
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MainInstances.Player = null
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func _physics_process(delta):
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just_jumped = false
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@ -67,10 +73,9 @@ func _physics_process(delta):
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sprite.scale.x = wall_axis
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wall_slide_jump_check(wall_axis)
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wall_slide_drop_check(delta)
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wall_slide_fast_slide_check(delta)
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wall_slide_drop(delta)
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move()
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wall_detach_check(wall_axis)
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wall_detach(delta, wall_axis)
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if Input.is_action_pressed("fire") and fireBulletTimer.time_left == 0:
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fire_bullet()
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@ -174,6 +179,7 @@ func wall_slide_check():
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if !is_on_floor() and is_on_wall():
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state = WALL_SLIDE
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double_jump = true
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create_dust_effect()
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func get_wall_axis():
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var is_right_wall = test_move(transform, Vector2.RIGHT)
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@ -185,8 +191,18 @@ func wall_slide_jump_check(wall_axis):
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motion.x = wall_axis * max_speed
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motion.y = -jump_force/1.25
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state = MOVE
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var dust_position = global_position + Vector2(wall_axis*3, 0)
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var dust = Utils.instance_scene_on_main(WallDustEffect, dust_position)
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dust.scale.x = wall_axis
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func wall_slide_drop_check(delta):
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func wall_slide_drop(delta):
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var max_slide_speed = wall_slide_speed
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if Input.is_action_pressed("ui_down"):
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max_slide_speed = max_wall_slide_speed
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motion.y = min(motion.y + gravity * delta, max_slide_speed)
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func wall_detach(delta, wall_axis):
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if Input.is_action_just_pressed("ui_right"):
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motion.x = acceleration * delta
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state = MOVE
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@ -195,13 +211,6 @@ func wall_slide_drop_check(delta):
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motion.x = -acceleration * delta
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state = MOVE
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func wall_slide_fast_slide_check(delta):
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var max_slide_speed = wall_slide_speed
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if Input.is_action_just_pressed("ui_down"):
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max_slide_speed = max_wall_slide_speed
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motion.y = min(motion.y + gravity * delta, max_wall_slide_speed)
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func wall_detach_check(wall_axis):
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if wall_axis == 0 or is_on_floor():
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state = MOVE
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