mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-16 18:33:47 +00:00
Focus sprites
This commit is contained in:
parent
5452b36f32
commit
9717ca8a55
5 changed files with 90 additions and 76 deletions
|
|
@ -1,4 +1,4 @@
|
||||||
[gd_scene load_steps=30 format=3 uid="uid://bghghp5ep4w2j"]
|
[gd_scene load_steps=33 format=3 uid="uid://bghghp5ep4w2j"]
|
||||||
|
|
||||||
[ext_resource type="Script" path="res://Scripts/PlayerMovement.cs" id="1_m27vu"]
|
[ext_resource type="Script" path="res://Scripts/PlayerMovement.cs" id="1_m27vu"]
|
||||||
[ext_resource type="Texture2D" uid="uid://la06powu57hu" path="res://Sprites/Cirno_Big.png" id="2_bwf6x"]
|
[ext_resource type="Texture2D" uid="uid://la06powu57hu" path="res://Sprites/Cirno_Big.png" id="2_bwf6x"]
|
||||||
|
|
@ -9,6 +9,7 @@
|
||||||
[ext_resource type="PackedScene" uid="uid://cfb3nsay84xdb" path="res://Scenes/Weapons/crosshair.tscn" id="6_l43rf"]
|
[ext_resource type="PackedScene" uid="uid://cfb3nsay84xdb" path="res://Scenes/Weapons/crosshair.tscn" id="6_l43rf"]
|
||||||
[ext_resource type="Texture2D" uid="uid://bf37ce6jskdel" path="res://Sprites/SmallHitbox.png" id="7_msn8i"]
|
[ext_resource type="Texture2D" uid="uid://bf37ce6jskdel" path="res://Sprites/SmallHitbox.png" id="7_msn8i"]
|
||||||
[ext_resource type="Script" path="res://Scenes/InteractionController.cs" id="7_uvgjg"]
|
[ext_resource type="Script" path="res://Scenes/InteractionController.cs" id="7_uvgjg"]
|
||||||
|
[ext_resource type="Texture2D" uid="uid://bwjrdlnysft15" path="res://Sprites/Actors/Focus_Circle.png" id="8_1og8b"]
|
||||||
[ext_resource type="Resource" uid="uid://b8apu0l5fm4k" path="res://Resources/Weapons/IcicleGun.tres" id="9_84o8f"]
|
[ext_resource type="Resource" uid="uid://b8apu0l5fm4k" path="res://Resources/Weapons/IcicleGun.tres" id="9_84o8f"]
|
||||||
[ext_resource type="PackedScene" uid="uid://crry0rgk7a8sm" path="res://Scenes/Weapons/BaseWeapon.tscn" id="9_wblq0"]
|
[ext_resource type="PackedScene" uid="uid://crry0rgk7a8sm" path="res://Scenes/Weapons/BaseWeapon.tscn" id="9_wblq0"]
|
||||||
|
|
||||||
|
|
@ -138,13 +139,28 @@ animations = [{
|
||||||
"speed": 5.0
|
"speed": 5.0
|
||||||
}]
|
}]
|
||||||
|
|
||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_lsyrf"]
|
||||||
|
atlas = ExtResource("8_1og8b")
|
||||||
|
region = Rect2(0, 0, 32, 32)
|
||||||
|
|
||||||
|
[sub_resource type="SpriteFrames" id="SpriteFrames_27k5e"]
|
||||||
|
animations = [{
|
||||||
|
"frames": [{
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_lsyrf")
|
||||||
|
}],
|
||||||
|
"loop": true,
|
||||||
|
"name": &"default",
|
||||||
|
"speed": 5.0
|
||||||
|
}]
|
||||||
|
|
||||||
[sub_resource type="CircleShape2D" id="CircleShape2D_oevaq"]
|
[sub_resource type="CircleShape2D" id="CircleShape2D_oevaq"]
|
||||||
radius = 17.2627
|
radius = 17.2627
|
||||||
|
|
||||||
[sub_resource type="CircleShape2D" id="CircleShape2D_e6woi"]
|
[sub_resource type="CircleShape2D" id="CircleShape2D_e6woi"]
|
||||||
radius = 1.0
|
radius = 1.0
|
||||||
|
|
||||||
[node name="Player" type="CharacterBody2D" node_paths=PackedStringArray("Muzzle") groups=["Destroyable", "player"]]
|
[node name="Player" type="CharacterBody2D" node_paths=PackedStringArray("Muzzle", "HitboxSprite") groups=["Destroyable", "player"]]
|
||||||
y_sort_enabled = true
|
y_sort_enabled = true
|
||||||
collision_layer = 2
|
collision_layer = 2
|
||||||
collision_mask = 99
|
collision_mask = 99
|
||||||
|
|
@ -155,6 +171,7 @@ CrosshairDistance = 35.0
|
||||||
SelectorScene = ExtResource("3_8wt6s")
|
SelectorScene = ExtResource("3_8wt6s")
|
||||||
GameOverScene = "res://Scenes/GameOver.tscn"
|
GameOverScene = "res://Scenes/GameOver.tscn"
|
||||||
Muzzle = NodePath("Muzzle")
|
Muzzle = NodePath("Muzzle")
|
||||||
|
HitboxSprite = NodePath("Smoothing2D/HitboxSprite")
|
||||||
metadata/_edit_group_ = true
|
metadata/_edit_group_ = true
|
||||||
|
|
||||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
||||||
|
|
@ -189,9 +206,14 @@ frame_progress = 0.984651
|
||||||
z_index = 100
|
z_index = 100
|
||||||
|
|
||||||
[node name="HitboxSprite" type="Sprite2D" parent="Smoothing2D"]
|
[node name="HitboxSprite" type="Sprite2D" parent="Smoothing2D"]
|
||||||
visible = false
|
z_index = 2
|
||||||
texture = ExtResource("7_msn8i")
|
texture = ExtResource("7_msn8i")
|
||||||
|
|
||||||
|
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="Smoothing2D/HitboxSprite"]
|
||||||
|
self_modulate = Color(1, 1, 1, 0.423529)
|
||||||
|
show_behind_parent = true
|
||||||
|
sprite_frames = SubResource("SpriteFrames_27k5e")
|
||||||
|
|
||||||
[node name="InteractionController" type="Area2D" parent="."]
|
[node name="InteractionController" type="Area2D" parent="."]
|
||||||
visible = false
|
visible = false
|
||||||
collision_layer = 2
|
collision_layer = 2
|
||||||
|
|
|
||||||
|
|
@ -112,15 +112,13 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
|
||||||
|
|
||||||
_animatedSprite = GetNode<AnimatedSprite2D>("./Smoothing2D/AnimatedSprite2D");
|
_animatedSprite = GetNode<AnimatedSprite2D>("./Smoothing2D/AnimatedSprite2D");
|
||||||
_crosshair = GetNode<Sprite2D>("./Smoothing2D/Crosshair");
|
_crosshair = GetNode<Sprite2D>("./Smoothing2D/Crosshair");
|
||||||
//_inventoryManager = GetNode<InventoryManager>("/root/GameScene/InventoryManager");
|
|
||||||
|
|
||||||
_movementDirection = Vector2.Zero;
|
_movementDirection = Vector2.Zero;
|
||||||
_facingDirection = Vector2.Zero;
|
_facingDirection = Vector2.Zero;
|
||||||
_rightStickInput = Vector2.Zero;
|
_rightStickInput = Vector2.Zero;
|
||||||
_isStrafing = false;
|
_isStrafing = false;
|
||||||
|
|
||||||
_gameManager = this.GetGameManager(); //GetNode<GameManager>("/root/GameScene");
|
_gameManager = this.GetGameManager();
|
||||||
|
|
||||||
_inventoryManager = this.GetInventoryManager();
|
_inventoryManager = this.GetInventoryManager();
|
||||||
|
|
||||||
_gameManager.GameStateChange += GameManagerOnGameStateChange;
|
_gameManager.GameStateChange += GameManagerOnGameStateChange;
|
||||||
|
|
@ -167,28 +165,6 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/*public override _Process(float _delta)
|
|
||||||
{
|
|
||||||
if (Input.IsActionPressed("ui_right"))
|
|
||||||
{
|
|
||||||
_animatedSprite.Play("run");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_animatedSprite.Stop();
|
|
||||||
}
|
|
||||||
}*/
|
|
||||||
|
|
||||||
// public void ItemAdded(LootItem item, int amount)
|
|
||||||
// {
|
|
||||||
// switch (item.Item)
|
|
||||||
// {
|
|
||||||
// case ItemTypes.Weapon:
|
|
||||||
// AddWeapon(item.WeaponData);
|
|
||||||
// break;
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
||||||
public void AddWeapon(Weapon weapon)
|
public void AddWeapon(Weapon weapon)
|
||||||
{
|
{
|
||||||
EquippedWeapons.Add(weapon);
|
EquippedWeapons.Add(weapon);
|
||||||
|
|
@ -222,25 +198,6 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
|
||||||
EquipWeapon(EquippedWeapons[CurrentWeaponIndex]);
|
EquipWeapon(EquippedWeapons[CurrentWeaponIndex]);
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void _Process(double delta)
|
|
||||||
{
|
|
||||||
SetAnimation();
|
|
||||||
if (!_canMove) return;
|
|
||||||
HandleShoot();
|
|
||||||
FindInteractable();
|
|
||||||
|
|
||||||
if (Input.IsActionJustPressed("next_weapon"))
|
|
||||||
{
|
|
||||||
NextWeapon();
|
|
||||||
}
|
|
||||||
|
|
||||||
if (Input.IsActionJustPressed("previous_weapon"))
|
|
||||||
{
|
|
||||||
PreviousWeapon();
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
private void FindInteractable()
|
private void FindInteractable()
|
||||||
{
|
{
|
||||||
if (!Input.IsActionJustPressed("Use") || _selector.SelectedInteractable == null) return;
|
if (!Input.IsActionJustPressed("Use") || _selector.SelectedInteractable == null) return;
|
||||||
|
|
@ -266,13 +223,6 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
|
||||||
|
|
||||||
EquippedWeapon.ShootDirection = this._facingDirection;
|
EquippedWeapon.ShootDirection = this._facingDirection;
|
||||||
EquippedWeapon.Shoot();
|
EquippedWeapon.Shoot();
|
||||||
|
|
||||||
// //Debug.WriteLine("Shoot");
|
|
||||||
// var bullet = BulletScene.Instantiate<Bullet>();
|
|
||||||
// Owner.AddChild(bullet);
|
|
||||||
// bullet.Transform = Muzzle.GlobalTransform;
|
|
||||||
// bullet.Position = this.Position;
|
|
||||||
// bullet.SetDirection(this._facingDirection);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void SetAnimation()
|
private void SetAnimation()
|
||||||
|
|
@ -333,21 +283,9 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// public override void _Draw()
|
public override void _Process(double delta)
|
||||||
// {
|
|
||||||
// if (_isStrafing)
|
|
||||||
// {
|
|
||||||
// HitboxSprite.Visible = true;
|
|
||||||
// }
|
|
||||||
// else
|
|
||||||
// {
|
|
||||||
// HitboxSprite.Visible = false;
|
|
||||||
// }
|
|
||||||
// base._Draw();
|
|
||||||
// }
|
|
||||||
|
|
||||||
public override void _PhysicsProcess(double delta)
|
|
||||||
{
|
{
|
||||||
|
SetAnimation();
|
||||||
if (!_canMove) return;
|
if (!_canMove) return;
|
||||||
|
|
||||||
_movementDirection = GetInput();
|
_movementDirection = GetInput();
|
||||||
|
|
@ -374,15 +312,29 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// if (_movementDirection != Vector2.Zero)
|
HandleShoot();
|
||||||
// {
|
FindInteractable();
|
||||||
// _facingDirection = _movementDirection;
|
|
||||||
// }
|
if (Input.IsActionJustPressed("next_weapon"))
|
||||||
|
{
|
||||||
|
NextWeapon();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (Input.IsActionJustPressed("previous_weapon"))
|
||||||
|
{
|
||||||
|
PreviousWeapon();
|
||||||
|
}
|
||||||
|
|
||||||
|
_crosshair.Position = CalculateCrosshairPosition();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void _PhysicsProcess(double delta)
|
||||||
|
{
|
||||||
|
if (!_canMove) return;
|
||||||
|
|
||||||
Velocity = _movementDirection * (float)( MovementSpeed/* * delta*/);
|
Velocity = _movementDirection * (float)( MovementSpeed/* * delta*/);
|
||||||
|
|
||||||
MoveAndSlide();
|
MoveAndSlide();
|
||||||
|
|
||||||
_crosshair.Position = CalculateCrosshairPosition();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void _on_interaction_controller_area_entered(Area2D area)
|
private void _on_interaction_controller_area_entered(Area2D area)
|
||||||
|
|
|
||||||
BIN
Sprites/Actors/Focus_Circle.aseprite
(Stored with Git LFS)
Normal file
BIN
Sprites/Actors/Focus_Circle.aseprite
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Sprites/Actors/Focus_Circle.png
(Stored with Git LFS)
Normal file
BIN
Sprites/Actors/Focus_Circle.png
(Stored with Git LFS)
Normal file
Binary file not shown.
34
Sprites/Actors/Focus_Circle.png.import
Normal file
34
Sprites/Actors/Focus_Circle.png.import
Normal file
|
|
@ -0,0 +1,34 @@
|
||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="texture"
|
||||||
|
type="CompressedTexture2D"
|
||||||
|
uid="uid://bwjrdlnysft15"
|
||||||
|
path="res://.godot/imported/Focus_Circle.png-86ca500c18cc9b51128617925453c9df.ctex"
|
||||||
|
metadata={
|
||||||
|
"vram_texture": false
|
||||||
|
}
|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://Sprites/Actors/Focus_Circle.png"
|
||||||
|
dest_files=["res://.godot/imported/Focus_Circle.png-86ca500c18cc9b51128617925453c9df.ctex"]
|
||||||
|
|
||||||
|
[params]
|
||||||
|
|
||||||
|
compress/mode=0
|
||||||
|
compress/high_quality=false
|
||||||
|
compress/lossy_quality=0.7
|
||||||
|
compress/hdr_compression=1
|
||||||
|
compress/normal_map=0
|
||||||
|
compress/channel_pack=0
|
||||||
|
mipmaps/generate=false
|
||||||
|
mipmaps/limit=-1
|
||||||
|
roughness/mode=0
|
||||||
|
roughness/src_normal=""
|
||||||
|
process/fix_alpha_border=true
|
||||||
|
process/premult_alpha=false
|
||||||
|
process/normal_map_invert_y=false
|
||||||
|
process/hdr_as_srgb=false
|
||||||
|
process/hdr_clamp_exposure=false
|
||||||
|
process/size_limit=0
|
||||||
|
detect_3d/compress_to=1
|
||||||
Loading…
Add table
Add a link
Reference in a new issue