Merge pull request #2 from creyD/bos_testing

Merging Current State of Development
This commit is contained in:
2020-04-19 21:58:27 +02:00
committed by GitHub
709 changed files with 4345 additions and 8098 deletions

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@@ -1,6 +1,6 @@
extends Node
const EFFECT_LAYERS:int = 5
const EFFECT_LAYERS:int = 20
var _effect: Array = []
var _music: AudioStreamPlayer
@@ -34,16 +34,19 @@ func pub_play_music(path:String,should_loop:bool=true)-> void:
_music.play()
_loop=should_loop
func pub_play_effect(path:String,layer:int=0)-> void:
func pub_play_effect(path:String,channel:int=0)-> void:
var stream = load(path)
#AudioServer.set_bus_mute(1, true)
_effect[layer].stop()
_effect[layer].stream = stream
_effect[layer].play()
_effect[channel].stop()
_effect[channel].stream = stream
_effect[channel].play()
func pub_stop_music()-> void:
_music.stop()
func pub_stop_effect(channel:int)-> void:
_effect[channel].stop()
func pub_stop_effects()-> void:
for i in range(0,EFFECT_LAYERS):
_effect[i].stop()

101
src/Boss/Boss_template.gd Normal file
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@@ -0,0 +1,101 @@
extends KinematicBody2D
class_name Boss
"""
This is an example player controller script created by Paul
"""
var velocity := Vector2.ZERO
# This is how you export variables with ranges to the editor window
export(bool) var debug := false
export(int, 0, 500) var ACCELERATION := 450
# Reference for the current player
onready var player_stats := $Stats
onready var debug_label := $DebugLabel
#onready var animation_player := $AnimationPlayer
#var animation_tree := $AnimationTree
#onready var animation_state = animation_tree.get("parameters/playback")
enum moveState{
MOVE,
HIT
}
var movementState = moveState.MOVE
var damage_per_second := 0.0
var totaldamage := 0.0
func _debug_update():
debug_label.text = str(player_stats.health) + "/" + str(player_stats.max_health) + " HP\n"
func _physics_process(delta):
totaldamage += damage_per_second * delta
player_stats.speed += 10 * delta
while (totaldamage > 1):
totaldamage -= 1
player_stats.health -= 1
while (totaldamage <- 1):
totaldamage += 1
player_stats.health += 1
_debug_update()
if debug:
match movementState:
moveState.MOVE:
movement_move(delta)
moveState.HIT:
movement_hit()
move()
# IMPORTANT: If you are using move_and_slide don't multiply by delta
# Godots physics system does that internally
# In move_and_collide(...) you have to multiply by delta.
func move():
move_and_slide(velocity)
func movement_move(delta):
var input_vector = Vector2.ZERO
# This is a clever way to handle directional input
# Input.get_action_strength(...) returns a value between 0 and 1 depending
# on how strong the controller direction is pressed
# For keyboards it always returns 1 if pressed and 0 if not
# The actions are custom and defined in the project settings
input_vector.x = Input.get_action_strength("right") - Input.get_action_strength("left")
input_vector.y = Input.get_action_strength("down") - Input.get_action_strength("up")
input_vector = input_vector.normalized()
if input_vector == Vector2.ZERO:
#animation_state.travel("idle")
velocity = Vector2.ZERO
else:
velocity = velocity.move_toward(player_stats.speed * input_vector, ACCELERATION * delta)
if Input.is_action_just_pressed("roll"):
pass
elif Input.is_action_just_pressed("attack"):
pass
func movement_hit():
velocity = Vector2.ZERO
func hit_finished():
movementState = moveState.MOVE
func _on_Stats_no_health():
queue_free()
func _on_Hurtbox_area_entered(area):
player_stats.health -= area.damage
damage_per_second += area.damage
func _on_Hurtbox_area_exited(area):
damage_per_second -= area.damage

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@@ -0,0 +1,69 @@
[gd_scene load_steps=10 format=2]
[ext_resource path="res://Overlap/HurtHit_Box/Hurtbox.tscn" type="PackedScene" id=1]
[ext_resource path="res://Overlap/HurtHit_Box/Hitbox.tscn" type="PackedScene" id=2]
[ext_resource path="res://Overlap/Stats/Stats.tscn" type="PackedScene" id=3]
[ext_resource path="res://Boss/Boss_template.gd" type="Script" id=4]
[ext_resource path="res://testSprites/white_boss_dog.png" type="Texture" id=5]
[ext_resource path="res://Overlap/Kind.tscn" type="PackedScene" id=6]
[sub_resource type="CapsuleShape2D" id=1]
radius = 18.0
height = 18.0
[sub_resource type="CapsuleShape2D" id=2]
radius = 18.0
height = 18.0
[sub_resource type="CircleShape2D" id=3]
radius = 12.5
[node name="Boss_template" type="KinematicBody2D"]
script = ExtResource( 4 )
[node name="Kind" parent="." instance=ExtResource( 6 )]
[node name="Sprite" type="Sprite" parent="."]
position = Vector2( 3.13451, -20.1418 )
scale = Vector2( 2, 2 )
texture = ExtResource( 5 )
hframes = 60
[node name="Hitbox" parent="." instance=ExtResource( 2 )]
collision_layer = 0
[node name="CollisionShape2D" parent="Hitbox" index="0"]
position = Vector2( 0, -15 )
shape = SubResource( 1 )
[node name="Hurtbox" parent="." instance=ExtResource( 1 )]
collision_layer = 4
collision_mask = 0
[node name="CollisionShape2D" parent="Hurtbox" index="0"]
position = Vector2( 0, -15 )
shape = SubResource( 2 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2( -1.52588e-05, 0 )
rotation = 1.5708
shape = SubResource( 3 )
[node name="DebugLabel" type="Label" parent="."]
margin_left = -42.2456
margin_top = -65.04
margin_right = 42.7544
margin_bottom = -48.04
text = "Obermufti"
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Stats" parent="." instance=ExtResource( 3 )]
[connection signal="area_entered" from="Hurtbox" to="." method="_on_Hurtbox_area_entered"]
[connection signal="area_exited" from="Hurtbox" to="." method="_on_Hurtbox_area_exited"]
[connection signal="no_health" from="Stats" to="." method="_on_Stats_no_health"]
[editable path="Hitbox"]
[editable path="Hurtbox"]

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@@ -0,0 +1,34 @@
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@@ -0,0 +1,94 @@
extends KinematicBody2D
class_name SlimeBoss
"""
This is an example player controller script created by Paul
"""
var velocity := Vector2.ZERO
# This is how you export variables with ranges to the editor window
export(bool) var debug := false
export(int, 0, 500) var ACCELERATION := 450
# Reference for the current player
onready var player_stats := $Stats
onready var debug_label := $DebugLabel
#onready var animation_player := $AnimationPlayer
#var animation_tree := $AnimationTree
#onready var animation_state = animation_tree.get("parameters/playback")
enum moveState{
MOVE,
HIT
}
var movementState = moveState.MOVE
var damage_per_second := 0.0
var totaldamage := 0.0
func _debug_update():
debug_label.text = str(player_stats.health) + "/" + str(player_stats.max_health) + " HP\n"
func _physics_process(delta):
totaldamage+=damage_per_second*delta
player_stats.speed+=10*delta
while(totaldamage>1):
totaldamage-=1
player_stats.health-=1
while(totaldamage<-1):
totaldamage+=1
player_stats.health+=1
_debug_update()
if debug == true:
match movementState:
moveState.MOVE:
movement_move(delta)
moveState.HIT:
movement_hit()
move()
# IMPORTANT: If you are using move_and_slide don't multiply by delta
# Godots physics system does that internally
# In move_and_collide(...) you have to multiply by delta.
func move():
move_and_slide(velocity)
func movement_move(delta):
var input_vector = Vector2.ZERO
# This is a clever way to handle directional input
# Input.get_action_strength(...) returns a value between 0 and 1 depending
# on how strong the controller direction is pressed
# For keyboards it always returns 1 if pressed and 0 if not
# The actions are custom and defined in the project settings
input_vector.x = Input.get_action_strength("right") - Input.get_action_strength("left")
input_vector.y = Input.get_action_strength("down") - Input.get_action_strength("up")
input_vector = input_vector.normalized()
if input_vector == Vector2.ZERO:
#animation_state.travel("idle")
velocity = Vector2.ZERO
else:
velocity = velocity.move_toward(player_stats.speed * input_vector, ACCELERATION * delta)
if Input.is_action_just_pressed("roll"):
pass
elif Input.is_action_just_pressed("attack"):
pass
func movement_hit():
velocity = Vector2.ZERO
func hit_finished():
movementState = moveState.MOVE
func _on_Stats_no_health():
queue_free()
func _on_Hurtbox_area_entered(area):
player_stats.health-=area.damage
damage_per_second = damage_per_second + area.damage
func _on_Hurtbox_area_exited(area):
damage_per_second = damage_per_second - area.damage

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@@ -0,0 +1,181 @@
[gd_scene load_steps=16 format=2]
[ext_resource path="res://Overlap/HurtHit_Box/Hurtbox.tscn" type="PackedScene" id=1]
[ext_resource path="res://Overlap/HurtHit_Box/Hitbox.tscn" type="PackedScene" id=2]
[ext_resource path="res://Overlap/Stats/Stats.tscn" type="PackedScene" id=3]
[ext_resource path="res://Boss/SlimeBoss/SlimeBoss.gd" type="Script" id=4]
[ext_resource path="res://Boss/SlimeBoss/Animations/move_down.png" type="Texture" id=5]
[ext_resource path="res://Boss/SlimeBoss/Animations/move_right.png" type="Texture" id=6]
[ext_resource path="res://Boss/SlimeBoss/States/Motion/Idle.gd" type="Script" id=7]
[ext_resource path="res://Boss/SlimeBoss/States/Motion/Stagger.gd" type="Script" id=8]
[ext_resource path="res://Boss/SlimeBoss/States/Motion/Wander.gd" type="Script" id=9]
[ext_resource path="res://Boss/SlimeBoss/States/Motion/SplitUp.gd" type="Script" id=10]
[sub_resource type="CapsuleShape2D" id=1]
radius = 18.0
height = 18.0
[sub_resource type="CapsuleShape2D" id=2]
radius = 18.0
height = 18.0
[sub_resource type="CapsuleShape2D" id=3]
radius = 8.0
height = 15.0
[sub_resource type="Animation" id=4]
resource_name = "MoveDown"
length = 2.65556
loop = true
step = 0.0111111
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 2.64444 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 0,
"values": [ 0, 237 ]
}
tracks/1/type = "value"
tracks/1/path = NodePath("Sprite:texture")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ ExtResource( 5 ) ]
}
tracks/2/type = "value"
tracks/2/path = NodePath("Sprite:vframes")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ 10 ]
}
tracks/3/type = "value"
tracks/3/path = NodePath("Sprite:hframes")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ 24 ]
}
tracks/4/type = "value"
tracks/4/path = NodePath("Sprite:position")
tracks/4/interp = 1
tracks/4/loop_wrap = true
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 0,
"values": [ Vector2( 0, -20.142 ) ]
}
[sub_resource type="Animation" id=5]
resource_name = "MoveRight"
length = 1.28333
loop = true
step = 0.0166667
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 1.26667 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 0,
"values": [ 0, 76 ]
}
[node name="SlimeBoss" type="KinematicBody2D"]
position = Vector2( 168, 128 )
script = ExtResource( 4 )
__meta__ = {
"_edit_group_": true
}
[node name="Sprite" type="Sprite" parent="."]
position = Vector2( -10, -20.142 )
texture = ExtResource( 6 )
vframes = 7
hframes = 11
frame = 40
[node name="Hitbox" parent="." instance=ExtResource( 2 )]
collision_layer = 0
[node name="CollisionShape2D" parent="Hitbox" index="0"]
position = Vector2( 0, -15 )
shape = SubResource( 1 )
[node name="Hurtbox" parent="." instance=ExtResource( 1 )]
collision_layer = 4
collision_mask = 0
[node name="CollisionShape2D" parent="Hurtbox" index="0"]
position = Vector2( 0, -15 )
shape = SubResource( 2 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2( -1.52588e-05, 0 )
rotation = 1.5708
shape = SubResource( 3 )
[node name="DebugLabel" type="Label" parent="."]
margin_left = -42.2456
margin_top = -65.04
margin_right = 42.7544
margin_bottom = -48.04
text = "Obermufti"
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Stats" parent="." instance=ExtResource( 3 )]
[node name="States" type="Node" parent="."]
[node name="Idle" type="Node" parent="States"]
script = ExtResource( 7 )
[node name="Wander" type="Node" parent="States"]
script = ExtResource( 9 )
[node name="SplitUp" type="Node" parent="States"]
script = ExtResource( 10 )
[node name="Stagger" type="Node" parent="States"]
script = ExtResource( 8 )
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
autoplay = "MoveRight"
playback_speed = 0.1
anims/MoveDown = SubResource( 4 )
anims/MoveRight = SubResource( 5 )
[connection signal="area_entered" from="Hurtbox" to="." method="_on_Hurtbox_area_entered"]
[connection signal="area_exited" from="Hurtbox" to="." method="_on_Hurtbox_area_exited"]
[connection signal="no_health" from="Stats" to="." method="_on_Stats_no_health"]
[editable path="Hitbox"]
[editable path="Hurtbox"]

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@@ -0,0 +1,9 @@
extends "res://Overlap/StateMachine/StateMachine.gd"
func _ready():
states_map = {
"idle": $Idle,
"wander": $Wander,
"split_up": $SplitUp,
"stagger": $Stagger
}

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@@ -0,0 +1,13 @@
extends "res://Overlap/StateMachine/MotionState.gd"
func enter():
owner.get_node("AnimationPlayer").play("MoveDown") # TODO: Replace animation
func handle_input(event):
return .handle_input(event)
func update(delta):
var input_direction = get_input_direction()
if input_direction:
# emit_signal("finished", "move")
pass

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@@ -0,0 +1,16 @@
extends Node
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

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@@ -0,0 +1,16 @@
extends Node
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

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@@ -0,0 +1,16 @@
extends Node
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

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