Merge pull request #15 from creyD/dev

Version 1.0
This commit is contained in:
2020-04-21 02:29:25 +02:00
committed by GitHub
1069 changed files with 19029 additions and 6216 deletions

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@@ -1,16 +1,25 @@
# WORKING TITLE
# Bosskeeper - Keep the boss alive!
## Summary
## Story
Short summary of the game and gameplay.
You start the game as a main character of any old video game and meet the slime boss - pretty much the first thing you encounter anywhere. But the boss is weak and easily defeated and therefore nobody even took the time to kill it properly. In this moment you decide that your days as a hero are over and that you would love nothing more than to help this boss to stay alive as long as possible.
In this game you have cards to help the angry slime boss to survive. Each time a marvelous hero comes by, you get the chance to place traps, walls, fields of slime and valuable barrels the hero just can't resist to look into. But watch out: if the slime boss dies, you are defeated too.
Have fun playing ~
## Context
This is a minigame developed by a team of 8 people for the Ludum Dare No. 46 in 04/2020 over the course of 3 days. The team members consisted of @panorb, @Sonaion, @Streamfire, @DerAnonymos, @Mienek, Leo (for all major assets), Markus (for sounds) and @creyD. It is written in the Godot framework and a playable version can be downloaded on the release page of this repo.
## Branching
- `master` - Current state of the game
- `master` - Current state of the game, latest major release
- `dev` - Next feature update state of the game - Merged to `master`
- `dev-X` - Specific features for the game - Merged to `dev`
- `hotfix-X` - Bugfixes that need to be pushed to all branches
## Context
Ludum Dare whatever
## Bugs
You may report bugs [here](https://github.com/creyD/ludum_dare_46/issues/new) but please don't expect us to fix them in a timely manner.

3
src/Autoloads/Globals.gd Normal file
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@@ -0,0 +1,3 @@
extends Node
var player_node = null

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@@ -25,6 +25,7 @@ func _ready():
# In move_and_collide(...) you have to multiply by delta.
func move():
move_and_slide(velocity)
_animate(velocity)
func _physics_process(delta):
totaldamage += damage_per_second * delta
@@ -64,3 +65,42 @@ func run(direction, delta):
pass
else:
pass
func _animate(vec):
match get_nearest_diretion(vec):
"up":
$Sprite.flip_h=false
$Sprite.play("up")
"down":
$Sprite.flip_h=false
$Sprite.play("down")
"right":
$Sprite.flip_h=false
$Sprite.play("right")
"left":
$Sprite.flip_h=true
$Sprite.play("right")
func get_nearest_diretion(vec):
var directions = {
"up": Vector2(0, -1.1),
"down": Vector2(0, 1.1),
"left": Vector2(-1.0, 0),
"right": Vector2(1.0, 0)
}
var nearest_direction = "left"
var smallest_distance = 999999999
for direction in directions.keys():
var vector = directions.get(direction)
var distance = vec.distance_to(vector)
if distance < smallest_distance:
nearest_direction = direction
smallest_distance = distance
return nearest_direction

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}
tracks/1/type = "value"
tracks/1/path = NodePath("Sprite:vframes")
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": [ 10 ]
}
tracks/2/type = "value"
tracks/2/path = NodePath("Sprite:hframes")
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": [ 24 ]
}
tracks/3/type = "value"
tracks/3/path = NodePath("Sprite:position")
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": [ Vector2( 0, -28 ) ]
}
tracks/4/type = "value"
tracks/4/path = NodePath("Sprite:flip_h")
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": 1,
"values": [ false ]
}
tracks/5/type = "value"
tracks/5/path = NodePath("Sprite:frame")
tracks/5/interp = 1
tracks/5/loop_wrap = true
tracks/5/imported = false
tracks/5/enabled = true
tracks/5/keys = {
"times": PoolRealArray( 0, 0.025, 0.05, 0.075, 0.1, 0.125, 0.15, 0.175, 0.2, 0.225, 0.25, 0.275, 0.3, 0.325, 0.35, 0.375, 0.4, 0.425, 0.45, 0.475, 0.5, 0.525, 0.55, 0.575, 0.6, 0.625, 0.65, 0.675, 0.7, 0.725, 0.75, 0.775, 0.8, 0.825, 0.85, 0.875, 0.9, 0.925, 0.95, 0.975, 1, 1.025, 1.05, 1.075, 1.1, 1.125, 1.15, 1.175, 1.2, 1.225, 1.25, 1.275, 1.3, 1.325, 1.35, 1.375, 1.4, 1.425, 1.45, 1.475, 1.5, 1.525, 1.55, 1.575, 1.6, 1.625, 1.65, 1.675, 1.7, 1.725, 1.75, 1.775, 1.8, 1.825, 1.85, 1.875 ),
"transitions": PoolRealArray( 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ),
"update": 1,
"values": [ 0, 2, 3, 4, 5, 6, 7, 8, 9, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0, 2, 3, 4, 5, 6, 7, 8, 9, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0, 2, 3, 4, 5, 6, 7, 8, 9, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0, 2, 3, 4, 5, 6, 7, 8, 9, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0 ]
}
[sub_resource type="Animation" id=10]
resource_name = "Die"
length = 0.6
step = 0.025
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ ExtResource( 10 ) ]
}
tracks/1/type = "value"
tracks/1/path = NodePath("Sprite:vframes")
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": [ 10 ]
}
tracks/2/type = "value"
tracks/2/path = NodePath("Sprite:hframes")
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": [ 24 ]
}
tracks/3/type = "value"
tracks/3/path = NodePath("Sprite:position")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/keys = {
"times": PoolRealArray( 0, 0.55 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 0,
"values": [ Vector2( 0, -28 ), Vector2( 0, -1.90735e-06 ) ]
}
tracks/4/type = "value"
tracks/4/path = NodePath("Sprite:flip_h")
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": 1,
"values": [ false ]
}
tracks/5/type = "value"
tracks/5/path = NodePath("Sprite:frame")
tracks/5/interp = 1
tracks/5/loop_wrap = true
tracks/5/imported = false
tracks/5/enabled = true
tracks/5/keys = {
"times": PoolRealArray( 0, 0.025, 0.05, 0.075, 0.1, 0.125, 0.15, 0.175, 0.2, 0.225, 0.25, 0.275, 0.3, 0.325, 0.35, 0.375, 0.4, 0.425, 0.45, 0.475, 0.5, 0.525, 0.55 ),
"transitions": PoolRealArray( 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ),
"update": 1,
"values": [ 0, 2, 3, 4, 5, 6, 7, 8, 9, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0, 2, 3, 4 ]
}
tracks/6/type = "value"
tracks/6/path = NodePath("Sprite:scale")
tracks/6/interp = 1
tracks/6/loop_wrap = true
tracks/6/imported = false
tracks/6/enabled = true
tracks/6/keys = {
"times": PoolRealArray( 0, 0.55 ),
"transitions": PoolRealArray( 1, 1.93187 ),
"update": 0,
"values": [ Vector2( 1, 1 ), Vector2( 1e-05, 1e-05 ) ]
}
[sub_resource type="Animation" id=11]
length = 1.9
step = 0.025
tracks/0/type = "value"
@@ -107,9 +584,8 @@ tracks/5/keys = {
"values": [ 0, 2, 3, 4, 5, 6, 7, 8, 9, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0, 2, 3, 4, 5, 6, 7, 8, 9, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0, 2, 3, 4, 5, 6, 7, 8, 9, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0, 2, 3, 4, 5, 6, 7, 8, 9, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0 ]
}
[sub_resource type="Animation" id=6]
[sub_resource type="Animation" id=12]
length = 2.66666
loop = true
step = 0.0111111
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
@@ -130,10 +606,10 @@ 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 ) ]
"times": PoolRealArray( 0, 2.66666 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 0,
"values": [ ExtResource( 5 ), ExtResource( 5 ) ]
}
tracks/2/type = "value"
tracks/2/path = NodePath("Sprite:vframes")
@@ -184,9 +660,8 @@ tracks/5/keys = {
"values": [ false ]
}
[sub_resource type="Animation" id=7]
[sub_resource type="Animation" id=13]
length = 1.28333
loop = true
step = 0.0166667
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
@@ -207,10 +682,10 @@ 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( 6 ) ]
"times": PoolRealArray( 0, 1.28333 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 0,
"values": [ ExtResource( 6 ), ExtResource( 6 ) ]
}
tracks/2/type = "value"
tracks/2/path = NodePath("Sprite:vframes")
@@ -261,9 +736,8 @@ tracks/5/keys = {
"values": [ true ]
}
[sub_resource type="Animation" id=8]
[sub_resource type="Animation" id=14]
length = 1.28333
loop = true
step = 0.0166667
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
@@ -284,10 +758,10 @@ 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( 6 ) ]
"times": PoolRealArray( 0, 1.28334 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 0,
"values": [ ExtResource( 6 ), ExtResource( 6 ) ]
}
tracks/2/type = "value"
tracks/2/path = NodePath("Sprite:vframes")
@@ -338,9 +812,8 @@ tracks/5/keys = {
"values": [ false ]
}
[sub_resource type="Animation" id=9]
[sub_resource type="Animation" id=15]
length = 1.28333
loop = true
step = 0.0166667
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:texture")
@@ -349,10 +822,10 @@ tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ ExtResource( 11 ) ]
"times": PoolRealArray( 0, 1.28334 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 0,
"values": [ ExtResource( 11 ), ExtResource( 11 ) ]
}
tracks/1/type = "value"
tracks/1/path = NodePath("Sprite:vframes")
@@ -415,47 +888,55 @@ tracks/5/keys = {
"values": [ Vector2( 0, -28 ) ]
}
[sub_resource type="AnimationNodeAnimation" id=10]
animation = "MoveRight"
[sub_resource type="AnimationNodeAnimation" id=11]
animation = "MoveUp"
[sub_resource type="AnimationNodeAnimation" id=12]
animation = "MoveDown"
[sub_resource type="AnimationNodeAnimation" id=13]
animation = "MoveLeft"
[sub_resource type="AnimationNodeBlendSpace2D" id=14]
blend_point_0/node = SubResource( 10 )
blend_point_0/pos = Vector2( 1, 0 )
blend_point_1/node = SubResource( 11 )
blend_point_1/pos = Vector2( 0, -1.1 )
blend_point_2/node = SubResource( 12 )
blend_point_2/pos = Vector2( 0, 1.1 )
blend_point_3/node = SubResource( 13 )
blend_point_3/pos = Vector2( -1, 0 )
min_space = Vector2( -1, -1.1 )
max_space = Vector2( 1, 1.1 )
blend_mode = 1
[sub_resource type="AnimationNodeStateMachine" id=15]
states/move/node = SubResource( 14 )
states/move/position = Vector2( 143, 70 )
[sub_resource type="AnimationNodeStateMachinePlayback" id=16]
[sub_resource type="Animation" id=16]
resource_name = "__INIT__"
length = 0.1
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:position")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 0,
"values": [ Vector2( 0, -28 ) ]
}
tracks/1/type = "value"
tracks/1/path = NodePath("Sprite:scale")
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": 0,
"values": [ Vector2( 1, 1 ) ]
}
[node name="SlimeBoss" type="KinematicBody2D"]
collision_layer = 4
collision_mask = 3
collision_mask = 2
script = ExtResource( 4 )
__meta__ = {
"_edit_group_": true
}
lose_screen = "res://Menus/LoseScreen/LoseScreen.tscn"
[node name="Kind" parent="." instance=ExtResource( 13 )]
[node name="Effects" type="Node2D" parent="."]
[node name="ChargeEffect" parent="Effects" instance=ExtResource( 18 )]
position = Vector2( 0, -8 )
emitting = false
[node name="StompEffect" parent="Effects" instance=ExtResource( 21 )]
visible = false
frame = 29
[node name="Stats" parent="." instance=ExtResource( 3 )]
max_health = 3
@@ -476,34 +957,71 @@ one_shot = true
[node name="MoveToRandomPosition" type="Node" parent="States/RoamSequence"]
script = ExtResource( 12 )
[node name="Timer" type="Timer" parent="States/RoamSequence/MoveToRandomPosition"]
one_shot = true
[node name="ChargeSequence" type="Node" parent="States"]
script = ExtResource( 15 )
[node name="Charge" type="Node" parent="States/ChargeSequence"]
script = ExtResource( 16 )
[node name="Timer" type="Timer" parent="States/ChargeSequence/Charge"]
wait_time = 0.8
one_shot = true
[node name="Sprint" type="Node" parent="States/ChargeSequence"]
script = ExtResource( 17 )
[node name="Wait" type="Node" parent="States/ChargeSequence"]
script = ExtResource( 8 )
[node name="Timer" type="Timer" parent="States/ChargeSequence/Wait"]
wait_time = 0.25
one_shot = true
[node name="ReturnToCenter" type="Node" parent="States"]
script = ExtResource( 19 )
[node name="Stomp" type="Node" parent="States"]
script = ExtResource( 20 )
[node name="Die" type="Node" parent="States"]
script = ExtResource( 14 )
[node name="Death" type="Node" parent="States"]
script = ExtResource( 22 )
[node name="Sprite" type="Sprite" parent="."]
position = Vector2( 0, -28 )
texture = ExtResource( 5 )
texture = ExtResource( 10 )
vframes = 10
hframes = 24
frame = 2
[node name="StompHitbox" parent="." instance=ExtResource( 2 )]
[node name="CollisionShape2D" parent="StompHitbox" index="0"]
position = Vector2( 0, 10 )
rotation = 1.5708
shape = SubResource( 1 )
disabled = true
[node name="Hitbox" parent="." instance=ExtResource( 2 )]
visible = false
collision_layer = 4
[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 )
position = Vector2( 0, -5 )
rotation = 1.5708
shape = SubResource( 2 )
[node name="HeroCloseZone" type="Area2D" parent="."]
collision_layer = 0
script = ExtResource( 14 )
[node name="Hurtbox" parent="." groups=[
"HittableByPlayer",
] instance=ExtResource( 1 )]
collision_layer = 4
collision_mask = 128
[node name="CollisionShape2D" type="CollisionShape2D" parent="HeroCloseZone"]
[node name="CollisionShape2D" parent="Hurtbox" index="0"]
rotation = 1.5708
shape = SubResource( 3 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
@@ -512,6 +1030,7 @@ rotation = 1.5708
shape = SubResource( 4 )
[node name="DebugLabel" type="Label" parent="."]
visible = false
margin_left = -42.2456
margin_top = -65.04
margin_right = 42.7544
@@ -523,22 +1042,26 @@ __meta__ = {
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
autoplay = "MoveRight"
anims/FightStart = SubResource( 5 )
anims/MoveDown = SubResource( 6 )
anims/MoveLeft = SubResource( 7 )
anims/MoveRight = SubResource( 8 )
anims/MoveUp = SubResource( 9 )
[node name="AnimationTree" type="AnimationTree" parent="."]
tree_root = SubResource( 15 )
anim_player = NodePath("../AnimationPlayer")
active = true
parameters/playback = SubResource( 16 )
parameters/move/blend_position = Vector2( 0.210872, 0.275 )
anims/ChargeDown = SubResource( 5 )
anims/ChargeLeft = SubResource( 6 )
anims/ChargeRight = SubResource( 7 )
anims/ChargeUp = SubResource( 8 )
anims/Charging = SubResource( 9 )
anims/Die = SubResource( 10 )
anims/FightStart = SubResource( 11 )
anims/MoveDown = SubResource( 12 )
anims/MoveLeft = SubResource( 13 )
anims/MoveRight = SubResource( 14 )
anims/MoveUp = SubResource( 15 )
anims/__INIT__ = SubResource( 16 )
[connection signal="animation_finished" from="Effects/StompEffect" to="States/Stomp" method="_on_StompEffect_animation_finished"]
[connection signal="health_changed" from="Stats" to="." method="_on_Stats_health_changed"]
[connection signal="no_health" from="Stats" to="." method="_on_Stats_no_health"]
[connection signal="area_entered" from="Hurtbox" to="." method="_on_Hurtbox_area_entered"]
[connection signal="animation_finished" from="AnimationPlayer" to="." method="_on_animation_finished"]
[editable path="StompHitbox"]
[editable path="Hitbox"]
[editable path="Hurtbox"]

View File

@@ -1,6 +1,5 @@
extends KinematicBody2D
onready var animation_playback = $AnimationTree.get("parameters/playback")
signal target_position_changed
signal state_changed(new_state_name)
signal phase_changed(new_phase_name)
@@ -8,7 +7,7 @@ signal phase_changed(new_phase_name)
export(float) var MASS = 8.0
onready var start_global_position = global_position
var target_position = Vector2()
var last_look = Vector2()
var state_active = null
var sequence_cycles = 0
@@ -16,6 +15,8 @@ var sequence_cycles = 0
enum PHASES {PHASE_ONE, PHASE_TWO, PHASE_THREE}
export(PHASES) var _phase = PHASES.PHASE_ONE
export(String, FILE, "*.tscn,*.scn") var lose_screen = ""
func _ready():
print("Hey.")
_change_phase(_phase)
@@ -26,7 +27,7 @@ func _ready():
if get_parent().has_node('Player'):
var player_node = get_parent().get_node('Player')
player_node.connect('position_changed', self, '_on_target_position_changed')
target_position = player_node.global_position
# target_position = player_node.global_position
for state_node in $States.get_children():
state_node.connect('finished', self, '_on_active_state_finished')
@@ -51,31 +52,29 @@ func _on_Stats_no_health():
set_invincible(true)
go_to_next_state($States/Die)
func _on_Stats_health_changed(new_health):
if _phase == PHASES.PHASE_ONE and new_health == 2:
_change_phase(PHASES.PHASE_TWO)
elif _phase == PHASES.PHASE_TWO and new_health == 1:
_change_phase(PHASES.PHASE_THREE)
elif _phase == PHASES.PHASE_THREE and new_health < 1:
go_to_next_state($States/Die)
func go_to_next_state(state_override=null):
if state_active:
state_active.exit()
if state_override != null:
state_active = state_override
else:
state_active = _decide_on_next_state()
emit_signal("state_changed", state_active.name)
state_active.enter()
func _on_Health_health_changed(new_health):
$Tween.interpolate_property($Pivot, 'scale', Vector2(0.92, 1.12), Vector2(1.0, 1.0), 0.3, Tween.TRANS_ELASTIC, Tween.EASE_IN_OUT)
$Tween.interpolate_property($Pivot/Body, 'modulate', Color('#ff48de'), Color('#ffffff'), 0.2, Tween.TRANS_QUINT, Tween.EASE_IN)
$Tween.start()
if _phase == PHASES.PHASE_ONE and new_health < 100:
_change_phase(PHASES.PHASE_TWO)
if _phase == PHASES.PHASE_TWO and new_health < 50:
_change_phase(PHASES.PHASE_THREE)
if state_active != null:
emit_signal("state_changed", state_active.name)
state_active.enter()
func _change_phase(new_phase):
set_invincible(true)
var phase_name = ""
match new_phase:
PHASES.PHASE_ONE:
@@ -92,90 +91,101 @@ func _change_phase(new_phase):
_phase = new_phase
# The AI's brain. This function defines the flow of states
# That's a big advantage of the state pattern
# If it grows too big you can swap it with a node
# Or move the flow of states to a data file, like JSON or a text file
var angry_phases_done = 0
func _decide_on_next_state():
# Battle start
if state_active == null:
set_invincible(true)
return $States/FightStart
if state_active == $States/FightStart:
set_invincible(false)
return $States/RoamSequence
if state_active == $States/RoamSequence:
return $States/FightStart
return $States/ChargeSequence
# Death
if state_active == $States/Die:
queue_free()
get_tree().change_scene(lose_screen)
return $States/Dead
if _phase == PHASES.PHASE_ONE:
if angry_phases_done < 1:
set_invincible(true)
sequence_cycles += 1
if sequence_cycles < 2:
return $States/ChargeSequence
else:
angry_phases_done = 1
sequence_cycles = 0
return $States/ReturnToCenter
else:
if state_active == $States/ReturnToCenter:
return $States/Stomp # TODO: Maybe Stomp.
if state_active == $States/Stomp:
set_invincible(false)
return $States/RoamSequence
if state_active == $States/RoamSequence:
return $States/ChargeSequence
if state_active == $States/ChargeSequence:
return $States/Stomp
if _phase == PHASES.PHASE_TWO:
if angry_phases_done < 2:
set_invincible(true)
if sequence_cycles < 4:
if state_active == $States/ChargeSequence:
return $States/Stomp
if state_active == $States/Stomp:
sequence_cycles += 1
return $States/ChargeSequence
return $States/ChargeSequence
else:
angry_phases_done = 2
sequence_cycles = 0
return $States/ReturnToCenter
else:
if state_active == $States/ReturnToCenter:
return $States/Stomp # TODO: Maybe Stomp.
if state_active == $States/Stomp:
set_invincible(false)
return $States/RoamSequence
if state_active == $States/RoamSequence:
return $States/ChargeSequence
if state_active == $States/ChargeSequence:
return $States/Stomp
if _phase == PHASES.PHASE_THREE:
if angry_phases_done < 3:
set_invincible(true)
if sequence_cycles < 6:
if state_active == $States/ChargeSequence:
return $States/Stomp
if state_active == $States/Stomp:
sequence_cycles += 1
return $States/ChargeSequence
return $States/ChargeSequence
else:
angry_phases_done = 3
sequence_cycles = 0
return $States/ReturnToCenter
else:
if state_active == $States/ReturnToCenter:
return $States/Stomp # TODO: Maybe Stomp.
if state_active == $States/Stomp:
set_invincible(false)
return $States/RoamSequence
if state_active == $States/RoamSequence:
return $States/ChargeSequence
if state_active == $States/ChargeSequence:
return $States/Stomp
# # Death
# if state_active == $States/Die:
# queue_free()
# return $States/Dead
#
# # PHASE ONE
# if _phase == PHASES.PHASE_ONE:
# if state_active == $States/RoamSequence:
# sequence_cycles += 1
# if sequence_cycles < 2:
# return $States/RoamSequence
# else:
# sequence_cycles = 0
# return $States/Stomp
# if state_active == $States/Stomp:
# return $States/RoamSequence
#
# # PHASE TWO
# elif _phase == PHASES.PHASE_TWO:
# if state_active == $States/RoamSequence:
# return $States/Stomp
# if state_active == $States/Stomp:
# if sequence_cycles < 2:
# sequence_cycles += 1
# return $States/Stomp
# else:
# sequence_cycles = 0
# return $States/ChargeSequence
# if state_active == $States/ChargeSequence:
# return $States/RoamSequence
#
#
# # PHASE THREE
# elif _phase == PHASES.PHASE_THREE:
# if state_active == $States/RoamSequence:
# return $States/Stomp
# if state_active == $States/Stomp:
# if sequence_cycles < 2:
# sequence_cycles += 1
# return $States/Stomp
# else:
# sequence_cycles = 0
# return $States/ChargeSequence
# if state_active == $States/ChargeSequence:
# if sequence_cycles < 2:
# sequence_cycles += 1
# return $States/ChargeSequence
# else:
# sequence_cycles = 0
# return $States/Stomp
# Using a public method makes it so we can change the entire particle setup anytime
func set_particles_active(value):
$DustPuffsLarge.emitting = value
# Same thing here, we will likely need more collision shapes in the final version
# So using a function we can group these disabled toggles together
func set_invincible(value):
$CollisionShape2D.disabled = value
$Hitbox/CollisionShape2D.disabled = value
# $CollisionShape2D.disabled = value
# $Hitbox/CollisionShape2D.disabled = value
$Hurtbox/CollisionShape2D.disabled = value
func _on_target_position_changed(new_position):
target_position = new_position
func _on_Hurtbox_area_entered(area):
$Stats.health -= area.damage

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extends "res://Overlap/StateMachine/State.gd"
onready var animation_player = owner.get_node("AnimationPlayer")
func play_directional_animation(name, vec):
var anim_name = name + get_nearest_diretion(vec)
if animation_player.current_animation != anim_name:
animation_player.play(anim_name)
func get_base_anim_name(name):
var base_name = name[0]
for i in range(1, len(name)):
if name[i] == name[i].to_upper():
return base_name
base_name += name[i]
func get_nearest_diretion(vec):
var directions = {
"Up": Vector2(0, -1.1),
"Down": Vector2(0, 1.1),
"Left": Vector2(-1.0, 0),
"Right": Vector2(1.0, 0)
}
var nearest_direction = "Left"
var smallest_distance = 999999999
for direction in directions.keys():
var vector = directions.get(direction)
var distance = vec.distance_to(vector)
if distance < smallest_distance:
nearest_direction = direction
smallest_distance = distance
return nearest_direction

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@@ -1,7 +1,16 @@
extends "res://Overlap/StateMachine/State.gd"
extends "res://Boss/SlimeBoss/States/BossState.gd"
onready var charge_effect = owner.get_node("Effects/ChargeEffect")
func enter():
owner.get_node('AnimationPlayer').play('prepare')
charge_effect.emitting = true
animation_player.play('Charging')
$Timer.start()
func _on_animation_finished(anim_name):
emit_signal('finished')
func exit():
charge_effect.emitting = false
$Timer.stop()
func update(delta):
if $Timer.time_left <= 0.0:
emit_signal('finished')

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@@ -0,0 +1,20 @@
extends "res://Boss/SlimeBoss/States/BossState.gd"
export(float) var SPEED = 300.0
var direction = Vector2()
func enter():
var player_pos = Globals.player_node.global_position
direction = (player_pos - owner.global_position).normalized()
func exit():
owner.last_look = direction
func update(delta):
var last_vel = owner.move_and_slide(SPEED * direction)
play_directional_animation("Move", last_vel)
if owner.get_slide_count() > 0 or owner.position.x > 1800:
emit_signal('finished')

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extends "res://Boss/SlimeBoss/States/BossState.gd"
func enter():
SoundControler.pub_play_effect("res://Player/Sounds/hero_laugh1.ogg",10)
animation_player.play("Die")
func _on_animation_finished(anim_name):
emit_signal("finished")

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@@ -1,11 +1,6 @@
extends "res://Overlap/StateMachine/State.gd"
onready var animation_player = owner.get_node("AnimationPlayer")
onready var animation_tree = owner.get_node("AnimationTree")
extends "BossState.gd"
func enter():
animation_tree.active = false
animation_player.playback_active = true
animation_player.play('FightStart')
func _on_animation_finished(anim_name):

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extends "res://Boss/SlimeBoss/States/BossState.gd"
export(float) var MASS = 4.0
export(float) var SLOW_RADIUS = 200.0
export(float) var MAX_SPEED = 300.0
export(float) var ARRIVE_DISTANCE = 6.0
var velocity = Vector2.ZERO
func update(delta):
velocity = Steering.arrive_to(velocity,
owner.global_position,
owner.start_global_position,
MASS,
SLOW_RADIUS,
MAX_SPEED)
play_directional_animation("Move", velocity)
SoundControler.pub_play_effect("res://Boss/SlimeBoss/Music/slimy.wav",10)
owner.move_and_slide(velocity)
if owner.global_position.distance_to(owner.start_global_position) < ARRIVE_DISTANCE:
emit_signal('finished')

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@@ -1,28 +1,36 @@
extends "res://Overlap/StateMachine/State.gd"
extends "../BossState.gd"
export(float) var ARRIVE_DISTANCE = 6.0
export(float) var SLOW_RADIUS = 200.0
export(float) var MASS = 4.0
export(float) var MASS = 5.0
export(float) var MAX_SPEED = 300.0
export(float) var ROAM_RADIUS = 150.0
export(float) var ROAM_RADIUS = 100.0
var time_since_start = 0
var target_position = Vector2()
var start_position = Vector2()
var velocity = Vector2()
var last_vel = Vector2()
func enter():
start_position = get_parent().start_position
target_position = calculate_new_target_position()
owner.get_node('AnimationPlayer').play('move')
$Timer.start()
func exit():
owner.last_look = last_vel
$Timer.stop()
func update(delta):
# Set animation
velocity = Steering.arrive_to(velocity, owner.global_position, target_position, MASS, SLOW_RADIUS, MAX_SPEED)
owner.move_and_slide(velocity)
last_vel = owner.move_and_slide(velocity)
if owner.global_position.distance_to(target_position) < ARRIVE_DISTANCE:
play_directional_animation("Move", last_vel)
if owner.global_position.distance_to(target_position) < ARRIVE_DISTANCE or $Timer.time_left <= 0.0:
emit_signal('finished')

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@@ -0,0 +1,19 @@
extends "res://Boss/SlimeBoss/States/BossState.gd"
onready var stomp_hitbox = owner.get_node("StompHitbox/CollisionShape2D")
onready var stomp_effect = owner.get_node("Effects/StompEffect")
func enter():
stomp_hitbox.disabled = false
stomp_effect.stomp()
SoundControler.pub_play_effect("res://Boss/SlimeBoss/Music/SchleimSplit.wav",10)
func exit():
stomp_hitbox.disabled = true
func update(delta):
play_directional_animation("Charge", owner.last_look)
func _on_StompEffect_animation_finished():
emit_signal("finished")

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@@ -1,7 +1,6 @@
extends "res://Overlap/StateMachine/State.gd"
extends "res://Boss/SlimeBoss/States/BossState.gd"
func enter():
owner.get_node('AnimationPlayer').play('idle')
$Timer.start()
func update(delta):

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[gd_scene load_steps=3 format=2]
[ext_resource path="res://Effects/Charge/charge.png" type="Texture" id=1]
[sub_resource type="ParticlesMaterial" id=1]
emission_shape = 2
emission_box_extents = Vector3( 50, 20, 1 )
flag_disable_z = true
gravity = Vector3( 0, -40, 0 )
orbit_velocity = 0.0
orbit_velocity_random = 0.0
tangential_accel = 80.0
scale = 0.1
scale_random = 1.0
[node name="ChargeEffect" type="Particles2D"]
amount = 20
lifetime = 0.8
process_material = SubResource( 1 )
texture = ExtResource( 1 )

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@@ -2,15 +2,15 @@
importer="texture"
type="StreamTexture"
path="res://.import/bg_001.jpg-79daa60d1f3d3ca1229f6ae75c4ee119.stex"
path="res://.import/charge.png-ac36c6bab3ea421fea437d8d775673a9.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Maps/Background/Frames/bg_001.jpg"
dest_files=[ "res://.import/bg_001.jpg-79daa60d1f3d3ca1229f6ae75c4ee119.stex" ]
source_file="res://Effects/Charge/charge.png"
dest_files=[ "res://.import/charge.png-ac36c6bab3ea421fea437d8d775673a9.stex" ]
[params]

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@@ -0,0 +1,9 @@
extends AnimatedSprite
func stomp():
visible = true
frame = 0
play("stomp")
func _animation_finished():
visible = false

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@@ -0,0 +1,138 @@
[gd_scene load_steps=34 format=2]
[ext_resource path="res://Effects/Stomp/stomp-splash.png" type="Texture" id=1]
[ext_resource path="res://Effects/Stomp/StompEffect.gd" type="Script" id=2]
[sub_resource type="AtlasTexture" id=2]
atlas = ExtResource( 1 )
region = Rect2( 0, 0, 120, 120 )
[sub_resource type="AtlasTexture" id=3]
atlas = ExtResource( 1 )
region = Rect2( 120, 0, 120, 120 )
[sub_resource type="AtlasTexture" id=4]
atlas = ExtResource( 1 )
region = Rect2( 240, 0, 120, 120 )
[sub_resource type="AtlasTexture" id=5]
atlas = ExtResource( 1 )
region = Rect2( 360, 0, 120, 120 )
[sub_resource type="AtlasTexture" id=6]
atlas = ExtResource( 1 )
region = Rect2( 480, 0, 120, 120 )
[sub_resource type="AtlasTexture" id=7]
atlas = ExtResource( 1 )
region = Rect2( 600, 0, 120, 120 )
[sub_resource type="AtlasTexture" id=8]
atlas = ExtResource( 1 )
region = Rect2( 720, 0, 120, 120 )
[sub_resource type="AtlasTexture" id=9]
atlas = ExtResource( 1 )
region = Rect2( 840, 0, 120, 120 )
[sub_resource type="AtlasTexture" id=10]
atlas = ExtResource( 1 )
region = Rect2( 960, 0, 120, 120 )
[sub_resource type="AtlasTexture" id=11]
atlas = ExtResource( 1 )
region = Rect2( 1080, 0, 120, 120 )
[sub_resource type="AtlasTexture" id=12]
atlas = ExtResource( 1 )
region = Rect2( 1200, 0, 120, 120 )
[sub_resource type="AtlasTexture" id=13]
atlas = ExtResource( 1 )
region = Rect2( 1320, 0, 120, 120 )
[sub_resource type="AtlasTexture" id=14]
atlas = ExtResource( 1 )
region = Rect2( 1440, 0, 120, 120 )
[sub_resource type="AtlasTexture" id=15]
atlas = ExtResource( 1 )
region = Rect2( 1560, 0, 120, 120 )
[sub_resource type="AtlasTexture" id=16]
atlas = ExtResource( 1 )
region = Rect2( 1680, 0, 120, 120 )
[sub_resource type="AtlasTexture" id=17]
atlas = ExtResource( 1 )
region = Rect2( 0, 120, 120, 120 )
[sub_resource type="AtlasTexture" id=18]
atlas = ExtResource( 1 )
region = Rect2( 120, 120, 120, 120 )
[sub_resource type="AtlasTexture" id=19]
atlas = ExtResource( 1 )
region = Rect2( 240, 120, 120, 120 )
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atlas = ExtResource( 1 )
region = Rect2( 360, 120, 120, 120 )
[sub_resource type="AtlasTexture" id=21]
atlas = ExtResource( 1 )
region = Rect2( 480, 120, 120, 120 )
[sub_resource type="AtlasTexture" id=22]
atlas = ExtResource( 1 )
region = Rect2( 600, 120, 120, 120 )
[sub_resource type="AtlasTexture" id=23]
atlas = ExtResource( 1 )
region = Rect2( 720, 120, 120, 120 )
[sub_resource type="AtlasTexture" id=24]
atlas = ExtResource( 1 )
region = Rect2( 840, 120, 120, 120 )
[sub_resource type="AtlasTexture" id=25]
atlas = ExtResource( 1 )
region = Rect2( 960, 120, 120, 120 )
[sub_resource type="AtlasTexture" id=26]
atlas = ExtResource( 1 )
region = Rect2( 1080, 120, 120, 120 )
[sub_resource type="AtlasTexture" id=27]
atlas = ExtResource( 1 )
region = Rect2( 1200, 120, 120, 120 )
[sub_resource type="AtlasTexture" id=28]
atlas = ExtResource( 1 )
region = Rect2( 1320, 120, 120, 120 )
[sub_resource type="AtlasTexture" id=29]
atlas = ExtResource( 1 )
region = Rect2( 1440, 120, 120, 120 )
[sub_resource type="AtlasTexture" id=30]
atlas = ExtResource( 1 )
region = Rect2( 1560, 120, 120, 120 )
[sub_resource type="AtlasTexture" id=31]
atlas = ExtResource( 1 )
region = Rect2( 1680, 120, 120, 120 )
[sub_resource type="SpriteFrames" id=32]
animations = [ {
"frames": [ SubResource( 2 ), SubResource( 3 ), SubResource( 4 ), SubResource( 5 ), SubResource( 6 ), SubResource( 7 ), SubResource( 8 ), SubResource( 9 ), SubResource( 10 ), SubResource( 11 ), SubResource( 12 ), SubResource( 13 ), SubResource( 14 ), SubResource( 15 ), SubResource( 16 ), SubResource( 17 ), SubResource( 18 ), SubResource( 19 ), SubResource( 20 ), SubResource( 21 ), SubResource( 22 ), SubResource( 23 ), SubResource( 24 ), SubResource( 25 ), SubResource( 26 ), SubResource( 27 ), SubResource( 28 ), SubResource( 29 ), SubResource( 30 ), SubResource( 31 ) ],
"loop": false,
"name": "stomp",
"speed": 60.0
} ]
[node name="StompEffect" type="AnimatedSprite"]
frames = SubResource( 32 )
animation = "stomp"
script = ExtResource( 2 )
[connection signal="animation_finished" from="." to="." method="_animation_finished"]

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[remap]
importer="texture"
type="StreamTexture"
path="res://.import/stomp-splash.png-8255ebc3952d7a9d2ea05b169c877e7f.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Effects/Stomp/stomp-splash.png"
dest_files=[ "res://.import/stomp-splash.png-8255ebc3952d7a9d2ea05b169c877e7f.stex" ]
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compress/normal_map=0
flags/repeat=0
flags/filter=false
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flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
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process/invert_color=false
stream=false
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svg/scale=1.0

View File

@@ -1,76 +1,75 @@
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