GDScript style fixes and other minor corrections

This commit is contained in:
Chris Bradfield
2017-11-11 19:53:14 -08:00
parent 49b0f87eb9
commit 4f6c514f17
22 changed files with 237 additions and 305 deletions

View File

@@ -6,12 +6,12 @@ const CAVE_LIMIT = 1000
func _input(event):
if (event is InputEventMouseMotion and event.button_mask&1):
if event is InputEventMouseMotion and event.button_mask&1:
var rel_x = event.relative.x
var cavepos = get_node("cave").position
var cavepos = $cave.position
cavepos.x += rel_x
if (cavepos.x < -CAVE_LIMIT):
if cavepos.x < -CAVE_LIMIT:
cavepos.x = -CAVE_LIMIT
elif (cavepos.x > 0):
elif cavepos.x > 0:
cavepos.x = 0
get_node("cave").position=cavepos
$cave.position = cavepos

View File

@@ -1,11 +1,7 @@
extends KinematicBody2D
# This is a simple collision demo showing how
# the kinematic controller works.
# move() will allow to move the node, and will
# always move it to a non-colliding spot,
# as long as it starts from a non-colliding spot too.
# This is a demo showing how KinematicBody2D
# move_and_slide works.
# Member variables
const MOTION_SPEED = 160 # Pixels/second
@@ -14,16 +10,15 @@ const MOTION_SPEED = 160 # Pixels/second
func _physics_process(delta):
var motion = Vector2()
if (Input.is_action_pressed("move_up")):
if Input.is_action_pressed("move_up"):
motion += Vector2(0, -1)
if (Input.is_action_pressed("move_bottom")):
if Input.is_action_pressed("move_bottom"):
motion += Vector2(0, 1)
if (Input.is_action_pressed("move_left")):
if Input.is_action_pressed("move_left"):
motion += Vector2(-1, 0)
if (Input.is_action_pressed("move_right")):
if Input.is_action_pressed("move_right"):
motion += Vector2(1, 0)
motion = motion.normalized()*MOTION_SPEED
motion = motion.normalized() * MOTION_SPEED
move_and_slide(motion)

View File

@@ -1,29 +1,24 @@
extends KinematicBody2D
# This is a simple collision demo showing how
# the kinematic controller works.
# move() will allow to move the node, and will
# always move it to a non-colliding spot,
# as long as it starts from a non-colliding spot too.
# This is a demo showing how KinematicBody2D
# move_and_slide works.
# Member variables
const MOTION_SPEED = 160 # Pixels/seconds
const MOTION_SPEED = 160 # Pixels/second
func _physics_process(delta):
var motion = Vector2()
if (Input.is_action_pressed("move_up")):
if Input.is_action_pressed("move_up"):
motion += Vector2(0, -1)
if (Input.is_action_pressed("move_bottom")):
if Input.is_action_pressed("move_bottom"):
motion += Vector2(0, 1)
if (Input.is_action_pressed("move_left")):
if Input.is_action_pressed("move_left"):
motion += Vector2(-1, 0)
if (Input.is_action_pressed("move_right")):
if Input.is_action_pressed("move_right"):
motion += Vector2(1, 0)
motion = motion.normalized()*MOTION_SPEED
# Make character slide nicely through the world
move_and_slide( motion )
motion = motion.normalized() * MOTION_SPEED
move_and_slide(motion)

View File

@@ -1,8 +1,7 @@
extends Node2D
func _on_princess_body_enter(body):
# The name of this editor-generated callback is unfortunate
if (body.get_name() == "player"):
get_node("youwin").show()
if body.get_name() == "player":
$youwin.show()

View File

@@ -1,14 +1,9 @@
extends KinematicBody2D
# This is a simple collision demo showing how
# the kinematic controller works.
# move() will allow to move the node, and will
# always move it to a non-colliding spot,
# as long as it starts from a non-colliding spot too.
# This demo shows how to build a kinematic controller.
# Member variables
const GRAVITY = 500.0 # Pixels/second
const GRAVITY = 500.0 # pixels/second/second
# Angle in degrees towards either side that the player can consider "floor"
const FLOOR_ANGLE_TOLERANCE = 40
@@ -19,8 +14,8 @@ const STOP_FORCE = 1300
const JUMP_SPEED = 200
const JUMP_MAX_AIRBORNE_TIME = 0.2
const SLIDE_STOP_VELOCITY = 1.0 # One pixel per second
const SLIDE_STOP_MIN_TRAVEL = 1.0 # One pixel
const SLIDE_STOP_VELOCITY = 1.0 # one pixel/second
const SLIDE_STOP_MIN_TRAVEL = 1.0 # one pixel
var velocity = Vector2()
var on_air_time = 100
@@ -39,38 +34,38 @@ func _physics_process(delta):
var stop = true
if (walk_left):
if (velocity.x <= WALK_MIN_SPEED and velocity.x > -WALK_MAX_SPEED):
if walk_left:
if velocity.x <= WALK_MIN_SPEED and velocity.x > -WALK_MAX_SPEED:
force.x -= WALK_FORCE
stop = false
elif (walk_right):
if (velocity.x >= -WALK_MIN_SPEED and velocity.x < WALK_MAX_SPEED):
elif walk_right:
if velocity.x >= -WALK_MIN_SPEED and velocity.x < WALK_MAX_SPEED:
force.x += WALK_FORCE
stop = false
if (stop):
if stop:
var vsign = sign(velocity.x)
var vlen = abs(velocity.x)
vlen -= STOP_FORCE*delta
if (vlen < 0):
vlen -= STOP_FORCE * delta
if vlen < 0:
vlen = 0
velocity.x = vlen*vsign
velocity.x = vlen * vsign
# Integrate forces to velocity
velocity += force*delta
velocity += force * delta
# Integrate velocity into motion and move
velocity = move_and_slide(velocity,Vector2(0,-1))
velocity = move_and_slide(velocity, Vector2(0, -1))
if (is_on_floor()):
on_air_time=0
if is_on_floor():
on_air_time = 0
if (jumping and velocity.y > 0):
if jumping and velocity.y > 0:
# If falling, no longer jumping
jumping = false
if (on_air_time < JUMP_MAX_AIRBORNE_TIME and jump and not prev_jump_pressed and not jumping):
if on_air_time < JUMP_MAX_AIRBORNE_TIME and jump and not prev_jump_pressed and not jumping:
# Jump must also be allowed to happen if the character left the floor a little bit ago.
# Makes controls more snappy.
velocity.y = -JUMP_SPEED

View File

@@ -1,11 +1,7 @@
extends KinematicBody2D
# This is a simple collision demo showing how
# the kinematic controller works.
# move() will allow to move the node, and will
# always move it to a non-colliding spot,
# as long as it starts from a non-colliding spot too.
# This is a demo showing how KinematicBody2D
# move_and_slide works.
# Member variables
const MOTION_SPEED = 160 # Pixels/second
@@ -14,14 +10,15 @@ const MOTION_SPEED = 160 # Pixels/second
func _physics_process(delta):
var motion = Vector2()
if (Input.is_action_pressed("move_up")):
if Input.is_action_pressed("move_up"):
motion += Vector2(0, -1)
if (Input.is_action_pressed("move_bottom")):
if Input.is_action_pressed("move_bottom"):
motion += Vector2(0, 1)
if (Input.is_action_pressed("move_left")):
if Input.is_action_pressed("move_left"):
motion += Vector2(-1, 0)
if (Input.is_action_pressed("move_right")):
if Input.is_action_pressed("move_right"):
motion += Vector2(1, 0)
motion = motion.normalized()*MOTION_SPEED
motion = motion.normalized() * MOTION_SPEED
move_and_slide(motion)

View File

@@ -1,4 +1,3 @@
extends Navigation2D
# Member variables
@@ -10,13 +9,13 @@ var path = []
func _process(delta):
if (path.size() > 1):
var to_walk = delta*SPEED
while(to_walk > 0 and path.size() >= 2):
if path.size() > 1:
var to_walk = delta * SPEED
while to_walk > 0 and path.size() >= 2:
var pfrom = path[path.size() - 1]
var pto = path[path.size() - 2]
var d = pfrom.distance_to(pto)
if (d <= to_walk):
if d <= to_walk:
path.remove(path.size() - 1)
to_walk -= d
else:
@@ -24,9 +23,9 @@ func _process(delta):
to_walk = 0
var atpos = path[path.size() - 1]
get_node("agent").position=atpos
$agent.position = atpos
if (path.size() < 2):
if path.size() < 2:
path = []
set_process(false)
else:
@@ -35,16 +34,15 @@ func _process(delta):
func _update_path():
var p = get_simple_path(begin, end, true)
path = Array(p) # Vector2array too complex to use, convert to regular array
path = Array(p) # PoolVector2Array too complex to use, convert to regular array
path.invert()
set_process(true)
func _input(event):
if (event is InputEventMouseButton and event.pressed and event.button_index == 1):
begin = get_node("agent").position
if event is InputEventMouseButton and event.pressed and event.button_index == 1:
begin = $agent.position
# Mouse to local navigation coordinates
end = event.position - position
_update_path()

View File

@@ -1,4 +1,3 @@
extends RigidBody2D
# Member variables
@@ -6,11 +5,11 @@ var disabled = false
func disable():
if (disabled):
if disabled:
return
get_node("anim").play("shutdown")
$anim.play("shutdown")
disabled = true
func _ready():
get_node("Timer").start()
$Timer.start()

View File

@@ -1,4 +1,3 @@
extends Area2D
# Member variables
@@ -6,8 +5,8 @@ var taken = false
func _on_body_enter( body ):
if (not taken and body is preload("res://player.gd")):
get_node("anim").play("taken")
if not taken and body is preload("res://player.gd"):
$anim.play("taken")
taken = true

View File

@@ -1,4 +1,3 @@
extends RigidBody2D
# Member variables
@@ -10,8 +9,8 @@ var state = STATE_WALKING
var direction = -1
var anim = ""
onready var rc_left = get_node("raycast_left")
onready var rc_right = get_node("raycast_right")
onready var rc_left = $raycast_left
onready var rc_right = $raycast_right
var WALK_SPEED = 50
@@ -24,22 +23,22 @@ func _die():
func _pre_explode():
#make sure nothing collides against this
get_node("shape1").queue_free()
get_node("shape2").queue_free()
get_node("shape3").queue_free()
$shape1.queue_free()
$shape2.queue_free()
$shape3.queue_free()
# Stay there
set_mode(MODE_STATIC)
get_node("sound_explode").play()
mode = MODE_STATIC
$sound_explode.play()
func _integrate_forces(s):
var lv = s.get_linear_velocity()
var new_anim = anim
if (state == STATE_DYING):
if state == STATE_DYING:
new_anim = "explode"
elif (state == STATE_WALKING):
elif state == STATE_WALKING:
new_anim = "walk"
var wall_side = 0.0
@@ -48,38 +47,36 @@ func _integrate_forces(s):
var cc = s.get_contact_collider_object(i)
var dp = s.get_contact_local_normal(i)
if (cc):
if (cc is bullet_class and not cc.disabled):
set_mode(MODE_RIGID)
if cc:
if cc is bullet_class and not cc.disabled:
mode = MODE_RIGID
state = STATE_DYING
#lv = s.get_contact_local_normal(i)*400
s.set_angular_velocity(sign(dp.x)*33.0)
#lv = s.get_contact_local_normal(i) * 400
s.set_angular_velocity(sign(dp.x) * 33.0)
set_friction(1)
cc.disable()
get_node("sound_hit").play()
$sound_hit.play()
break
if (dp.x > 0.9):
if dp.x > 0.9:
wall_side = 1.0
elif (dp.x < -0.9):
elif dp.x < -0.9:
wall_side = -1.0
if (wall_side != 0 and wall_side != direction):
if wall_side != 0 and wall_side != direction:
direction = -direction
get_node("sprite").scale.x=-direction
if (direction < 0 and not rc_left.is_colliding() and rc_right.is_colliding()):
$sprite.scale.x = -direction
if direction < 0 and not rc_left.is_colliding() and rc_right.is_colliding():
direction = -direction
get_node("sprite").scale.x=-direction
elif (direction > 0 and not rc_right.is_colliding() and rc_left.is_colliding()):
$sprite.scale.x = -direction
elif direction > 0 and not rc_right.is_colliding() and rc_left.is_colliding():
direction = -direction
get_node("sprite").scale.x=-direction
$sprite.scale.x = -direction
lv.x = direction*WALK_SPEED
lv.x = direction * WALK_SPEED
if(anim != new_anim):
if anim != new_anim:
anim = new_anim
get_node("anim").play(anim)
$anim.play(anim)
s.set_linear_velocity(lv)

View File

@@ -1,4 +1,3 @@
extends Node2D
# Member variables
@@ -8,13 +7,9 @@ var accum = 0.0
func _physics_process(delta):
accum += delta*(1.0/cycle)*PI*2.0
accum = fmod(accum, PI*2.0)
accum += delta * (1.0 / cycle) * PI * 2.0
accum = fmod(accum, PI * 2.0)
var d = sin(accum)
var xf = Transform2D()
xf[2]= motion*d
get_node("platform").transform=xf
func _ready():
set_physics_process(true)
xf[2]= motion * d
$platform.transform = xf

View File

@@ -1,4 +1,3 @@
extends RigidBody2D
# Character Demo, written by Juan Linietsky.
@@ -71,7 +70,7 @@ func _integrate_forces(s):
var e = enemy.instance()
var p = position
p.y = p.y - 100
e.position=p
e.position = p
get_parent().add_child(e)
# Deapply prev floor velocity
@@ -84,35 +83,35 @@ func _integrate_forces(s):
for x in range(s.get_contact_count()):
var ci = s.get_contact_local_normal(x)
if (ci.dot(Vector2(0, -1)) > 0.6):
if ci.dot(Vector2(0, -1)) > 0.6:
found_floor = true
floor_index = x
# A good idea when impementing characters of all kinds,
# compensates for physics imprecission, as well as human reaction delay.
if (shoot and not shooting):
# A good idea when implementing characters of all kinds,
# compensates for physics imprecision, as well as human reaction delay.
if shoot and not shooting:
shoot_time = 0
var bi = bullet.instance()
var ss
if (siding_left):
if siding_left:
ss = -1.0
else:
ss = 1.0
var pos = position + get_node("bullet_shoot").position*Vector2(ss, 1.0)
var pos = position + $bullet_shoot.position * Vector2(ss, 1.0)
bi.position=pos
bi.position = pos
get_parent().add_child(bi)
bi.linear_velocity=Vector2(800.0*ss, -80)
bi.linear_velocity = Vector2(800.0 * ss, -80)
get_node("sprite/smoke").restart()
get_node("sound_shoot").play()
$sprite/smoke.restart()
$sound_shoot.play()
add_collision_exception_with(bi) # Make bullet and this not collide
else:
shoot_time += step
if (found_floor):
if found_floor:
airborne_time = 0.0
else:
airborne_time += step # Time it spent in the air
@@ -120,104 +119,102 @@ func _integrate_forces(s):
var on_floor = airborne_time < MAX_FLOOR_AIRBORNE_TIME
# Process jump
if (jumping):
if (lv.y > 0):
if jumping:
if lv.y > 0:
# Set off the jumping flag if going down
jumping = false
elif (not jump):
elif not jump:
stopping_jump = true
if (stopping_jump):
lv.y += STOP_JUMP_FORCE*step
if stopping_jump:
lv.y += STOP_JUMP_FORCE * step
if (on_floor):
if on_floor:
# Process logic when character is on floor
if (move_left and not move_right):
if (lv.x > -WALK_MAX_VELOCITY):
lv.x -= WALK_ACCEL*step
elif (move_right and not move_left):
if (lv.x < WALK_MAX_VELOCITY):
lv.x += WALK_ACCEL*step
if move_left and not move_right:
if lv.x > -WALK_MAX_VELOCITY:
lv.x -= WALK_ACCEL * step
elif move_right and not move_left:
if lv.x < WALK_MAX_VELOCITY:
lv.x += WALK_ACCEL * step
else:
var xv = abs(lv.x)
xv -= WALK_DEACCEL*step
if (xv < 0):
xv -= WALK_DEACCEL * step
if xv < 0:
xv = 0
lv.x = sign(lv.x)*xv
lv.x = sign(lv.x) * xv
# Check jump
if (not jumping and jump):
if not jumping and jump:
lv.y = -JUMP_VELOCITY
jumping = true
stopping_jump = false
get_node("sound_jump").play()
$sound_jump.play()
# Check siding
if (lv.x < 0 and move_left):
if lv.x < 0 and move_left:
new_siding_left = true
elif (lv.x > 0 and move_right):
elif lv.x > 0 and move_right:
new_siding_left = false
if (jumping):
if jumping:
new_anim = "jumping"
elif (abs(lv.x) < 0.1):
if (shoot_time < MAX_SHOOT_POSE_TIME):
elif abs(lv.x) < 0.1:
if shoot_time < MAX_SHOOT_POSE_TIME:
new_anim = "idle_weapon"
else:
new_anim = "idle"
else:
if (shoot_time < MAX_SHOOT_POSE_TIME):
if shoot_time < MAX_SHOOT_POSE_TIME:
new_anim = "run_weapon"
else:
new_anim = "run"
else:
# Process logic when the character is in the air
if (move_left and not move_right):
if (lv.x > -WALK_MAX_VELOCITY):
lv.x -= AIR_ACCEL*step
elif (move_right and not move_left):
if (lv.x < WALK_MAX_VELOCITY):
lv.x += AIR_ACCEL*step
if move_left and not move_right:
if lv.x > -WALK_MAX_VELOCITY:
lv.x -= AIR_ACCEL * step
elif move_right and not move_left:
if lv.x < WALK_MAX_VELOCITY:
lv.x += AIR_ACCEL * step
else:
var xv = abs(lv.x)
xv -= AIR_DEACCEL*step
if (xv < 0):
xv -= AIR_DEACCEL * step
if xv < 0:
xv = 0
lv.x = sign(lv.x)*xv
lv.x = sign(lv.x) * xv
if (lv.y < 0):
if (shoot_time < MAX_SHOOT_POSE_TIME):
if lv.y < 0:
if shoot_time < MAX_SHOOT_POSE_TIME:
new_anim = "jumping_weapon"
else:
new_anim = "jumping"
else:
if (shoot_time < MAX_SHOOT_POSE_TIME):
if shoot_time < MAX_SHOOT_POSE_TIME:
new_anim = "falling_weapon"
else:
new_anim = "falling"
# Update siding
if (new_siding_left != siding_left):
if (new_siding_left):
get_node("sprite").scale.x=-1
if new_siding_left != siding_left:
if new_siding_left:
$sprite.scale.x = -1
else:
get_node("sprite").scale.x=1
$sprite.scale.x = 1
siding_left = new_siding_left
# Change animation
if (new_anim != anim):
if new_anim != anim:
anim = new_anim
get_node("anim").play(anim)
$anim.play(anim)
shooting = shoot
# Apply floor velocity
if (found_floor):
if found_floor:
floor_h_velocity = s.get_contact_collider_velocity_at_position(floor_index).x
lv.x += floor_h_velocity
# Finally, apply gravity and set back the linear velocity
lv += s.get_total_gravity()*step
lv += s.get_total_gravity() * step
s.set_linear_velocity(lv)

View File

@@ -1,9 +1,8 @@
extends RigidBody2D
func _on_bullet_body_enter( body ):
if (body.has_method("hit_by_bullet")):
if body.has_method("hit_by_bullet"):
body.call("hit_by_bullet")
func _on_Timer_timeout():
get_node("anim").play("shutdown")
$anim.play("shutdown")

View File

@@ -1,11 +1,8 @@
extends Area2D
var taken=false
func _on_coin_body_enter( body ):
if (not taken and body is preload("res://player.gd")):
get_node("anim").play("taken")
taken=true
if not taken and body is preload("res://player.gd"):
$anim.play("taken")
taken = true

View File

@@ -1,9 +1,8 @@
extends KinematicBody2D
const GRAVITY_VEC = Vector2(0,900)
const FLOOR_NORMAL = Vector2(0,-1)
const GRAVITY_VEC = Vector2(0, 900)
const FLOOR_NORMAL = Vector2(0, -1)
const WALK_SPEED = 70
const STATE_WALKING = 0
@@ -15,45 +14,36 @@ var anim=""
var state = STATE_WALKING
onready var detect_floor_left = get_node("detect_floor_left")
onready var detect_wall_left = get_node("detect_wall_left")
onready var detect_floor_right = get_node("detect_floor_right")
onready var detect_wall_right = get_node("detect_wall_right")
onready var sprite = get_node("sprite")
onready var detect_floor_left = $detect_floor_left
onready var detect_wall_left = $detect_wall_left
onready var detect_floor_right = $detect_floor_right
onready var detect_wall_right = $detect_wall_right
onready var sprite = $sprite
func _physics_process(delta):
var new_anim = "idle"
var new_anim="idle"
if (state==STATE_WALKING):
linear_velocity+= GRAVITY_VEC*delta
if state==STATE_WALKING:
linear_velocity += GRAVITY_VEC * delta
linear_velocity.x = direction * WALK_SPEED
linear_velocity = move_and_slide( linear_velocity, FLOOR_NORMAL )
linear_velocity = move_and_slide(linear_velocity, FLOOR_NORMAL)
if (not detect_floor_left.is_colliding() or detect_wall_left.is_colliding()):
direction=1.0
if not detect_floor_left.is_colliding() or detect_wall_left.is_colliding():
direction = 1.0
if (not detect_floor_right.is_colliding() or detect_wall_right.is_colliding()):
direction=-1.0
if not detect_floor_right.is_colliding() or detect_wall_right.is_colliding():
direction = -1.0
sprite.set_scale( Vector2(direction,1.0) )
new_anim="walk"
sprite.scale = Vector2(direction, 1.0)
new_anim = "walk"
else:
new_anim="explode"
new_anim = "explode"
if (anim!=new_anim):
anim=new_anim
get_node("anim").play(anim)
if anim != new_anim:
anim = new_anim
$anim.play(anim)
func hit_by_bullet():
state=STATE_KILLED
func _ready():
set_physics_process(true)
state = STATE_KILLED

View File

@@ -1,4 +1,3 @@
extends Node2D
# Member variables
@@ -8,13 +7,9 @@ var accum = 0.0
func _physics_process(delta):
accum += delta*(1.0/cycle)*PI*2.0
accum = fmod(accum, PI*2.0)
accum += delta * (1.0 / cycle) * PI * 2.0
accum = fmod(accum, PI * 2.0)
var d = sin(accum)
var xf = Transform2D()
xf[2]= motion*d
get_node("platform").transform=xf
func _ready():
set_physics_process(true)
xf[2]= motion * d
$platform.transform = xf

View File

@@ -1,8 +1,7 @@
extends KinematicBody2D
const GRAVITY_VEC = Vector2(0,900)
const FLOOR_NORMAL = Vector2(0,-1)
const GRAVITY_VEC = Vector2(0, 900)
const FLOOR_NORMAL = Vector2(0, -1)
const SLOPE_SLIDE_STOP = 25.0
const MIN_ONAIR_TIME = 0.1
const WALK_SPEED = 250 # pixels/sec
@@ -19,25 +18,23 @@ var shoot_time=99999 #time since last shot
var anim=""
#cache the sprite here for fast access (we will set scale to flip it often)
onready var sprite = get_node("sprite")
onready var sprite = $sprite
func _physics_process(delta):
#increment counters
onair_time+=delta
shoot_time+=delta
onair_time += delta
shoot_time += delta
### MOVEMENT ###
# Apply Gravity
linear_vel += delta * GRAVITY_VEC
# Move and Slide
linear_vel = move_and_slide( linear_vel, FLOOR_NORMAL, SLOPE_SLIDE_STOP )
linear_vel = move_and_slide(linear_vel, FLOOR_NORMAL, SLOPE_SLIDE_STOP)
# Detect Floor
if (is_on_floor()):
onair_time=0
if is_on_floor():
onair_time = 0
on_floor = onair_time < MIN_ONAIR_TIME
@@ -45,67 +42,58 @@ func _physics_process(delta):
# Horizontal Movement
var target_speed = 0
if (Input.is_action_pressed("move_left")):
if Input.is_action_pressed("move_left"):
target_speed += -1
if (Input.is_action_pressed("move_right")):
if Input.is_action_pressed("move_right"):
target_speed += 1
target_speed *= WALK_SPEED
linear_vel.x = lerp( linear_vel.x, target_speed, 0.1 )
linear_vel.x = lerp(linear_vel.x, target_speed, 0.1)
# Jumping
if (on_floor and Input.is_action_just_pressed("jump")):
linear_vel.y=-JUMP_SPEED
get_node("sound_jump").play()
if on_floor and Input.is_action_just_pressed("jump"):
linear_vel.y = -JUMP_SPEED
$sound_jump.play()
# Shooting
if (Input.is_action_just_pressed("shoot")):
if Input.is_action_just_pressed("shoot"):
var bullet = preload("res://bullet.tscn").instance()
bullet.position = get_node("sprite/bullet_shoot").global_position #use node for shoot position
bullet.linear_velocity = Vector2( sprite.scale.x * BULLET_VELOCITY,0 )
bullet.position = $sprite/bullet_shoot.global_position #use node for shoot position
bullet.linear_velocity = Vector2(sprite.scale.x * BULLET_VELOCITY, 0)
bullet.add_collision_exception_with(self) # don't want player to collide with bullet
get_parent().add_child( bullet ) #don't want bullet to move with me, so add it as child of parent
get_node("sound_shoot").play()
shoot_time=0
get_parent().add_child(bullet) #don't want bullet to move with me, so add it as child of parent
$sound_shoot.play()
shoot_time = 0
### ANIMATION ###
var new_anim="idle"
var new_anim = "idle"
if (on_floor):
if (linear_vel.x < -SIDING_CHANGE_SPEED):
if on_floor:
if linear_vel.x < -SIDING_CHANGE_SPEED:
sprite.scale.x = -1
new_anim="run"
new_anim = "run"
if (linear_vel.x > SIDING_CHANGE_SPEED):
if linear_vel.x > SIDING_CHANGE_SPEED:
sprite.scale.x = 1
new_anim="run"
new_anim = "run"
else:
# We want the character to immediately change facing side when the player
# tries to change direction, during air control.
# This allows for example the player to shoot quickly left then right.
if (Input.is_action_pressed("move_left") and not Input.is_action_pressed("move_right")):
if Input.is_action_pressed("move_left") and not Input.is_action_pressed("move_right"):
sprite.scale.x = -1
if (Input.is_action_pressed("move_right") and not Input.is_action_pressed("move_left")):
if Input.is_action_pressed("move_right") and not Input.is_action_pressed("move_left"):
sprite.scale.x = 1
if (linear_vel.y < 0 ):
new_anim="jumping"
if linear_vel.y < 0:
new_anim = "jumping"
else:
new_anim="falling"
new_anim = "falling"
if (shoot_time < SHOOT_TIME_SHOW_WEAPON):
new_anim+="_weapon"
if (new_anim!=anim):
anim=new_anim
get_node("anim").play(anim)
func _ready():
set_physics_process(true)
if shoot_time < SHOOT_TIME_SHOW_WEAPON:
new_anim += "_weapon"
if new_anim != anim:
anim = new_anim
$anim.play(anim)

View File

@@ -1,16 +1,16 @@
extends Area2D
const BALL_SPEED = 100
var direction = Vector2(-1,0)
var direction = Vector2(-1, 0)
var speed = BALL_SPEED
onready var initial_pos = get_position()
onready var initial_pos = self.position
func reset():
position = initial_pos
speed = BALL_SPEED
direction = Vector2(-1,0)
direction = Vector2(-1, 0)
func _process(delta):
position += direction * speed * delta

View File

@@ -3,5 +3,5 @@ extends Area2D
export var y_direction = 1
func _on_area_entered( area ):
if (area.get_name()=="ball"):
if area.get_name() == "ball":
area.direction.y = y_direction

View File

@@ -1,20 +1,19 @@
extends Area2D
export var ball_dir=1
export var ball_dir = 1
const MOVE_SPEED=100
const MOVE_SPEED = 100
func _process(delta):
var which = get_name()
# move up and down based on input
if (Input.is_action_pressed(which+"_move_up") and position.y > 0):
if Input.is_action_pressed(which+"_move_up") and position.y > 0:
position.y -= MOVE_SPEED * delta
if (Input.is_action_pressed(which+"_move_down") and position.y < get_viewport_rect().size.y):
if Input.is_action_pressed(which+"_move_down") and position.y < get_viewport_rect().size.y:
position.y += MOVE_SPEED * delta
func _on_area_entered( area ):
if area.get_name() == "ball":
# assign new direction
area.direction = Vector2(ball_dir,randf() * 2 - 1).normalized()
area.direction = Vector2(ball_dir, randf() * 2 - 1).normalized()

View File

@@ -1,8 +1,7 @@
extends Area2D
func _on_wall_area_entered( area ):
if (area.get_name() == "ball"):
if area.get_name() == "ball":
#oops, ball went out of game place, reset
area.reset()

View File

@@ -1,25 +1,24 @@
extends Control
func _ready():
for c in get_node("pictures").get_children():
get_node("picture").add_item("PIC: " + c.get_name())
for c in $pictures.get_children():
$picture.add_item("PIC: " + c.get_name())
for c in get_node("effects").get_children():
get_node("effect").add_item("FX: " + c.get_name())
$effect.add_item("FX: " + c.get_name())
func _on_picture_item_selected(ID):
for c in range(get_node("pictures").get_child_count()):
if (ID == c):
get_node("pictures").get_child(c).show()
for c in range($pictures.get_child_count()):
if ID == c:
$pictures.get_child(c).show()
else:
get_node("pictures").get_child(c).hide()
$pictures.get_child(c).hide()
func _on_effect_item_selected(ID):
for c in range(get_node("effects").get_child_count()):
if (ID == c):
get_node("effects").get_child(c).show()
for c in range($effects.get_child_count()):
if ID == c:
$effects.get_child(c).show()
else:
get_node("effects").get_child(c).hide()
$effects.get_child(c).hide()