Merge branch 'master' of github.com:KristofersSolo/Godot

This commit is contained in:
Kristofers Solo 2021-11-08 09:58:52 +02:00
commit caa3fa9476
130 changed files with 1781 additions and 248 deletions

View File

@ -89,6 +89,16 @@ esc={
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777217,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
]
}
rotation_increase={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":69,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
]
}
rotation_decrease={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":81,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
]
}
[physics]

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@ -50,7 +50,17 @@ var characterStates = {"onGround": false, "jumped": false, "faceDirection": true
var reverseControls = false
var awaitingCollision = false
var direction = "left"
var theme = "01"
var weaponRotationalStep = 2
var weaponPositionalOffset = Vector2(0,0)
var weaponPosition = Vector2(0,0)
var weaponAngle = 0
func _ready():
weaponPositionalOffset = Vector2(-$"weaponHolder/Player-character-theme-gun-01".texture.get_width() * $"weaponHolder/Player-character-theme-gun-01".scale.x / 2,-$"weaponHolder/Player-character-theme-gun-01".texture.get_height() * $"weaponHolder/Player-character-theme-gun-01".scale.y / 2) + Vector2(-$weaponHolder.get_shape().get_radius(), 0)
$"weaponHolder/Player-character-theme-gun-01".position = weaponPositionalOffset
get_tree().connect("network_peer_connected", self, "_network_peer_connected")
username_text_instance = Global.instance_node_at_location(username_text, PersistentNodes, global_position)
username_text_instance.player_following = self
@ -107,8 +117,12 @@ func process_rotation():
func _process(delta: float) -> void:
if username_text_instance != null:
username_text_instance.name = "username" + name
if $Particles2D.position.x > 0 and direction != "left":
$Particles2D.position = Vector2(-$Particles2D.position.x,$Particles2D.position.y)
$Particles2D.scale = -$Particles2D.scale
elif $Particles2D.position.x < 0 and direction != "right":
$Particles2D.position = Vector2(-$Particles2D.position.x,$Particles2D.position.y)
$Particles2D.scale = -$Particles2D.scale
user_input = UIN_preset_pre_processor_instance.update()
user_state = get_user_state()
dimensions = get_dimensions()
@ -132,7 +146,7 @@ func _process(delta: float) -> void:
VDIR[v_t][v]["ray"]["collided"] = false
update()
process_rotation()
rotate_weapon()
func _physics_process(delta) -> void:
if get_tree().has_network_peer():
@ -150,11 +164,11 @@ func _physics_process(delta) -> void:
reverseControls = false
if VDIR["1"]["0"]["ray"]["collided"]:
rotationalHolder = rotation
if awaitingCollision and VDIR["1"]["0"]["ray"]["length"] - dimensions["collider"]["radius"] < 5:
velocityVDIR.y = 0
if characterStates["jumped"] and not VDIR["1"]["0"]["ray"]["collided"]:
awaitingCollision = true
elif characterStates["jumped"] and awaitingCollision and VDIR["1"]["0"]["ray"]["collided"]:
awaitingCollision = false
else: awaitingCollision = true
print(velocityVDIR.y <= 0, awaitingCollision,"(",velocityVDIR.y,")", awaitingCollision)
if velocityVDIR.y < 0: velocityVDIR.y = 0
if user_input["boost"] and not characterStates["jumped"]:
maxMovementSpeed.x = move_toward(maxMovementSpeed.x, 350, accelerationSpeed)
else:
@ -168,6 +182,8 @@ func _physics_process(delta) -> void:
velocityVDIR.x -= deccelerationSpeed
else:
velocityVDIR.x -= accelerationSpeed
if not characterStates["jumped"]:
direction = "left"
if velocityVDIR.y < maxMovementSpeed.x and not characterStates["onGround"] and characterStates["jumped"]:
rotation_degrees -= rad2deg(rotationSpeed*delta)
if user_input["right"] and not reverseControls or user_input["left"] and reverseControls:
@ -175,13 +191,23 @@ func _physics_process(delta) -> void:
velocityVDIR.x += deccelerationSpeed
else:
velocityVDIR.x += accelerationSpeed
if not characterStates["jumped"]:
direction = "right"
if velocityVDIR.y < maxMovementSpeed.x and not characterStates["onGround"] and characterStates["jumped"]:
rotation_degrees += rad2deg(rotationSpeed*delta)
if characterStates["jumped"] and not characterStates["onGround"] and velocityVDIR.y > maxMovementSpeed.x:
if rotation_degrees > rad2deg(rotationalHolder): rotation_degrees -= rotationSpeed
elif rotation_degrees < rad2deg(rotationalHolder): rotation_degrees = move_toward(rotation_degrees, rad2deg(rotationalHolder), rotationSpeed)
if rotation_degrees > rad2deg(rotationalHolder): rotation_degrees -= rotationSpeed / 2
elif rotation_degrees < rad2deg(rotationalHolder): rotation_degrees = move_toward(rotation_degrees, rad2deg(rotationalHolder), rotationSpeed / 2)
if not user_input["right"] and not user_input["left"]:
velocityVDIR.x = move_toward(velocityVDIR.x, 0, deccelerationSpeed)
if velocityVDIR.x != 0 and maxMovementSpeed.x == 200:
$player_animated_sprite.play("move-speed-"+direction+"-"+theme)
elif maxMovementSpeed.x > 200 and not characterStates["jumped"]:
$player_animated_sprite.play("boost-speed-"+direction+"-"+theme)
$Particles2D.set_emitting(true)
else:
$player_animated_sprite.play("idle-speed-"+direction+"-"+theme)
$Particles2D.set_emitting(false)
if not characterStates["onGround"]:
velocityVDIR.y += accelerationSpeed
elif characterStates["onGround"] and velocityVDIR.y > 0:
@ -345,3 +371,24 @@ func _exit_tree() -> void:
if is_network_master():
Global.player_master = null
func rotate_weapon():
weaponPosition = $"weaponHolder/Player-character-theme-gun-01".position
weaponPosition -= Vector2(weaponPositionalOffset.x,0).rotated(deg2rad(weaponAngle)) + Vector2(0,weaponPositionalOffset.y)
if user_input["r_inc"]:
weaponAngle += weaponRotationalStep
if user_input["r_dec"]:
weaponAngle -= weaponRotationalStep
if direction == "right":
if weaponAngle + weaponRotationalStep < 87.5:
weaponAngle = 180 - weaponAngle
weaponAngle = clamp(weaponAngle, 87.5,180)
$"weaponHolder/Player-character-theme-gun-01".flip_v = true
elif direction == "left":
if weaponAngle - weaponRotationalStep > 92.5:
weaponAngle = abs(weaponAngle - 180)
weaponAngle = clamp(weaponAngle, 0, 92.5)
$"weaponHolder/Player-character-theme-gun-01".flip_v = false
weaponPosition += Vector2(weaponPositionalOffset.x,0).rotated(deg2rad(weaponAngle)) + Vector2(0,weaponPositionalOffset.y)
$"weaponHolder/Player-character-theme-gun-01".position = weaponPosition
$"weaponHolder/Player-character-theme-gun-01".rotation_degrees = weaponAngle
pass

View File

@ -0,0 +1,35 @@
extends CollisionShape2D
var weaponWidth = 0
var weaponHeight = 0
var weaponOffset = Vector2(0,0)
var weaponHolderRadius = get_shape().get_radius()
var weaponPosition = Vector2(0,0)
var weaponPreviousAngle = 0
var weaponAngle = 0
func _ready():
weaponWidth = $"Player-character-theme-gun-01".texture.get_width() * $"Player-character-theme-gun-01".scale.x
weaponHeight = $"Player-character-theme-gun-01".texture.get_height() * $"Player-character-theme-gun-01".scale.y
weaponOffset = Vector2(-weaponWidth, -weaponHeight / 2)
weaponPosition += weaponOffset
pass
func _process(delta):
if Input.is_action_pressed("rotation_increase"):
rotate_weapon(2)
if Input.is_action_pressed("rotation_decrease"):
rotate_weapon(-2)
$"Player-character-theme-gun-01".position = weaponPosition
func rotate_weapon(degrees):
weaponAngle += degrees
if weaponAngle > -10 and weaponAngle < 90:
weaponPosition -= weaponOffset.rotated(deg2rad(weaponPreviousAngle))
weaponPosition += weaponOffset.rotated(deg2rad(weaponAngle))
$"Player-character-theme-gun-01".rotation_degrees = weaponAngle
weaponPreviousAngle = weaponAngle
else:
weaponAngle -= degrees

View File

@ -9,7 +9,9 @@ func _init() -> void:
"up": false,
"down": false,
"debug": false,
"enter": false
"enter": false,
"r_inc": false,
"r_dec": false
}
pass
@ -21,6 +23,8 @@ func update():
"down": Input.is_action_pressed("input_down"),
"debug": Input.is_action_pressed("input_debug"),
"boost": Input.is_action_pressed("input_shift"),
"enter": Input.is_action_pressed("input_enter")
"enter": Input.is_action_pressed("input_enter"),
"r_inc": Input.is_action_pressed("rotation_increase"),
"r_dec": Input.is_action_pressed("rotation_decrease")
}
return inputState

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