Merge branch 'dev' into Rycarus_Menu
This commit is contained in:
commit
0d58464b3e
18 changed files with 245 additions and 36 deletions
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@ -2,8 +2,7 @@ extends CharacterBody2D
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@export var speed = 200;
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@export var gravity = 50;
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var direction = 1;
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@export var direction = 1;
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func _physics_process(delta):
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15
gmtk_2024/scripts/goal.gd
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15
gmtk_2024/scripts/goal.gd
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@ -0,0 +1,15 @@
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extends Node
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@export var next : PackedScene
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@export var img : Sprite2D
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@export var img2 : Sprite2D
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func _process(delta: float) -> void:
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img.rotate(2 * delta)
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img2.rotate(1 * delta)
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func _on_body_entered(body: Node2D) -> void:
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get_tree().change_scene_to_packed(next)
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@ -1,41 +1,66 @@
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extends CharacterBody2D
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@export var speed = 340;
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@export var gravity = 50;
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@export var jump_count = 2;
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@export var speed = 340
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@export var gravity = 50
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var jump_count = 1
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@export var jump_strength = 100
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var jump_count_current = 2;
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var is_touching_floor : bool = true
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var jump_buffer_timer : float
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var coyote_timer : float = 0.2 # 200 millisecond buffer
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var input_direction = 0 #To keep track of which direction we where moving in last frame
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func get_input():
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func get_input(delta):
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var left = Input.is_action_pressed("player_left")
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var right = Input.is_action_pressed("player_right")
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if left and right:
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input_direction = input_direction
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input_direction = 0
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elif left:
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input_direction = -1
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elif right:
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input_direction = 1
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else :
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else:
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input_direction = 0
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# This line updates the player's velocity
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velocity.x = input_direction * speed
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if is_on_floor(): # rest the jump count
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jump_count_current = jump_count
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if is_on_floor():
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# reset the jump count
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is_touching_floor = true
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jump_count = 1
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coyote_timer = 0.2
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if jump_buffer_timer > 0:
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Jump()
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if Input.is_action_just_pressed("player_jump") and jump_count_current > 0:
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velocity.y = -1 * jump_strength
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jump_count_current = jump_count_current-1
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elif Input.is_action_pressed("player_jump"): #Fall less fast if we keep holding the button
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if not is_on_floor():
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if jump_buffer_timer > 0:
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jump_buffer_timer -= delta
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if coyote_timer > 0.0:
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coyote_timer -= delta
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else:
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jump_count = 0
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if Input.is_action_just_pressed("player_jump"):
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if jump_count > 0:
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Jump()
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else:
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jump_buffer_timer = 0.2 # set a timer to jump again once the player has reached the ground, provided the jump is is still being held down
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elif Input.is_action_pressed("player_jump"): #Fall less fast if we keep holding the button
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velocity.y += -1 * 25
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func _physics_process(delta):
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get_input()
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get_input(delta)
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velocity.y += gravity
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move_and_slide()
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# print(jump_count) # Uncomment for debugging
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func Jump():
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velocity.y = -1 * jump_strength
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jump_count = 0
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is_touching_floor = false
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func _on_hurtbox_body_entered(body: Node2D) -> void:
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get_tree().reload_current_scene()
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34
gmtk_2024/scripts/ui_actions.gd
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34
gmtk_2024/scripts/ui_actions.gd
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@ -0,0 +1,34 @@
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extends Node
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@export var player : CharacterBody2D;
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var current_selected = "none";
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func _process(delta: float) -> void:
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if Input.is_action_just_pressed("click"):
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if current_selected == "scale_up":
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scale_up()
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elif current_selected == "scale_down":
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scale_down()
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elif current_selected == "mirror":
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mirror();
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func select_up():
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current_selected = "scale_up"
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func select_down():
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current_selected = "scale_down"
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func select_mirror():
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current_selected = "mirror"
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func scale_up():
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pass #Hir hochscalieren einbauen
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func scale_down():
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pass #Hir runterscalieren einbauen
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func mirror():
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pass #Hir mirror einbauen einbauen
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