Merge branch 'Rycarus_ObjectConnection' into dev

This commit is contained in:
Fabio 2024-08-18 20:15:37 +02:00
commit c77169deba
18 changed files with 520 additions and 82 deletions

View file

@ -4,17 +4,38 @@ extends CharacterBody2D
@export var gravity = 50
var jump_count = 1
@export var jump_strength = 100
@export var jump_strength_max = 300
var is_touching_floor : bool = true
var jump_buffer_timer : float
var coyote_timer : float = 0.2 # 200 millisecond buffer
var input_direction = 0 #To keep track of which direction we where moving in last frame
var coyote_timer : float = 0.2
var input_direction = 0
@export var max_link_distance: float = 70.0
var data_link: Line2D
var target_scale
@export var scale_duration: float = 0.5
var current_selected = "none"
var target_scale_player: Vector2 = Vector2(1, 1)
func _ready():
data_link = $data_link
func _unhandled_input(event):
if event.is_action_pressed("click"):
var nearest_block = find_nearest_block()
if nearest_block:
if nearest_block.scale == Vector2(0.5, 0.5) and self.scale == Vector2(2.0, 2.0):
nearest_block.scale_up()
scale_down_player()
elif nearest_block.scale == Vector2(1.0, 1.0) and self.scale == Vector2(1.0, 1.0):
nearest_block.scale_down()
scale_up_player()
func get_input(delta):
var left = Input.is_action_pressed("player_left")
var right = Input.is_action_pressed("player_right")
if left and right:
input_direction = 0
elif left:
@ -23,18 +44,16 @@ func get_input(delta):
input_direction = 1
else:
input_direction = 0
# This line updates the player's velocity
velocity.x = input_direction * speed
if is_on_floor():
# reset the jump count
is_touching_floor = true
jump_count = 1
coyote_timer = 0.2
if jump_buffer_timer > 0:
Jump()
if not is_on_floor():
if jump_buffer_timer > 0:
jump_buffer_timer -= delta
@ -42,43 +61,56 @@ func get_input(delta):
coyote_timer -= delta
else:
jump_count = 0
if Input.is_action_just_pressed("player_jump"):
if Input.is_action_just_pressed("player_jump"):
if jump_count > 0:
Jump()
else:
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
elif Input.is_action_pressed("player_jump"): #Fall less fast if we keep holding the button
jump_buffer_timer = 0.2
elif Input.is_action_pressed("player_jump"):
velocity.y += -1 * 25
func _physics_process(delta):
get_input(delta)
velocity.y += gravity
move_and_slide()
if(get_slide_collision_count() > 0):
for i in get_slide_collision_count():
var box = get_slide_collision(i).get_collider() as Box
if scale.x == 2:
if box and velocity.y >= 0:
box.velocity.x = velocity.x*0.8
else:
if box and velocity.y >= 0 and box.scale.x < 2:
box.velocity.x = velocity.x*0.8
# print(jump_count) # Uncomment for debugging
update_data_link()
func Jump():
if scale.x == 1:
velocity.y = -1 * jump_strength
elif scale.x == 2:
velocity.y = -1 * jump_strength_max
velocity.y = -1 * jump_strength
jump_count = 0
is_touching_floor = false
func _on_hurtbox_body_entered(body: Node2D) -> void:
get_tree().reload_current_scene()
func update_data_link():
var nearest_block = find_nearest_block()
if nearest_block:
data_link.visible = true
data_link.set_point_position(0, Vector2.ZERO)
data_link.set_point_position(1, get_transform().affine_inverse() * nearest_block.position)
else:
data_link.visible = false
func _on_area_2d_body_entered(body):
print("Body entered")
func find_nearest_block() -> Node2D:
var closest_distance = max_link_distance
var closest_block: Node2D = null
for block in get_tree().get_nodes_in_group("scalable_blocks"):
var distance = global_position.distance_to(block.global_position)
if distance <= closest_distance:
closest_distance = distance
closest_block = block
return closest_block
func start_scaling(target_node: Node2D, scale_value: Vector2):
var tween = create_tween()
tween.tween_property(target_node, "scale", scale_value, scale_duration)
func scale_up_player():
target_scale_player = Vector2(2.0, 2.0)
start_scaling(self, target_scale_player)
func scale_down_player():
target_scale_player = Vector2(1.0, 1.0)
start_scaling(self, target_scale_player)

View file

@ -1,28 +1,32 @@
extends StaticBody2D
@export var scale_up_target: Vector2 = Vector2(3.0, 3.0)
@export var scale_up_target: Vector2 = Vector2(1.0, 1.0)
@export var scale_down_target: Vector2 = Vector2(0.5, 0.5)
@export var scale_duration: float = 0.5
@export var ui_actions: Node
@export var small_sprite = preload("res://textures/block-orange.png")
@export var large_sprite = preload("res://textures/block-blue.png")
func _ready():
if ui_actions == null:
ui_actions = get_parent().get_node("Path/To/UiActionsNode")
add_to_group("scalable_blocks")
func _on_input_event(viewport, event, shape_idx):
if event is InputEventMouseButton and event.pressed:
if event.is_action_pressed("click"):
if ui_actions.current_selected == "scale_up":
scale_up()
ui_actions.scale_up_player()
elif ui_actions.current_selected == "scale_down":
scale_down()
ui_actions.scale_down_player()
func _process(delta):
change_sprite_based_on_scale()
func scale_up():
var tween = create_tween()
tween.tween_property(self, "scale", scale_up_target, scale_duration)
change_sprite_based_on_scale()
func scale_down():
var tween = create_tween()
tween.tween_property(self, "scale", scale_down_target, scale_duration)
change_sprite_based_on_scale()
func change_sprite_based_on_scale():
var sprite = $Sprite2D
if scale == Vector2(0.5, 0.5):
sprite.texture = small_sprite
elif scale == Vector2(1.0, 1.0):
sprite.texture = large_sprite

View file

@ -1,20 +1,19 @@
extends Node
@export var player: CharacterBody2D
@export var player : CharacterBody2D
@export var scale_duration: float = 0.5
var current_selected = "none"
@export var scale_duration: float = 0.5
var target_scale_player: Vector2 = Vector2(1, 1)
var target_scale_block: Vector2 = Vector2(1, 1)
func _unhandled_input(event: InputEvent) -> void:
func _on_input_event(viewport, event, shape_idx):
if event.is_action_pressed("click"):
if current_selected == "scale_up":
current_selected = "scale_up"
elif current_selected == "scale_down":
current_selected = "scale_down"
elif current_selected == "mirror":
mirror()
var nearest_block = player.find_nearest_block()
if nearest_block and current_selected == "scale_up":
nearest_block.scale_up()
scale_up_player()
elif nearest_block:
nearest_block.scale_down()
scale_down_player()
func select_up():
current_selected = "scale_up"
@ -30,11 +29,11 @@ func start_scaling(target_node: Node2D, scale_value: Vector2):
tween.tween_property(target_node, "scale", scale_value, scale_duration)
func scale_up_player():
target_scale_player = Vector2(0.5, 0.5)
target_scale_player = Vector2(3.0, 3.0)
start_scaling(player, target_scale_player)
func scale_down_player():
target_scale_player = Vector2(2.0, 2.0)
target_scale_player = Vector2(1.0, 1.0)
start_scaling(player, target_scale_player)
func mirror():