game1: make start and finish work and fix collisions
This commit is contained in:
parent
4493cecedc
commit
3b1af3754d
@ -1,11 +1,10 @@
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[gd_scene load_steps=38 format=2]
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[gd_scene load_steps=36 format=2]
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[ext_resource path="res://images/game1/opening.tres" type="SpriteFrames" id=1]
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[ext_resource path="res://images/game1/opening.tres" type="SpriteFrames" id=1]
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[ext_resource path="res://images/game1/opening2bg.tres" type="SpriteFrames" id=2]
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[ext_resource path="res://images/game1/opening2bg.tres" type="SpriteFrames" id=2]
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[ext_resource path="res://scripts/game1/Game1Script.gd" type="Script" id=3]
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[ext_resource path="res://scripts/game1/Game1Script.gd" type="Script" id=3]
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[ext_resource path="res://scenes/game1/opening2_player.tscn" type="PackedScene" id=4]
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[ext_resource path="res://scenes/game1/opening2_player.tscn" type="PackedScene" id=4]
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[ext_resource path="res://scripts/game1/opening2_next_step_trigger.gd" type="Script" id=5]
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[ext_resource path="res://scripts/game1/opening2_next_step_trigger.gd" type="Script" id=5]
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[ext_resource path="res://scenes/game1/Level2.tscn" type="PackedScene" id=6]
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[ext_resource path="res://images/goo/BigGoo1.png" type="Texture" id=8]
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[ext_resource path="res://images/goo/BigGoo1.png" type="Texture" id=8]
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[ext_resource path="res://images/goo/BigGoo1_Outlines.png" type="Texture" id=9]
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[ext_resource path="res://images/goo/BigGoo1_Outlines.png" type="Texture" id=9]
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[ext_resource path="res://images/goo/BigGoo2_Outlines.png" type="Texture" id=10]
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[ext_resource path="res://images/goo/BigGoo2_Outlines.png" type="Texture" id=10]
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@ -27,7 +26,6 @@
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[ext_resource path="res://images/goo/goo7_Outlines.png" type="Texture" id=26]
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[ext_resource path="res://images/goo/goo7_Outlines.png" type="Texture" id=26]
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[ext_resource path="res://images/goo/goo8.png" type="Texture" id=27]
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[ext_resource path="res://images/goo/goo8.png" type="Texture" id=27]
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[ext_resource path="res://images/goo/goo8_Outlines.png" type="Texture" id=28]
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[ext_resource path="res://images/goo/goo8_Outlines.png" type="Texture" id=28]
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[ext_resource path="res://scenes/game1/Level1.tscn" type="PackedScene" id=29]
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[sub_resource type="RectangleShape2D" id=1]
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 114.063, 10 )
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extents = Vector2( 114.063, 10 )
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@ -82,13 +80,7 @@ script = ExtResource( 3 )
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[node name="Game" type="Node2D" parent="."]
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[node name="Game" type="Node2D" parent="."]
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[node name="Level1" parent="Game" instance=ExtResource( 29 )]
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[node name="Level2" parent="Game" instance=ExtResource( 6 )]
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visible = false
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[node name="Opening2" type="Node2D" parent="."]
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[node name="Opening2" type="Node2D" parent="."]
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visible = false
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[node name="Opening2Bg" type="AnimatedSprite" parent="Opening2"]
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[node name="Opening2Bg" type="AnimatedSprite" parent="Opening2"]
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frames = ExtResource( 2 )
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frames = ExtResource( 2 )
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@ -229,6 +221,5 @@ texture = ExtResource( 27 )
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normal_map = ExtResource( 28 )
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normal_map = ExtResource( 28 )
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[node name="Opening1" type="AnimatedSprite" parent="."]
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[node name="Opening1" type="AnimatedSprite" parent="."]
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visible = false
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frames = ExtResource( 1 )
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frames = ExtResource( 1 )
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centered = false
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centered = false
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File diff suppressed because one or more lines are too long
@ -37,7 +37,6 @@ format = 1
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tile_data = PoolIntArray( -786419, 50, 11, -720887, 50, 65536, -655350, 50, 3, -589814, 9, 0, -589811, 22, 0, -524280, 21, 0, -524276, 14, 0, -327681, 49, 65549, -393214, 44, 0, -393210, 10, 0, -393208, 23, 0, -393207, 11, 0, -393204, 15, 0, -393203, 49, 11, -327680, 44, 0, -327677, 44, 0, -327676, 50, 65546, -327675, 22, 0, -327667, 21, 0, -327664, 50, 13, -262142, 44, 0, -262141, 50, 10, -262131, 5, 0, -262130, 11, 0, -262126, 22, 0, -131073, 9, 0, -196607, 44, 0, -196606, 40, 0, -196593, 49, 11, -196592, 29, 0, -65539, 22, 0, -131065, 23, 0, -131061, 56, 0, -1, 49, 65551, -65528, 26, 0, -65522, 50, 13, -65520, 27, 0, 65541, 50, 65544, 65551, 30, 0, 196607, 49, 12, 131075, 20, 0, 131085, 10, 0, 262142, 23, 0, 196608, 14, 0, 196612, 8, 0, 196614, 12, 0, 196617, 13, 0, 196618, 9, 0, 196620, 11, 0, 262145, 50, 1, 262148, 49, 16, 262151, 50, 65542, 262152, 12, 0, 262153, 50, 2, 262155, 50, 13, 262162, 50, 10, 327682, 50, 10, 327687, 21, 0, 327698, 50, 9, 393220, 22, 0, 393231, 12, 0, 393233, 50, 12, 458766, 22, 0 )
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tile_data = PoolIntArray( -786419, 50, 11, -720887, 50, 65536, -655350, 50, 3, -589814, 9, 0, -589811, 22, 0, -524280, 21, 0, -524276, 14, 0, -327681, 49, 65549, -393214, 44, 0, -393210, 10, 0, -393208, 23, 0, -393207, 11, 0, -393204, 15, 0, -393203, 49, 11, -327680, 44, 0, -327677, 44, 0, -327676, 50, 65546, -327675, 22, 0, -327667, 21, 0, -327664, 50, 13, -262142, 44, 0, -262141, 50, 10, -262131, 5, 0, -262130, 11, 0, -262126, 22, 0, -131073, 9, 0, -196607, 44, 0, -196606, 40, 0, -196593, 49, 11, -196592, 29, 0, -65539, 22, 0, -131065, 23, 0, -131061, 56, 0, -1, 49, 65551, -65528, 26, 0, -65522, 50, 13, -65520, 27, 0, 65541, 50, 65544, 65551, 30, 0, 196607, 49, 12, 131075, 20, 0, 131085, 10, 0, 262142, 23, 0, 196608, 14, 0, 196612, 8, 0, 196614, 12, 0, 196617, 13, 0, 196618, 9, 0, 196620, 11, 0, 262145, 50, 1, 262148, 49, 16, 262151, 50, 65542, 262152, 12, 0, 262153, 50, 2, 262155, 50, 13, 262162, 50, 10, 327682, 50, 10, 327687, 21, 0, 327698, 50, 9, 393220, 22, 0, 393231, 12, 0, 393233, 50, 12, 458766, 22, 0 )
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[node name="Air" type="TileMap" parent="."]
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[node name="Air" type="TileMap" parent="."]
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position = Vector2( -1, 0 )
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z_index = 1
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z_index = 1
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tile_set = ExtResource( 1 )
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tile_set = ExtResource( 1 )
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cell_size = Vector2( 16, 16 )
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cell_size = Vector2( 16, 16 )
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@ -3,71 +3,93 @@ extends Node
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var playing = false
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var playing = false
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onready var player = preload('res://scenes/game1/Player.tscn').instance()
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onready var player_fab = preload('res://scenes/game1/Player.tscn')
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onready var player_camera = player.get_node("Camera2D")
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var player : AnimatedSprite
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var player_camera : Camera2D
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onready var levels = [
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onready var levels = [
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$Game/Level1,
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'Level1',
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$Game/Level2,
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'Level2',
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'Level3',
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'Level4',
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'Level5',
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]
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]
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var current_level = 0
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var current_level = -1
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var spawn_pos = Vector2()
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var exit_points = []
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func _ready():
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func _ready():
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launch_game()
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$Opening1.play('default')
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$Opening1.play('default')
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yield($Opening1, 'animation_finished')
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yield($Opening1, 'animation_finished')
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$Opening1.hide()
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$Opening1.queue_free()
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func launch_game():
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func start_game():
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# Prepare levels
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spawn_entities()
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# Hide opening
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# Hide opening
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$Opening2.hide()
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$Opening2.queue_free()
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next_level()
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func next_level():
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if current_level >= 0:
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var level = $Game.get_node(levels[current_level])
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level.queue_free()
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current_level += 1
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# Prepare level
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var level = load("res://scenes/game1/" + levels[current_level] + ".tscn").instance()
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$Game.add_child(level)
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spawn_entities(level)
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# Prepare player
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# Prepare player
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var level = levels[current_level]
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player = player_fab.instance()
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player_camera = player.get_node("Camera2D")
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level.add_child_below_node(level.get_node("Entities"), player)
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level.add_child_below_node(level.get_node("Entities"), player)
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playing = true
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playing = true
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player_camera.make_current()
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player_camera.make_current()
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player.connect('frame_changed', self, 'update_camera')
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player.connect('frame_changed', self, 'update_camera')
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# Spawn player
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# Spawn player
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var spawn_pos = Vector2()
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#todo: get spawn pos from map
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player.position = spawn_pos + Vector2(8, 8)
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player.position = spawn_pos + Vector2(8, 8)
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func spawn_entities():
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func spawn_entities(level : Node):
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for node in levels:
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exit_points = []
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var entities = Node2D.new()
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var entities = Node2D.new()
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entities.name = 'Entities'
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entities.name = 'Entities'
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node.add_child_below_node(node.get_node('Props'), entities)
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level.add_child_below_node(level.get_node('Props'), entities)
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for layer in level.get_children():
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if !(layer is TileMap): continue
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var tm = layer as TileMap
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var tileset = tm.tile_set
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for layer in node.get_children():
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# Flatfish
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if !(layer is TileMap): continue
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var fishes = []
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var tm = layer as TileMap
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for tile in ['flatfish_s', 'flatfish_s_hidden', 'flatfish_t', 'flatfish_t_hidden']:
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var tileset = tm.tile_set
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fishes += tm.get_used_cells_by_id(tileset.find_tile_by_name(tile))
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for cell in fishes:
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var fish = Flatfish.new()
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fish.position = cell * 16 + Vector2(8, 8)
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var t = tm.is_cell_transposed(cell.x, cell.y)
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var x = tm.is_cell_x_flipped(cell.x, cell.y)
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var y = tm.is_cell_y_flipped(cell.x, cell.y)
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if t && x:
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fish.rotation_degrees = 90
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elif x && y:
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fish.rotation_degrees = 180
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elif t && y:
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fish.rotation_degrees = 270
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entities.add_child(fish)
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tm.set_cell(cell.x, cell.y, -1)
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# Spawn point
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for cell in tm.get_used_cells_by_id(tileset.find_tile_by_name('start')):
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spawn_pos = cell
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# Flatfish cells
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# Exit points
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var cells = []
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for cell in tm.get_used_cells_by_id(tileset.find_tile_by_name('finish')):
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for tile in ['flatfish_s', 'flatfish_s_hidden', 'flatfish_t', 'flatfish_t_hidden']:
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exit_points.append(cell)
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cells += tm.get_used_cells_by_id(tileset.find_tile_by_name(tile))
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for cell in cells:
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var fish = Flatfish.new()
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fish.position = cell * 16 + Vector2(8, 8)
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var t = tm.is_cell_transposed(cell.x, cell.y)
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var x = tm.is_cell_x_flipped(cell.x, cell.y)
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var y = tm.is_cell_y_flipped(cell.x, cell.y)
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if t && x:
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fish.rotation_degrees = 90
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elif x && y:
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fish.rotation_degrees = 180
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elif t && y:
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fish.rotation_degrees = 270
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entities.add_child(fish)
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tm.set_cell(cell.x, cell.y, -1)
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var go_right = false
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var go_right = false
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@ -122,7 +144,7 @@ func move_right():
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player.frame = 0
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player.frame = 0
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offset_player(16)
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offset_player(16)
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is_camera_moving = false
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is_camera_moving = false
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move()
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if !check_exit(): move()
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func move_left():
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func move_left():
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is_camera_moving = true
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is_camera_moving = true
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@ -135,7 +157,17 @@ func move_left():
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player.play('default')
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player.play('default')
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player.frame = 0
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player.frame = 0
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is_camera_moving = false
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is_camera_moving = false
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move()
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if !check_exit(): move()
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func check_exit() -> bool:
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var player_pos = (player.position - Vector2(8, 8)) / 16
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print(player_pos)
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for exit in exit_points:
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if player_pos == exit:
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print('OK')
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next_level()
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return true
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return false
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func offset_player(offset):
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func offset_player(offset):
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var r = int(ceil(player.rotation_degrees / 90.0)) % 4
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var r = int(ceil(player.rotation_degrees / 90.0)) % 4
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@ -159,7 +191,7 @@ func interact():
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if !playing || !do_interact || is_interacting || trying_to_move || is_camera_moving: return
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if !playing || !do_interact || is_interacting || trying_to_move || is_camera_moving: return
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is_interacting = true
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is_interacting = true
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var level = levels[current_level]
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var level = $Game.get_node(levels[current_level])
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var entities = level.get_node('Entities').get_children()
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var entities = level.get_node('Entities').get_children()
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var fish = null
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var fish = null
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@ -9,4 +9,4 @@ func _ready():
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func on_body_entered(body : Node):
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func on_body_entered(body : Node):
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if body.name == 'Player':
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if body.name == 'Player':
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root.launch_game()
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root.start_game()
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