Mejoras en el manejo del personaje, enemigo de pruebas
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@@ -1,3 +1,6 @@
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# Godot 4+ specific ignores
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.godot/
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/android/
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# Local export artifacts
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build/
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@@ -1886,6 +1886,9 @@ Actualizar esta sección conforme avance el proyecto.
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recibe daño y muere.
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- Hurtboxes y zonas de ataque visibles en modo debug con rojo semitransparente.
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- Sala levels/test/combat_test.tscn para probar el combate.
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- Controles táctiles provisionales para Android usando las mismas acciones del InputMap.
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- Preset Android preparado para generar un APK arm64 de pruebas.
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- Script scripts/export_android_debug.sh para exportar el APK desde un servidor sin GUI.
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```
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## NEXT
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@@ -1893,6 +1896,7 @@ Actualizar esta sección conforme avance el proyecto.
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```text
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- Probar y ajustar tamaños/offsets de hurtboxes e hitboxes jugando la sala de combate.
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- Sustituir las animaciones provisionales cuando exista arte para cada integrante.
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- Probar tamaños y colocación de los controles táctiles en varios teléfonos.
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- Añadir UI provisional de vida si hace falta para seguir afinando el combate.
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```
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+400
-58
@@ -11,40 +11,136 @@ signal died
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const PLAYER_HURTBOX_MASK: int = 1 << 3
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enum AttackState {
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IDLE,
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WINDUP,
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ACTIVE,
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RECOVERY,
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}
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# ============================================================================
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# MOVEMENT
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# ============================================================================
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@export_category("Movement")
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@export var move_speed: float = 85.0
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@export var max_fall_speed: float = 1200.0
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# ============================================================================
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# COMBAT
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# ============================================================================
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@export_category("Combat")
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@export_range(1, 100, 1) var max_health: int = 3
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@export_range(0, 100, 1) var contact_damage: int = 1
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@export var contact_damage_interval: float = 0.45
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@export_range(0, 100, 1) var attack_damage: int = 1
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## Minimum time between the beginning of two attacks.
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@export var attack_interval: float = 2.0
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## Horizontal distance at which the Walker stops chasing and prepares a hit.
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## This is intentionally wider than the final hitbox so entering range does not
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## mean taking unavoidable damage.
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@export var attack_trigger_distance: float = 125.0
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## Keeps the Walker from starting a ground attack against a player far above or
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## below it.
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@export var attack_vertical_tolerance: float = 70.0
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## Readable pause before the dangerous part of the attack starts. During this
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## time the direction is locked, so moving behind the enemy is a valid dodge.
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@export var attack_windup_duration: float = 0.35
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## Duration of the actual hit. The hitbox sweeps forward during this window.
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@export var attack_duration: float = 0.22
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## Small recovery after the hit before the enemy can move again.
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@export var attack_recovery_duration: float = 0.30
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## Where the hitbox starts, relative to the enemy while facing right.
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@export var attack_start_offset: Vector2 = Vector2(34.0, 0.0)
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## Furthest horizontal position reached by the moving hitbox.
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@export var attack_reach: float = 105.0
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## A successful player hit briefly interrupts the Walker. This makes attacking
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## during its windup useful instead of forcing an unavoidable damage trade.
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@export var hit_stun_duration: float = 0.18
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# ============================================================================
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# RESPAWN
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# ============================================================================
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@export_category("Respawn")
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## Enough downtime to make defeating an enemy meaningful before it comes back.
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@export var respawn_delay: float = 5.0
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# ============================================================================
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# DEBUG
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# ============================================================================
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@export_category("Debug")
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## Enabled while the enemy has no final sprite/animation. The grey rectangle is
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## the temporary body; red overlays are the gameplay hurtbox/contact hitbox.
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## the temporary body. Red overlays are the hurtbox and active attack hitbox.
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## The orange area during windup previews the complete attack sweep.
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@export var show_debug_hitboxes: bool = true
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# ============================================================================
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# NODES
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# ============================================================================
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@onready var body_collision: CollisionShape2D = $CollisionShape2D
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@onready var hurtbox_collision: CollisionShape2D = $Hurtbox/CollisionShape2D
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@onready var contact_hitbox: Area2D = $ContactHitbox
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@onready var contact_collision: CollisionShape2D = $ContactHitbox/CollisionShape2D
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@onready var attack_hitbox: Area2D = $AttackHitbox
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@onready var attack_collision: CollisionShape2D = $AttackHitbox/CollisionShape2D
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@onready var floor_probe: RayCast2D = $FloorProbe
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@onready var visibility_notifier: VisibleOnScreenNotifier2D = $VisibleOnScreenNotifier2D
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# ============================================================================
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# RUNTIME STATE
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# ============================================================================
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var current_health: int
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var move_direction: float = -1.0
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var contact_damage_timer: float = 0.0
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var facing_direction: float = -1.0
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var attack_state: int = AttackState.IDLE
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var attack_phase_timer: float = 0.0
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var attack_cooldown_timer: float = 0.0
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var attack_direction: float = -1.0
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var hit_stun_timer: float = 0.0
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var is_awake: bool = false
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var is_dead: bool = false
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var spawn_position: Vector2
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var target: Node2D
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## Prevents one sweep from damaging the same target once per physics frame.
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var attack_hit_targets: Dictionary = {}
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func _ready() -> void:
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spawn_position = global_position
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current_health = max_health
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contact_hitbox.collision_layer = 0
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contact_hitbox.collision_mask = PLAYER_HURTBOX_MASK
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contact_hitbox.monitoring = true
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_update_floor_probe()
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target = get_tree().get_first_node_in_group(&"player") as Node2D
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attack_hitbox.collision_layer = 0
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attack_hitbox.collision_mask = PLAYER_HURTBOX_MASK
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attack_hitbox.monitoring = true
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visibility_notifier.screen_entered.connect(_wake_up)
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_update_facing()
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_reset_attack_hitbox_position()
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queue_redraw()
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@@ -52,20 +148,80 @@ func _physics_process(delta: float) -> void:
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if is_dead:
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return
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contact_damage_timer = max(contact_damage_timer - delta, 0.0)
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_update_timers(delta)
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_apply_gravity(delta)
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_turn_before_ledge()
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velocity.x = move_direction * move_speed
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# The enemy deliberately does nothing until the camera has shown it once.
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# After waking up it stays active, even if the player later runs away from
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# the screen area where the enemy was first seen.
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if not is_awake:
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velocity.x = 0.0
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move_and_slide()
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queue_redraw()
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return
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_acquire_target_if_needed()
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if target == null:
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velocity.x = 0.0
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move_and_slide()
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queue_redraw()
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return
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# Being hit pauses both movement and attack for only a few frames. The
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# cooldown keeps running, so interrupting an attack does not make the enemy
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# immediately start another one.
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if hit_stun_timer > 0.0:
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velocity.x = 0.0
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move_and_slide()
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queue_redraw()
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return
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if attack_state == AttackState.IDLE:
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_update_idle_behaviour()
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else:
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_update_attack(delta)
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move_and_slide()
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if is_on_wall():
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_turn_around()
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_damage_player_on_contact()
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queue_redraw()
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# ============================================================================
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# ACTIVATION AND TARGETING
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# ============================================================================
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func _wake_up() -> void:
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is_awake = true
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func _acquire_target_if_needed() -> void:
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if target != null and is_instance_valid(target):
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return
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target = get_tree().get_first_node_in_group(&"player") as Node2D
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func _face_target() -> void:
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var direction_to_target: float = signf(target.global_position.x - global_position.x)
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if direction_to_target == 0.0 or direction_to_target == facing_direction:
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return
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facing_direction = direction_to_target
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_update_facing()
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func _update_facing() -> void:
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# The ledge probe follows the current movement direction. Attack direction is
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# stored separately once a windup starts so the enemy cannot rotate mid-hit.
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floor_probe.position.x = abs(floor_probe.position.x) * facing_direction
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if attack_state == AttackState.IDLE:
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_reset_attack_hitbox_position()
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# ============================================================================
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# MOVEMENT
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# ============================================================================
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func _apply_gravity(delta: float) -> void:
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if is_on_floor():
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return
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@@ -74,35 +230,158 @@ func _apply_gravity(delta: float) -> void:
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velocity.y = min(velocity.y, max_fall_speed)
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func _turn_before_ledge() -> void:
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# The ray sits just in front of the feet. If it stops finding floor while the
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# enemy is grounded, turning here prevents the basic walker from suiciding
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# off every platform.
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if is_on_floor() and not floor_probe.is_colliding():
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_turn_around()
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func _update_idle_behaviour() -> void:
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_face_target()
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func _turn_around() -> void:
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move_direction *= -1.0
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_update_floor_probe()
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func _update_floor_probe() -> void:
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floor_probe.position.x = abs(floor_probe.position.x) * move_direction
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func _damage_player_on_contact() -> void:
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if contact_damage_timer > 0.0:
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if attack_cooldown_timer <= 0.0 and _is_target_in_attack_trigger():
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_start_attack()
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return
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for area in contact_hitbox.get_overlapping_areas():
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var target: Node = area.get_parent()
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if target != null and target.has_method("take_damage"):
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target.take_damage(contact_damage, global_position)
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contact_damage_timer = contact_damage_interval
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return
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_chase_target()
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func _chase_target() -> void:
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# Do not blindly walk off a platform while chasing. Proper pathfinding is
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# intentionally postponed until levels actually require it.
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if is_on_floor() and not floor_probe.is_colliding():
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velocity.x = 0.0
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return
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if is_on_wall():
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velocity.x = 0.0
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return
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velocity.x = facing_direction * move_speed
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# ============================================================================
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# ATTACK
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# ============================================================================
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func _is_target_in_attack_trigger() -> bool:
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var offset_to_target: Vector2 = target.global_position - global_position
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return (
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abs(offset_to_target.x) <= attack_trigger_distance
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and abs(offset_to_target.y) <= attack_vertical_tolerance
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)
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func _start_attack() -> void:
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# Lock the direction here. During windup/active frames the player can dodge
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# behind the enemy without the hitbox snapping around to follow them.
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_face_target()
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attack_direction = facing_direction
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attack_state = AttackState.WINDUP
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attack_phase_timer = attack_windup_duration
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attack_cooldown_timer = attack_interval
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attack_hit_targets.clear()
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velocity.x = 0.0
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_reset_attack_hitbox_position()
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func _update_attack(delta: float) -> void:
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velocity.x = 0.0
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match attack_state:
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AttackState.WINDUP:
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_update_attack_windup(delta)
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AttackState.ACTIVE:
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_update_active_attack(delta)
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AttackState.RECOVERY:
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_update_attack_recovery(delta)
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func _update_attack_windup(delta: float) -> void:
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attack_phase_timer = max(attack_phase_timer - delta, 0.0)
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if attack_phase_timer > 0.0:
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return
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attack_state = AttackState.ACTIVE
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attack_phase_timer = attack_duration
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_set_attack_hitbox_progress(0.0)
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func _update_active_attack(delta: float) -> void:
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attack_phase_timer = max(attack_phase_timer - delta, 0.0)
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# Sweep the actual physics hitbox from close to the enemy towards its maximum
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# reach. This gives the player time to jump, back away or move behind it.
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var progress: float = 1.0
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if attack_duration > 0.0:
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progress = 1.0 - (attack_phase_timer / attack_duration)
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_set_attack_hitbox_progress(clampf(progress, 0.0, 1.0))
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_update_attack_damage()
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if attack_phase_timer > 0.0:
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return
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attack_state = AttackState.RECOVERY
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attack_phase_timer = attack_recovery_duration
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func _update_attack_recovery(delta: float) -> void:
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attack_phase_timer = max(attack_phase_timer - delta, 0.0)
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if attack_phase_timer > 0.0:
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return
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attack_state = AttackState.IDLE
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attack_hit_targets.clear()
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_reset_attack_hitbox_position()
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func _set_attack_hitbox_progress(progress: float) -> void:
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var start_x: float = abs(attack_start_offset.x)
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var current_x: float = lerpf(start_x, attack_reach, progress)
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attack_hitbox.position = Vector2(
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current_x * attack_direction,
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attack_start_offset.y
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)
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func _reset_attack_hitbox_position() -> void:
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var direction: float = attack_direction
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if attack_state == AttackState.IDLE:
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direction = facing_direction
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attack_hitbox.position = Vector2(
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abs(attack_start_offset.x) * direction,
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attack_start_offset.y
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)
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func _update_attack_damage() -> void:
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for area in attack_hitbox.get_overlapping_areas():
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var damage_target: Node = area.get_parent()
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if damage_target == null or not damage_target.has_method("take_damage"):
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continue
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var target_id: int = damage_target.get_instance_id()
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if attack_hit_targets.has(target_id):
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continue
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attack_hit_targets[target_id] = true
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damage_target.take_damage(attack_damage, attack_hitbox.global_position)
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func _interrupt_attack() -> void:
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if attack_state == AttackState.IDLE:
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return
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attack_state = AttackState.IDLE
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attack_phase_timer = 0.0
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attack_hit_targets.clear()
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_reset_attack_hitbox_position()
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func _update_timers(delta: float) -> void:
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attack_cooldown_timer = max(attack_cooldown_timer - delta, 0.0)
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hit_stun_timer = max(hit_stun_timer - delta, 0.0)
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# ============================================================================
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# DAMAGE AND RESPAWN
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# ============================================================================
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func take_damage(amount: int, source_position: Vector2) -> void:
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if amount <= 0 or is_dead:
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return
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@@ -113,18 +392,59 @@ func take_damage(amount: int, source_position: Vector2) -> void:
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_die()
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return
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# Turn away from the attacker. This gives a tiny readable reaction without
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# inventing a hit-stun/knockback system before it is actually needed.
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var reaction_direction: float = signf(global_position.x - source_position.x)
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# Light enemies are interruptible. This makes a well-timed player attack a
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# defensive option and avoids mandatory damage trades at close range.
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_interrupt_attack()
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hit_stun_timer = hit_stun_duration
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velocity.x = 0.0
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var reaction_direction: float = signf(source_position.x - global_position.x)
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if reaction_direction != 0.0:
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move_direction = reaction_direction
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_update_floor_probe()
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facing_direction = reaction_direction
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_update_facing()
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func _die() -> void:
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is_dead = true
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died.emit()
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queue_free()
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velocity = Vector2.ZERO
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visible = false
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# take_damage() can run while Godot is flushing physics queries, therefore
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# collision shapes are disabled deferred instead of changing them directly.
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body_collision.set_deferred("disabled", true)
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hurtbox_collision.set_deferred("disabled", true)
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attack_collision.set_deferred("disabled", true)
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await get_tree().create_timer(respawn_delay).timeout
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_respawn()
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func _respawn() -> void:
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global_position = spawn_position
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velocity = Vector2.ZERO
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current_health = max_health
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attack_state = AttackState.IDLE
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attack_phase_timer = 0.0
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attack_cooldown_timer = 0.0
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hit_stun_timer = 0.0
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attack_hit_targets.clear()
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attack_direction = facing_direction
|
||||
_reset_attack_hitbox_position()
|
||||
|
||||
body_collision.set_deferred("disabled", false)
|
||||
hurtbox_collision.set_deferred("disabled", false)
|
||||
attack_collision.set_deferred("disabled", false)
|
||||
|
||||
visible = true
|
||||
is_dead = false
|
||||
|
||||
# If the spawn point is currently inside the camera, wake immediately.
|
||||
# Otherwise the notifier will wake the enemy when the camera reaches it.
|
||||
is_awake = visibility_notifier.is_on_screen()
|
||||
queue_redraw()
|
||||
|
||||
|
||||
# ============================================================================
|
||||
@@ -133,7 +453,7 @@ func _die() -> void:
|
||||
|
||||
func _draw() -> void:
|
||||
# The enemy has no sprite yet. This neutral block makes the actual entity
|
||||
# visible independently from the red debug overlays.
|
||||
# visible independently from the debug overlays.
|
||||
_draw_rectangle_collision(
|
||||
body_collision,
|
||||
Color(0.18, 0.18, 0.20, 0.90),
|
||||
@@ -150,14 +470,36 @@ func _draw() -> void:
|
||||
Color(1.0, 0.05, 0.05, 0.55)
|
||||
)
|
||||
|
||||
# Contact hitbox: slightly larger, so it is obvious exactly when touching
|
||||
# the enemy can damage the player.
|
||||
_draw_rectangle_collision(
|
||||
contact_collision,
|
||||
Color(1.0, 0.05, 0.05, 0.18),
|
||||
Color(1.0, 0.05, 0.05, 0.85),
|
||||
contact_hitbox.position
|
||||
)
|
||||
# Windup: preview the full sweep in orange. It is explicitly NOT dangerous
|
||||
# yet, so the different colour makes the reaction window easy to understand.
|
||||
if attack_state == AttackState.WINDUP:
|
||||
_draw_attack_telegraph()
|
||||
|
||||
# Active attack: draw the real moving physics hitbox in strong red.
|
||||
if attack_state == AttackState.ACTIVE:
|
||||
_draw_rectangle_collision(
|
||||
attack_collision,
|
||||
Color(1.0, 0.05, 0.05, 0.28),
|
||||
Color(1.0, 0.05, 0.05, 0.95),
|
||||
attack_hitbox.position
|
||||
)
|
||||
|
||||
|
||||
func _draw_attack_telegraph() -> void:
|
||||
var rectangle: RectangleShape2D = attack_collision.shape as RectangleShape2D
|
||||
if rectangle == null:
|
||||
return
|
||||
|
||||
var start_x: float = abs(attack_start_offset.x) * attack_direction
|
||||
var end_x: float = attack_reach * attack_direction
|
||||
var center_x: float = (start_x + end_x) * 0.5
|
||||
var sweep_width: float = abs(end_x - start_x) + rectangle.size.x
|
||||
var center: Vector2 = Vector2(center_x, attack_start_offset.y)
|
||||
var sweep_size: Vector2 = Vector2(sweep_width, rectangle.size.y)
|
||||
var rect: Rect2 = Rect2(center - sweep_size / 2.0, sweep_size)
|
||||
|
||||
draw_rect(rect, Color(1.0, 0.55, 0.05, 0.12), true)
|
||||
draw_rect(rect, Color(1.0, 0.55, 0.05, 0.85), false, 2.0)
|
||||
|
||||
|
||||
func _draw_rectangle_collision(
|
||||
|
||||
@@ -5,8 +5,8 @@
|
||||
[sub_resource type="RectangleShape2D" id="BodyShape"]
|
||||
size = Vector2(42, 78)
|
||||
|
||||
[sub_resource type="RectangleShape2D" id="ContactShape"]
|
||||
size = Vector2(58, 88)
|
||||
[sub_resource type="RectangleShape2D" id="AttackShape"]
|
||||
size = Vector2(50, 60)
|
||||
|
||||
[node name="Walker" type="CharacterBody2D"]
|
||||
collision_layer = 4
|
||||
@@ -26,17 +26,20 @@ monitorable = true
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Hurtbox"]
|
||||
shape = SubResource("BodyShape")
|
||||
|
||||
[node name="ContactHitbox" type="Area2D" parent="."]
|
||||
[node name="AttackHitbox" type="Area2D" parent="."]
|
||||
collision_layer = 0
|
||||
collision_mask = 8
|
||||
monitoring = true
|
||||
monitorable = false
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="ContactHitbox"]
|
||||
shape = SubResource("ContactShape")
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="AttackHitbox"]
|
||||
shape = SubResource("AttackShape")
|
||||
|
||||
[node name="FloorProbe" type="RayCast2D" parent="."]
|
||||
position = Vector2(24, 34)
|
||||
target_position = Vector2(0, 34)
|
||||
collision_mask = 1
|
||||
enabled = true
|
||||
|
||||
[node name="VisibleOnScreenNotifier2D" type="VisibleOnScreenNotifier2D" parent="."]
|
||||
rect = Rect2(-32, -48, 64, 96)
|
||||
+4
-8
@@ -1,7 +1,3 @@
|
||||
[runnable_presets]
|
||||
|
||||
Android="Android"
|
||||
|
||||
[preset.0]
|
||||
|
||||
name="Android"
|
||||
@@ -11,7 +7,7 @@ custom_features=""
|
||||
export_filter="all_resources"
|
||||
include_filter=""
|
||||
exclude_filter=""
|
||||
export_path=""
|
||||
export_path="build/android/mortal-maze-debug.apk"
|
||||
patches=PackedStringArray()
|
||||
patch_delta_encoding=false
|
||||
patch_delta_compression_level_zstd=19
|
||||
@@ -42,9 +38,9 @@ architectures/arm64-v8a=true
|
||||
architectures/x86=false
|
||||
architectures/x86_64=false
|
||||
version/code=1
|
||||
version/name=""
|
||||
package/unique_name="com.example.$genname"
|
||||
package/name=""
|
||||
version/name="0.1.0"
|
||||
package/unique_name="com.mortalmaze.thegame"
|
||||
package/name="Mortal Maze: The Game"
|
||||
package/signed=true
|
||||
package/app_category=2
|
||||
package/retain_data_on_uninstall=false
|
||||
|
||||
@@ -1,8 +1,9 @@
|
||||
[gd_scene load_steps=6 format=3]
|
||||
[gd_scene load_steps=7 format=3]
|
||||
|
||||
[ext_resource type="Texture2D" uid="uid://jmadeu351yh6" path="res://assets/photo_5837080277660930029_w.jpg" id="1_background"]
|
||||
[ext_resource type="PackedScene" path="res://player/player.tscn" id="2_player"]
|
||||
[ext_resource type="PackedScene" path="res://enemies/walker/walker.tscn" id="3_walker"]
|
||||
[ext_resource type="PackedScene" path="res://ui/mobile_controls/mobile_controls.tscn" id="4_mobile_controls"]
|
||||
|
||||
[sub_resource type="RectangleShape2D" id="FloorShape"]
|
||||
size = Vector2(1171, 20)
|
||||
@@ -44,4 +45,6 @@ theme_override_colors/font_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_shadow_color = Color(0, 0, 0, 0.9)
|
||||
theme_override_constants/shadow_offset_x = 2
|
||||
theme_override_constants/shadow_offset_y = 2
|
||||
text = "A / D: mover W: saltar J: atacar\nRojo = hurtboxes y zonas de ataque reales"
|
||||
text = "A / D: mover W: saltar J: atacar\nTambién puedes usar los controles táctiles rojos"
|
||||
|
||||
[node name="MobileControls" parent="." instance=ExtResource("4_mobile_controls")]
|
||||
@@ -18,7 +18,7 @@ class_name CharacterData
|
||||
|
||||
@export_category("Stats")
|
||||
@export_range(1, 100, 1) var max_health: int = 5
|
||||
@export var move_speed: float = 300.0
|
||||
@export var move_speed: float = 400.0
|
||||
@export var jump_velocity: float = -600.0
|
||||
@export_range(0, 100, 1) var basic_attack_damage: int = 1
|
||||
@export_range(0, 100, 1) var air_attack_damage: int = 3
|
||||
@@ -9,7 +9,7 @@ id = &"bassist"
|
||||
display_name = "Bassist"
|
||||
sprite_frames = ExtResource("2_frames")
|
||||
max_health = 5
|
||||
move_speed = 300.0
|
||||
move_speed = 400.0
|
||||
jump_velocity = -600.0
|
||||
basic_attack_damage = 1
|
||||
air_attack_damage = 3
|
||||
@@ -9,7 +9,7 @@ id = &"drummer"
|
||||
display_name = "Drummer"
|
||||
sprite_frames = ExtResource("2_frames")
|
||||
max_health = 5
|
||||
move_speed = 300.0
|
||||
move_speed = 400.0
|
||||
jump_velocity = -600.0
|
||||
basic_attack_damage = 1
|
||||
air_attack_damage = 3
|
||||
@@ -9,7 +9,7 @@ id = &"guitarist"
|
||||
display_name = "Guitarist"
|
||||
sprite_frames = ExtResource("2_frames")
|
||||
max_health = 5
|
||||
move_speed = 300.0
|
||||
move_speed = 400.0
|
||||
jump_velocity = -600.0
|
||||
basic_attack_damage = 1
|
||||
air_attack_damage = 3
|
||||
@@ -9,7 +9,7 @@ id = &"singer"
|
||||
display_name = "Singer"
|
||||
sprite_frames = ExtResource("2_frames")
|
||||
max_health = 5
|
||||
move_speed = 300.0
|
||||
move_speed = 400.0
|
||||
jump_velocity = -600.0
|
||||
basic_attack_damage = 1
|
||||
air_attack_damage = 3
|
||||
+27
-5
@@ -32,9 +32,20 @@ const ENEMY_HURTBOX_MASK: int = 1 << 4
|
||||
|
||||
@export_category("Movement")
|
||||
|
||||
@export var ground_acceleration: float = 2200.0
|
||||
@export var ground_friction: float = 2600.0
|
||||
@export var air_acceleration: float = 1000.0
|
||||
## Reaches full running speed quickly, but not instantly.
|
||||
@export var ground_acceleration: float = 3600.0
|
||||
|
||||
## Used when there is no horizontal input. Slightly stronger than acceleration
|
||||
## so releasing the controls feels precise instead of slippery.
|
||||
@export var ground_friction: float = 4800.0
|
||||
|
||||
## Braking used only when the player asks for the opposite direction. The
|
||||
## character loses the old momentum first and then accelerates the other way,
|
||||
## producing a small but readable turn delay.
|
||||
@export var turn_braking: float = 5600.0
|
||||
|
||||
## Air control stays responsive but weaker than movement on the floor.
|
||||
@export var air_acceleration: float = 1800.0
|
||||
|
||||
|
||||
# ============================================================================
|
||||
@@ -212,8 +223,19 @@ func _handle_horizontal_movement(delta: float) -> void:
|
||||
return
|
||||
|
||||
if is_on_floor():
|
||||
var acceleration: float = ground_acceleration if direction != 0.0 else ground_friction
|
||||
velocity.x = move_toward(velocity.x, target_speed, acceleration * delta)
|
||||
if direction == 0.0:
|
||||
velocity.x = move_toward(velocity.x, 0.0, ground_friction * delta)
|
||||
elif velocity.x != 0.0 and signf(velocity.x) != signf(direction):
|
||||
# Do not snap directly from full speed right to full speed left. Brake
|
||||
# the previous momentum first; on the next frames normal acceleration
|
||||
# takes over in the requested direction.
|
||||
velocity.x = move_toward(velocity.x, 0.0, turn_braking * delta)
|
||||
else:
|
||||
velocity.x = move_toward(
|
||||
velocity.x,
|
||||
target_speed,
|
||||
ground_acceleration * delta
|
||||
)
|
||||
else:
|
||||
velocity.x = move_toward(velocity.x, target_speed, air_acceleration * delta)
|
||||
|
||||
|
||||
+5
-2
@@ -1,14 +1,15 @@
|
||||
[gd_scene load_steps=6 format=3 uid="uid://nwbjxttgghpq"]
|
||||
[gd_scene load_steps=7 format=3 uid="uid://nwbjxttgghpq"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://dccfebno1gvh7" path="res://player/player.gd" id="1_player"]
|
||||
[ext_resource type="SpriteFrames" path="res://player/characters/shared/prototype_sprite_frames.tres" id="2_frames"]
|
||||
[ext_resource type="Script" uid="uid://kg3i7b0dj2p8" path="res://player/camera_2d.gd" id="3_camera"]
|
||||
[ext_resource type="Resource" path="res://player/characters/singer.tres" id="4_character"]
|
||||
[ext_resource type="PackedScene" path="res://ui/hud/player_health_hud.tscn" id="5_health_hud"]
|
||||
|
||||
[sub_resource type="RectangleShape2D" id="PlayerShape"]
|
||||
size = Vector2(65, 115)
|
||||
|
||||
[node name="Player" type="CharacterBody2D"]
|
||||
[node name="Player" type="CharacterBody2D" groups=["player"]]
|
||||
z_index = 1
|
||||
collision_layer = 2
|
||||
collision_mask = 1
|
||||
@@ -56,3 +57,5 @@ speed_scale = 2.0
|
||||
scale = Vector2(0.5, 0.5)
|
||||
zoom = Vector2(2, 2)
|
||||
script = ExtResource("3_camera")
|
||||
|
||||
[node name="PlayerHealthHUD" parent="." instance=ExtResource("5_health_hud")]
|
||||
@@ -17,6 +17,9 @@ config/icon="res://icon.svg"
|
||||
|
||||
[display]
|
||||
|
||||
window/size/viewport_width=1152
|
||||
window/size/viewport_height=648
|
||||
window/handheld/orientation=0
|
||||
window/stretch/mode="canvas_items"
|
||||
window/stretch/aspect="expand"
|
||||
|
||||
@@ -62,6 +65,7 @@ attack={
|
||||
|
||||
[rendering]
|
||||
|
||||
textures/vram_compression/import_etc2_astc=true
|
||||
rendering_device/driver.windows="d3d12"
|
||||
renderer/rendering_method="gl_compatibility"
|
||||
renderer/rendering_method.mobile="gl_compatibility"
|
||||
Executable
+41
@@ -0,0 +1,41 @@
|
||||
#!/usr/bin/env bash
|
||||
set -euo pipefail
|
||||
|
||||
# Exporta el APK de pruebas sin necesitar interfaz gráfica.
|
||||
#
|
||||
# Requisitos del entorno:
|
||||
# - GODOT_BIN: ejecutable de Godot 4.7.x (por defecto: godot)
|
||||
# - JAVA_HOME: ruta a OpenJDK 17
|
||||
# - ANDROID_HOME: ruta al Android SDK
|
||||
#
|
||||
# El primer argumento es opcional y permite elegir otra ruta de salida.
|
||||
|
||||
PROJECT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
|
||||
GODOT_BIN="${GODOT_BIN:-godot}"
|
||||
OUTPUT_APK="${1:-${PROJECT_DIR}/build/android/mortal-maze-debug.apk}"
|
||||
|
||||
if [[ -z "${JAVA_HOME:-}" ]]; then
|
||||
echo "ERROR: JAVA_HOME no está definido." >&2
|
||||
exit 1
|
||||
fi
|
||||
|
||||
if [[ -z "${ANDROID_HOME:-}" ]]; then
|
||||
echo "ERROR: ANDROID_HOME no está definido." >&2
|
||||
exit 1
|
||||
fi
|
||||
|
||||
if ! command -v "${GODOT_BIN}" >/dev/null 2>&1; then
|
||||
echo "ERROR: No encuentro Godot: ${GODOT_BIN}" >&2
|
||||
echo "Define GODOT_BIN con la ruta al ejecutable si no está en PATH." >&2
|
||||
exit 1
|
||||
fi
|
||||
|
||||
mkdir -p "$(dirname "${OUTPUT_APK}")"
|
||||
|
||||
"${GODOT_BIN}" \
|
||||
--headless \
|
||||
--path "${PROJECT_DIR}" \
|
||||
--export-debug "Android" \
|
||||
"${OUTPUT_APK}"
|
||||
|
||||
echo "APK generado en: ${OUTPUT_APK}"
|
||||
@@ -0,0 +1,29 @@
|
||||
extends CanvasLayer
|
||||
|
||||
|
||||
## Minimal player HUD.
|
||||
##
|
||||
## This is a CanvasLayer on purpose: its coordinates belong to the camera
|
||||
## viewport, not to the level. Therefore (18, 18) always means "18 pixels from
|
||||
## the top-left corner currently visible by the camera", even while the player
|
||||
## and Camera2D move through the world.
|
||||
|
||||
@onready var health_bar: ProgressBar = $HUD/HealthBar
|
||||
@onready var health_label: Label = $HUD/HealthBar/HealthLabel
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
var player: Node = get_parent()
|
||||
if player == null or not player.has_signal(&"health_changed"):
|
||||
push_error("PlayerHealthHUD must be a child of a Player with health_changed signal.")
|
||||
return
|
||||
|
||||
# Child _ready() runs before Player._ready(). We connect here first and the
|
||||
# Player will emit its initial health value a moment later during its _ready().
|
||||
player.connect(&"health_changed", _on_health_changed)
|
||||
|
||||
|
||||
func _on_health_changed(current_health: int, max_health: int) -> void:
|
||||
health_bar.max_value = float(max_health)
|
||||
health_bar.value = float(current_health)
|
||||
health_label.text = "HP %d / %d" % [current_health, max_health]
|
||||
@@ -0,0 +1 @@
|
||||
uid://djbmxa3ubj4yk
|
||||
@@ -0,0 +1,65 @@
|
||||
[gd_scene load_steps=4 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://ui/hud/player_health_hud.gd" id="1_hud"]
|
||||
|
||||
[sub_resource type="StyleBoxFlat" id="HealthBackground"]
|
||||
bg_color = Color(0.08, 0.08, 0.09, 0.82)
|
||||
border_width_left = 2
|
||||
border_width_top = 2
|
||||
border_width_right = 2
|
||||
border_width_bottom = 2
|
||||
border_color = Color(0.95, 0.95, 0.95, 0.75)
|
||||
corner_radius_top_left = 7
|
||||
corner_radius_top_right = 7
|
||||
corner_radius_bottom_right = 7
|
||||
corner_radius_bottom_left = 7
|
||||
|
||||
[sub_resource type="StyleBoxFlat" id="HealthFill"]
|
||||
bg_color = Color(0.72, 0.06, 0.06, 0.92)
|
||||
corner_radius_top_left = 5
|
||||
corner_radius_top_right = 5
|
||||
corner_radius_bottom_right = 5
|
||||
corner_radius_bottom_left = 5
|
||||
|
||||
[node name="PlayerHealthHUD" type="CanvasLayer"]
|
||||
layer = 90
|
||||
script = ExtResource("1_hud")
|
||||
|
||||
[node name="HUD" type="Control" parent="."]
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
mouse_filter = 2
|
||||
|
||||
[node name="HealthBar" type="ProgressBar" parent="HUD"]
|
||||
layout_mode = 0
|
||||
offset_left = 18.0
|
||||
offset_top = 18.0
|
||||
offset_right = 278.0
|
||||
offset_bottom = 58.0
|
||||
mouse_filter = 2
|
||||
theme_override_styles/background = SubResource("HealthBackground")
|
||||
theme_override_styles/fill = SubResource("HealthFill")
|
||||
max_value = 5.0
|
||||
value = 5.0
|
||||
show_percentage = false
|
||||
|
||||
[node name="HealthLabel" type="Label" parent="HUD/HealthBar"]
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
mouse_filter = 2
|
||||
theme_override_colors/font_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_shadow_color = Color(0, 0, 0, 0.9)
|
||||
theme_override_constants/shadow_offset_x = 1
|
||||
theme_override_constants/shadow_offset_y = 1
|
||||
theme_override_font_sizes/font_size = 18
|
||||
text = "HP 5 / 5"
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
@@ -0,0 +1,50 @@
|
||||
extends CanvasLayer
|
||||
|
||||
|
||||
## Controles táctiles provisionales para jugar en móvil.
|
||||
##
|
||||
## Los botones no llaman directamente al Player. En su lugar pulsan y liberan
|
||||
## las mismas acciones del InputMap que ya usa el teclado. De esta forma la
|
||||
## lógica de movimiento/combate sigue teniendo una única fuente de entrada:
|
||||
##
|
||||
## teclado -> InputMap <- controles táctiles
|
||||
## |
|
||||
## Player
|
||||
##
|
||||
## Cuando llegue el arte definitivo, esta escena puede cambiar por completo sin
|
||||
## tocar player.gd mientras conserve estas cuatro acciones.
|
||||
|
||||
@onready var move_left_button: Button = $Controls/MoveLeft
|
||||
@onready var move_right_button: Button = $Controls/MoveRight
|
||||
@onready var jump_button: Button = $Controls/Jump
|
||||
@onready var attack_button: Button = $Controls/Attack
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
_bind_button(move_left_button, &"move_left")
|
||||
_bind_button(move_right_button, &"move_right")
|
||||
_bind_button(jump_button, &"jump")
|
||||
_bind_button(attack_button, &"attack")
|
||||
|
||||
|
||||
func _exit_tree() -> void:
|
||||
# Si la escena cambia mientras un dedo sigue apoyado, Godot puede no llegar
|
||||
# a emitir button_up. Liberamos las acciones para no dejar una tecla virtual
|
||||
# atascada al cargar la siguiente escena.
|
||||
Input.action_release(&"move_left")
|
||||
Input.action_release(&"move_right")
|
||||
Input.action_release(&"jump")
|
||||
Input.action_release(&"attack")
|
||||
|
||||
|
||||
func _bind_button(button: Button, action: StringName) -> void:
|
||||
button.button_down.connect(_press_action.bind(action))
|
||||
button.button_up.connect(_release_action.bind(action))
|
||||
|
||||
|
||||
func _press_action(action: StringName) -> void:
|
||||
Input.action_press(action)
|
||||
|
||||
|
||||
func _release_action(action: StringName) -> void:
|
||||
Input.action_release(action)
|
||||
@@ -0,0 +1 @@
|
||||
uid://2kbajcohyem7
|
||||
@@ -0,0 +1,122 @@
|
||||
[gd_scene load_steps=4 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://ui/mobile_controls/mobile_controls.gd" id="1_controls"]
|
||||
|
||||
[sub_resource type="StyleBoxFlat" id="ButtonNormal"]
|
||||
bg_color = Color(0.65, 0.04, 0.04, 0.28)
|
||||
border_width_left = 3
|
||||
border_width_top = 3
|
||||
border_width_right = 3
|
||||
border_width_bottom = 3
|
||||
border_color = Color(1, 0.15, 0.15, 0.72)
|
||||
corner_radius_top_left = 14
|
||||
corner_radius_top_right = 14
|
||||
corner_radius_bottom_right = 14
|
||||
corner_radius_bottom_left = 14
|
||||
|
||||
[sub_resource type="StyleBoxFlat" id="ButtonPressed"]
|
||||
bg_color = Color(0.95, 0.05, 0.05, 0.52)
|
||||
border_width_left = 4
|
||||
border_width_top = 4
|
||||
border_width_right = 4
|
||||
border_width_bottom = 4
|
||||
border_color = Color(1, 0.45, 0.45, 0.95)
|
||||
corner_radius_top_left = 14
|
||||
corner_radius_top_right = 14
|
||||
corner_radius_bottom_right = 14
|
||||
corner_radius_bottom_left = 14
|
||||
|
||||
[node name="MobileControls" type="CanvasLayer"]
|
||||
layer = 100
|
||||
script = ExtResource("1_controls")
|
||||
|
||||
[node name="Controls" type="Control" parent="."]
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
mouse_filter = 2
|
||||
|
||||
[node name="MoveLeft" type="Button" parent="Controls"]
|
||||
layout_mode = 0
|
||||
anchor_top = 1.0
|
||||
anchor_bottom = 1.0
|
||||
offset_left = 34.0
|
||||
offset_top = -132.0
|
||||
offset_right = 134.0
|
||||
offset_bottom = -32.0
|
||||
grow_vertical = 0
|
||||
focus_mode = 0
|
||||
keep_pressed_outside = true
|
||||
theme_override_colors/font_color = Color(1, 1, 1, 0.95)
|
||||
theme_override_colors/font_pressed_color = Color(1, 1, 1, 1)
|
||||
theme_override_font_sizes/font_size = 42
|
||||
theme_override_styles/normal = SubResource("ButtonNormal")
|
||||
theme_override_styles/hover = SubResource("ButtonNormal")
|
||||
theme_override_styles/pressed = SubResource("ButtonPressed")
|
||||
text = "<"
|
||||
|
||||
[node name="MoveRight" type="Button" parent="Controls"]
|
||||
layout_mode = 0
|
||||
anchor_top = 1.0
|
||||
anchor_bottom = 1.0
|
||||
offset_left = 150.0
|
||||
offset_top = -132.0
|
||||
offset_right = 250.0
|
||||
offset_bottom = -32.0
|
||||
grow_vertical = 0
|
||||
focus_mode = 0
|
||||
keep_pressed_outside = true
|
||||
theme_override_colors/font_color = Color(1, 1, 1, 0.95)
|
||||
theme_override_colors/font_pressed_color = Color(1, 1, 1, 1)
|
||||
theme_override_font_sizes/font_size = 42
|
||||
theme_override_styles/normal = SubResource("ButtonNormal")
|
||||
theme_override_styles/hover = SubResource("ButtonNormal")
|
||||
theme_override_styles/pressed = SubResource("ButtonPressed")
|
||||
text = ">"
|
||||
|
||||
[node name="Jump" type="Button" parent="Controls"]
|
||||
layout_mode = 0
|
||||
anchor_left = 1.0
|
||||
anchor_top = 1.0
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
offset_left = -264.0
|
||||
offset_top = -132.0
|
||||
offset_right = -154.0
|
||||
offset_bottom = -32.0
|
||||
grow_horizontal = 0
|
||||
grow_vertical = 0
|
||||
focus_mode = 0
|
||||
keep_pressed_outside = true
|
||||
theme_override_colors/font_color = Color(1, 1, 1, 0.95)
|
||||
theme_override_colors/font_pressed_color = Color(1, 1, 1, 1)
|
||||
theme_override_font_sizes/font_size = 22
|
||||
theme_override_styles/normal = SubResource("ButtonNormal")
|
||||
theme_override_styles/hover = SubResource("ButtonNormal")
|
||||
theme_override_styles/pressed = SubResource("ButtonPressed")
|
||||
text = "JUMP"
|
||||
|
||||
[node name="Attack" type="Button" parent="Controls"]
|
||||
layout_mode = 0
|
||||
anchor_left = 1.0
|
||||
anchor_top = 1.0
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
offset_left = -138.0
|
||||
offset_top = -132.0
|
||||
offset_right = -28.0
|
||||
offset_bottom = -32.0
|
||||
grow_horizontal = 0
|
||||
grow_vertical = 0
|
||||
focus_mode = 0
|
||||
keep_pressed_outside = true
|
||||
theme_override_colors/font_color = Color(1, 1, 1, 0.95)
|
||||
theme_override_colors/font_pressed_color = Color(1, 1, 1, 1)
|
||||
theme_override_font_sizes/font_size = 22
|
||||
theme_override_styles/normal = SubResource("ButtonNormal")
|
||||
theme_override_styles/hover = SubResource("ButtonNormal")
|
||||
theme_override_styles/pressed = SubResource("ButtonPressed")
|
||||
text = "ATK"
|
||||
Reference in new issue
Block a user