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 4+ specific ignores
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.godot/
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.godot/
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/android/
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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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recibe daño y muere.
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- Hurtboxes y zonas de ataque visibles en modo debug con rojo semitransparente.
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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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- 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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```
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## NEXT
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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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```text
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- Probar y ajustar tamaños/offsets de hurtboxes e hitboxes jugando la sala de combate.
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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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- 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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- Añadir UI provisional de vida si hace falta para seguir afinando el combate.
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```
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```
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+395
-53
@@ -11,40 +11,136 @@ signal died
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const PLAYER_HURTBOX_MASK: int = 1 << 3
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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_category("Movement")
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@export var move_speed: float = 85.0
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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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@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_category("Combat")
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@export_range(1, 100, 1) var max_health: int = 3
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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_range(0, 100, 1) var attack_damage: int = 1
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@export var contact_damage_interval: float = 0.45
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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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@export_category("Debug")
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## Enabled while the enemy has no final sprite/animation. The grey rectangle is
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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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@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 body_collision: CollisionShape2D = $CollisionShape2D
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@onready var hurtbox_collision: CollisionShape2D = $Hurtbox/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 attack_hitbox: Area2D = $AttackHitbox
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@onready var contact_collision: CollisionShape2D = $ContactHitbox/CollisionShape2D
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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 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 current_health: int
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var move_direction: float = -1.0
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var facing_direction: float = -1.0
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var contact_damage_timer: float = 0.0
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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 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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func _ready() -> void:
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spawn_position = global_position
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current_health = max_health
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current_health = max_health
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contact_hitbox.collision_layer = 0
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target = get_tree().get_first_node_in_group(&"player") as Node2D
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contact_hitbox.collision_mask = PLAYER_HURTBOX_MASK
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contact_hitbox.monitoring = true
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attack_hitbox.collision_layer = 0
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_update_floor_probe()
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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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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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if is_dead:
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return
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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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_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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move_and_slide()
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queue_redraw()
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return
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if is_on_wall():
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_acquire_target_if_needed()
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_turn_around()
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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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_damage_player_on_contact()
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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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queue_redraw()
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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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func _apply_gravity(delta: float) -> void:
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if is_on_floor():
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if is_on_floor():
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return
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return
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@@ -74,34 +230,157 @@ func _apply_gravity(delta: float) -> void:
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velocity.y = min(velocity.y, max_fall_speed)
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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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func _update_idle_behaviour() -> 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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_face_target()
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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 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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_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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if is_on_floor() and not floor_probe.is_colliding():
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_turn_around()
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velocity.x = 0.0
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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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return
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return
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for area in contact_hitbox.get_overlapping_areas():
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if is_on_wall():
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var target: Node = area.get_parent()
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velocity.x = 0.0
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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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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:
|
||||||
|
var start_x: float = abs(attack_start_offset.x)
|
||||||
|
var current_x: float = lerpf(start_x, attack_reach, progress)
|
||||||
|
attack_hitbox.position = Vector2(
|
||||||
|
current_x * attack_direction,
|
||||||
|
attack_start_offset.y
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
func _reset_attack_hitbox_position() -> void:
|
||||||
|
var direction: float = attack_direction
|
||||||
|
if attack_state == AttackState.IDLE:
|
||||||
|
direction = facing_direction
|
||||||
|
|
||||||
|
attack_hitbox.position = Vector2(
|
||||||
|
abs(attack_start_offset.x) * direction,
|
||||||
|
attack_start_offset.y
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
func _update_attack_damage() -> void:
|
||||||
|
for area in attack_hitbox.get_overlapping_areas():
|
||||||
|
var damage_target: Node = area.get_parent()
|
||||||
|
if damage_target == null or not damage_target.has_method("take_damage"):
|
||||||
|
continue
|
||||||
|
|
||||||
|
var target_id: int = damage_target.get_instance_id()
|
||||||
|
if attack_hit_targets.has(target_id):
|
||||||
|
continue
|
||||||
|
|
||||||
|
attack_hit_targets[target_id] = true
|
||||||
|
damage_target.take_damage(attack_damage, attack_hitbox.global_position)
|
||||||
|
|
||||||
|
|
||||||
|
func _interrupt_attack() -> void:
|
||||||
|
if attack_state == AttackState.IDLE:
|
||||||
|
return
|
||||||
|
|
||||||
|
attack_state = AttackState.IDLE
|
||||||
|
attack_phase_timer = 0.0
|
||||||
|
attack_hit_targets.clear()
|
||||||
|
_reset_attack_hitbox_position()
|
||||||
|
|
||||||
|
|
||||||
|
func _update_timers(delta: float) -> void:
|
||||||
|
attack_cooldown_timer = max(attack_cooldown_timer - delta, 0.0)
|
||||||
|
hit_stun_timer = max(hit_stun_timer - delta, 0.0)
|
||||||
|
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# DAMAGE AND RESPAWN
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
func take_damage(amount: int, source_position: Vector2) -> void:
|
func take_damage(amount: int, source_position: Vector2) -> void:
|
||||||
if amount <= 0 or is_dead:
|
if amount <= 0 or is_dead:
|
||||||
@@ -113,18 +392,59 @@ func take_damage(amount: int, source_position: Vector2) -> void:
|
|||||||
_die()
|
_die()
|
||||||
return
|
return
|
||||||
|
|
||||||
# Turn away from the attacker. This gives a tiny readable reaction without
|
# Light enemies are interruptible. This makes a well-timed player attack a
|
||||||
# inventing a hit-stun/knockback system before it is actually needed.
|
# defensive option and avoids mandatory damage trades at close range.
|
||||||
var reaction_direction: float = signf(global_position.x - source_position.x)
|
_interrupt_attack()
|
||||||
|
hit_stun_timer = hit_stun_duration
|
||||||
|
velocity.x = 0.0
|
||||||
|
|
||||||
|
var reaction_direction: float = signf(source_position.x - global_position.x)
|
||||||
if reaction_direction != 0.0:
|
if reaction_direction != 0.0:
|
||||||
move_direction = reaction_direction
|
facing_direction = reaction_direction
|
||||||
_update_floor_probe()
|
_update_facing()
|
||||||
|
|
||||||
|
|
||||||
func _die() -> void:
|
func _die() -> void:
|
||||||
is_dead = true
|
is_dead = true
|
||||||
died.emit()
|
died.emit()
|
||||||
queue_free()
|
|
||||||
|
velocity = Vector2.ZERO
|
||||||
|
visible = false
|
||||||
|
|
||||||
|
# take_damage() can run while Godot is flushing physics queries, therefore
|
||||||
|
# collision shapes are disabled deferred instead of changing them directly.
|
||||||
|
body_collision.set_deferred("disabled", true)
|
||||||
|
hurtbox_collision.set_deferred("disabled", true)
|
||||||
|
attack_collision.set_deferred("disabled", true)
|
||||||
|
|
||||||
|
await get_tree().create_timer(respawn_delay).timeout
|
||||||
|
_respawn()
|
||||||
|
|
||||||
|
|
||||||
|
func _respawn() -> void:
|
||||||
|
global_position = spawn_position
|
||||||
|
velocity = Vector2.ZERO
|
||||||
|
current_health = max_health
|
||||||
|
|
||||||
|
attack_state = AttackState.IDLE
|
||||||
|
attack_phase_timer = 0.0
|
||||||
|
attack_cooldown_timer = 0.0
|
||||||
|
hit_stun_timer = 0.0
|
||||||
|
attack_hit_targets.clear()
|
||||||
|
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:
|
func _draw() -> void:
|
||||||
# The enemy has no sprite yet. This neutral block makes the actual entity
|
# 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(
|
_draw_rectangle_collision(
|
||||||
body_collision,
|
body_collision,
|
||||||
Color(0.18, 0.18, 0.20, 0.90),
|
Color(0.18, 0.18, 0.20, 0.90),
|
||||||
@@ -150,16 +470,38 @@ func _draw() -> void:
|
|||||||
Color(1.0, 0.05, 0.05, 0.55)
|
Color(1.0, 0.05, 0.05, 0.55)
|
||||||
)
|
)
|
||||||
|
|
||||||
# Contact hitbox: slightly larger, so it is obvious exactly when touching
|
# Windup: preview the full sweep in orange. It is explicitly NOT dangerous
|
||||||
# the enemy can damage the player.
|
# 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(
|
_draw_rectangle_collision(
|
||||||
contact_collision,
|
attack_collision,
|
||||||
Color(1.0, 0.05, 0.05, 0.18),
|
Color(1.0, 0.05, 0.05, 0.28),
|
||||||
Color(1.0, 0.05, 0.05, 0.85),
|
Color(1.0, 0.05, 0.05, 0.95),
|
||||||
contact_hitbox.position
|
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(
|
func _draw_rectangle_collision(
|
||||||
collision: CollisionShape2D,
|
collision: CollisionShape2D,
|
||||||
fill_color: Color,
|
fill_color: Color,
|
||||||
|
|||||||
@@ -5,8 +5,8 @@
|
|||||||
[sub_resource type="RectangleShape2D" id="BodyShape"]
|
[sub_resource type="RectangleShape2D" id="BodyShape"]
|
||||||
size = Vector2(42, 78)
|
size = Vector2(42, 78)
|
||||||
|
|
||||||
[sub_resource type="RectangleShape2D" id="ContactShape"]
|
[sub_resource type="RectangleShape2D" id="AttackShape"]
|
||||||
size = Vector2(58, 88)
|
size = Vector2(50, 60)
|
||||||
|
|
||||||
[node name="Walker" type="CharacterBody2D"]
|
[node name="Walker" type="CharacterBody2D"]
|
||||||
collision_layer = 4
|
collision_layer = 4
|
||||||
@@ -26,17 +26,20 @@ monitorable = true
|
|||||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Hurtbox"]
|
[node name="CollisionShape2D" type="CollisionShape2D" parent="Hurtbox"]
|
||||||
shape = SubResource("BodyShape")
|
shape = SubResource("BodyShape")
|
||||||
|
|
||||||
[node name="ContactHitbox" type="Area2D" parent="."]
|
[node name="AttackHitbox" type="Area2D" parent="."]
|
||||||
collision_layer = 0
|
collision_layer = 0
|
||||||
collision_mask = 8
|
collision_mask = 8
|
||||||
monitoring = true
|
monitoring = true
|
||||||
monitorable = false
|
monitorable = false
|
||||||
|
|
||||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="ContactHitbox"]
|
[node name="CollisionShape2D" type="CollisionShape2D" parent="AttackHitbox"]
|
||||||
shape = SubResource("ContactShape")
|
shape = SubResource("AttackShape")
|
||||||
|
|
||||||
[node name="FloorProbe" type="RayCast2D" parent="."]
|
[node name="FloorProbe" type="RayCast2D" parent="."]
|
||||||
position = Vector2(24, 34)
|
position = Vector2(24, 34)
|
||||||
target_position = Vector2(0, 34)
|
target_position = Vector2(0, 34)
|
||||||
collision_mask = 1
|
collision_mask = 1
|
||||||
enabled = true
|
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]
|
[preset.0]
|
||||||
|
|
||||||
name="Android"
|
name="Android"
|
||||||
@@ -11,7 +7,7 @@ custom_features=""
|
|||||||
export_filter="all_resources"
|
export_filter="all_resources"
|
||||||
include_filter=""
|
include_filter=""
|
||||||
exclude_filter=""
|
exclude_filter=""
|
||||||
export_path=""
|
export_path="build/android/mortal-maze-debug.apk"
|
||||||
patches=PackedStringArray()
|
patches=PackedStringArray()
|
||||||
patch_delta_encoding=false
|
patch_delta_encoding=false
|
||||||
patch_delta_compression_level_zstd=19
|
patch_delta_compression_level_zstd=19
|
||||||
@@ -42,9 +38,9 @@ architectures/arm64-v8a=true
|
|||||||
architectures/x86=false
|
architectures/x86=false
|
||||||
architectures/x86_64=false
|
architectures/x86_64=false
|
||||||
version/code=1
|
version/code=1
|
||||||
version/name=""
|
version/name="0.1.0"
|
||||||
package/unique_name="com.example.$genname"
|
package/unique_name="com.mortalmaze.thegame"
|
||||||
package/name=""
|
package/name="Mortal Maze: The Game"
|
||||||
package/signed=true
|
package/signed=true
|
||||||
package/app_category=2
|
package/app_category=2
|
||||||
package/retain_data_on_uninstall=false
|
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="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://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://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"]
|
[sub_resource type="RectangleShape2D" id="FloorShape"]
|
||||||
size = Vector2(1171, 20)
|
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_colors/font_shadow_color = Color(0, 0, 0, 0.9)
|
||||||
theme_override_constants/shadow_offset_x = 2
|
theme_override_constants/shadow_offset_x = 2
|
||||||
theme_override_constants/shadow_offset_y = 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_category("Stats")
|
||||||
@export_range(1, 100, 1) var max_health: int = 5
|
@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 var jump_velocity: float = -600.0
|
||||||
@export_range(0, 100, 1) var basic_attack_damage: int = 1
|
@export_range(0, 100, 1) var basic_attack_damage: int = 1
|
||||||
@export_range(0, 100, 1) var air_attack_damage: int = 3
|
@export_range(0, 100, 1) var air_attack_damage: int = 3
|
||||||
@@ -9,7 +9,7 @@ id = &"bassist"
|
|||||||
display_name = "Bassist"
|
display_name = "Bassist"
|
||||||
sprite_frames = ExtResource("2_frames")
|
sprite_frames = ExtResource("2_frames")
|
||||||
max_health = 5
|
max_health = 5
|
||||||
move_speed = 300.0
|
move_speed = 400.0
|
||||||
jump_velocity = -600.0
|
jump_velocity = -600.0
|
||||||
basic_attack_damage = 1
|
basic_attack_damage = 1
|
||||||
air_attack_damage = 3
|
air_attack_damage = 3
|
||||||
@@ -9,7 +9,7 @@ id = &"drummer"
|
|||||||
display_name = "Drummer"
|
display_name = "Drummer"
|
||||||
sprite_frames = ExtResource("2_frames")
|
sprite_frames = ExtResource("2_frames")
|
||||||
max_health = 5
|
max_health = 5
|
||||||
move_speed = 300.0
|
move_speed = 400.0
|
||||||
jump_velocity = -600.0
|
jump_velocity = -600.0
|
||||||
basic_attack_damage = 1
|
basic_attack_damage = 1
|
||||||
air_attack_damage = 3
|
air_attack_damage = 3
|
||||||
@@ -9,7 +9,7 @@ id = &"guitarist"
|
|||||||
display_name = "Guitarist"
|
display_name = "Guitarist"
|
||||||
sprite_frames = ExtResource("2_frames")
|
sprite_frames = ExtResource("2_frames")
|
||||||
max_health = 5
|
max_health = 5
|
||||||
move_speed = 300.0
|
move_speed = 400.0
|
||||||
jump_velocity = -600.0
|
jump_velocity = -600.0
|
||||||
basic_attack_damage = 1
|
basic_attack_damage = 1
|
||||||
air_attack_damage = 3
|
air_attack_damage = 3
|
||||||
@@ -9,7 +9,7 @@ id = &"singer"
|
|||||||
display_name = "Singer"
|
display_name = "Singer"
|
||||||
sprite_frames = ExtResource("2_frames")
|
sprite_frames = ExtResource("2_frames")
|
||||||
max_health = 5
|
max_health = 5
|
||||||
move_speed = 300.0
|
move_speed = 400.0
|
||||||
jump_velocity = -600.0
|
jump_velocity = -600.0
|
||||||
basic_attack_damage = 1
|
basic_attack_damage = 1
|
||||||
air_attack_damage = 3
|
air_attack_damage = 3
|
||||||
+27
-5
@@ -32,9 +32,20 @@ const ENEMY_HURTBOX_MASK: int = 1 << 4
|
|||||||
|
|
||||||
@export_category("Movement")
|
@export_category("Movement")
|
||||||
|
|
||||||
@export var ground_acceleration: float = 2200.0
|
## Reaches full running speed quickly, but not instantly.
|
||||||
@export var ground_friction: float = 2600.0
|
@export var ground_acceleration: float = 3600.0
|
||||||
@export var air_acceleration: float = 1000.0
|
|
||||||
|
## 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
|
return
|
||||||
|
|
||||||
if is_on_floor():
|
if is_on_floor():
|
||||||
var acceleration: float = ground_acceleration if direction != 0.0 else ground_friction
|
if direction == 0.0:
|
||||||
velocity.x = move_toward(velocity.x, target_speed, acceleration * delta)
|
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:
|
else:
|
||||||
velocity.x = move_toward(velocity.x, target_speed, air_acceleration * delta)
|
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="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="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="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="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"]
|
[sub_resource type="RectangleShape2D" id="PlayerShape"]
|
||||||
size = Vector2(65, 115)
|
size = Vector2(65, 115)
|
||||||
|
|
||||||
[node name="Player" type="CharacterBody2D"]
|
[node name="Player" type="CharacterBody2D" groups=["player"]]
|
||||||
z_index = 1
|
z_index = 1
|
||||||
collision_layer = 2
|
collision_layer = 2
|
||||||
collision_mask = 1
|
collision_mask = 1
|
||||||
@@ -56,3 +57,5 @@ speed_scale = 2.0
|
|||||||
scale = Vector2(0.5, 0.5)
|
scale = Vector2(0.5, 0.5)
|
||||||
zoom = Vector2(2, 2)
|
zoom = Vector2(2, 2)
|
||||||
script = ExtResource("3_camera")
|
script = ExtResource("3_camera")
|
||||||
|
|
||||||
|
[node name="PlayerHealthHUD" parent="." instance=ExtResource("5_health_hud")]
|
||||||
@@ -17,6 +17,9 @@ config/icon="res://icon.svg"
|
|||||||
|
|
||||||
[display]
|
[display]
|
||||||
|
|
||||||
|
window/size/viewport_width=1152
|
||||||
|
window/size/viewport_height=648
|
||||||
|
window/handheld/orientation=0
|
||||||
window/stretch/mode="canvas_items"
|
window/stretch/mode="canvas_items"
|
||||||
window/stretch/aspect="expand"
|
window/stretch/aspect="expand"
|
||||||
|
|
||||||
@@ -62,6 +65,7 @@ attack={
|
|||||||
|
|
||||||
[rendering]
|
[rendering]
|
||||||
|
|
||||||
|
textures/vram_compression/import_etc2_astc=true
|
||||||
rendering_device/driver.windows="d3d12"
|
rendering_device/driver.windows="d3d12"
|
||||||
renderer/rendering_method="gl_compatibility"
|
renderer/rendering_method="gl_compatibility"
|
||||||
renderer/rendering_method.mobile="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