Dynamic level linking via warp zones
This commit is contained in:
parent
83415745ec
commit
1c62db1cf8
14 changed files with 108 additions and 145 deletions
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@ -90,7 +90,6 @@ config/name="Platformer"
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run/main_scene="res://src/Intro/Intro.tscn"
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boot_splash/image="res://assets/SplashScreen/BLANK.png"
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boot_splash/use_filter=false
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boot_splash/bg_color=Color( 0.141176, 0.141176, 0.141176, 1 )
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config/icon="res://icon.png"
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[autoload]
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@ -202,5 +201,4 @@ attack={
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[rendering]
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quality/2d/use_pixel_snap=true
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environment/default_clear_color=Color( 0, 0, 0, 1 )
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environment/default_environment="res://default_env.tres"
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@ -69,7 +69,7 @@ func _physics_process(delta: float) -> void:
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func _input_check() -> void:
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if GameState.get_state() == GameState.States.GAME or GameState.get_state() == GameState.States.NEW_GAME:
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if self._alive and (GameState.get_state() == GameState.States.GAME or GameState.get_state() == GameState.States.NEW_GAME):
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_is_jump_canceled = Input.is_action_just_released("jump") and !_is_wall_jumping and _velocity.y < 0.0;
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_get_direction()
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_check_dash()
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@ -40,6 +40,7 @@ func _ready() -> void:
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func _change_level( newLevel:Vector2 = Vector2.ZERO, oldLevel:Vector2 = Vector2(0,-1)):
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print("Changing level [%s] -> [%s]" % [oldLevel, newLevel])
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if oldLevel.y != -1:
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GameState.set_state(GameState.States.TRANSITIONING)
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Stage.fade_out(.5)
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@ -49,11 +50,11 @@ func _change_level( newLevel:Vector2 = Vector2.ZERO, oldLevel:Vector2 = Vector2(
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$Level.remove_child(_levels[oldLevel.x][oldLevel.y])
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if !_levels[newLevel.x][newLevel.y].is_class("Node2D"):
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_levels[newLevel.x][newLevel.y] = _levels[newLevel.x][newLevel.y].instance()
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_levels[newLevel.x][newLevel.y].level_coords = newLevel
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_levels[newLevel.x][newLevel.y].set_player(_player, _get_player_entering(oldLevel, newLevel))
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_levels[newLevel.x][newLevel.y].init_level_config(oldLevel, newLevel)
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_levels[newLevel.x][newLevel.y].set_player(_player)
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_levels[newLevel.x][newLevel.y].connect("level_exited", self, "_on_level_exited")
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$Level.add_child(_levels[newLevel.x][newLevel.y])
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_levels[newLevel.x][newLevel.y]._set_active(true)
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_levels[newLevel.x][newLevel.y]._set_active(true, _get_player_entering(oldLevel, newLevel))
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Stage.fade_in()
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yield(Stage, "fade_finished")
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GameState.set_state(_levels[newLevel.x][newLevel.y].game_state)
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@ -73,24 +74,8 @@ func _on_player_died():
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yield(Stage, "fade_finished")
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GameState.set_state(prev_state)
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func _on_level_exited(is_exit:bool, to_coords:Vector2, position:Vector2):
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print("current level: %s, is_exit: %s to_coords: %s position %s" % [_current_zone_level, is_exit, to_coords, position])
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var next = Vector2.ZERO
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if to_coords.x == -1: # The zone is to a specific plase
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next = to_coords
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else:
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next = Vector2(
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_current_zone_level.x,
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_current_zone_level.y + 1 if is_exit else _current_zone_level.y - 1
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)
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if next.y < 0:
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next.x -= 1
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next.y = len(_levels[next.x]) - 1
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if next.y > len(_levels[next.x]) - 1:
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next.x += 1
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next.y = 0
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_change_level(next, _current_zone_level)
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func _on_level_exited(is_exit:bool, to_coords:Vector2):
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print("current level: %s, is_exit: %s to_coords: %s" % [_current_zone_level, is_exit, to_coords])
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_change_level(to_coords, _current_zone_level)
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yield(self, "level_ready")
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@ -10,8 +10,6 @@
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script = ExtResource( 1 )
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level_entry_point = Vector2( 16, 240 )
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level_exit_point = Vector2( 675, 240 )
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exit_area_2d_path = NodePath("ExitLevelArea")
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enter_area_2d_path = NodePath("ExitLevelNextArea")
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camer_limits = {
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"bottom": 240,
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"left": 0,
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@ -26,9 +24,6 @@ tile_data = PoolIntArray( -131072, 0, 0, -131071, 0, 131076, -131070, 0, 131076,
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position = Vector2( -15, 240 )
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is_exit = false
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[node name="ExitLevelNextArea" parent="." instance=ExtResource( 5 )]
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position = Vector2( 680, 240 )
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[node name="SpawnPoint" parent="." instance=ExtResource( 4 )]
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position = Vector2( 239, 240 )
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node = ExtResource( 3 )
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@ -5,17 +5,3 @@ func _ready() -> void:
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print("TMP ready")
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func _on_ExitLevelArea_body_entered(body: Node) -> void:
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if body == _player and is_active_level:
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print("_on_ExitLevelArea_body_entered")
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self.is_active_level = false;
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emit_signal("level_exited", false)
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pass # Replace with function body.
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func _on_ExitLevelAreaNext_body_entered(body: Node) -> void:
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if body == _player and is_active_level:
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print("_on_ExitLevelAreaNext_body_entered")
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self.is_active_level = false;
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emit_signal("level_exited", true)
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pass # Replace with function body.
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File diff suppressed because one or more lines are too long
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@ -16,6 +16,9 @@ export var level_exit_point := Vector2.ZERO
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var level_coords :=Vector2.ZERO
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export(Vector2) var prev_level = null
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export(Vector2) var next_level = null
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var _first_time_init = true
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export var camer_limits := {
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@ -30,22 +33,31 @@ func _ready():
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func _set_active(activated:bool, prev_level_:Vector2):
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is_active_level = activated
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func init_level_config(prev_level_:Vector2, level_coords_:Vector2):
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print("Initializing [%s]: prev = %s | current = %s" % [self.name, prev_level_, level_coords_])
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self.prev_level = prev_level_
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self.level_coords = level_coords_
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self.next_level = Vector2(level_coords.x, level_coords.y + 1)
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func _set_active(activated:bool, is_entering:bool):
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print("Setting active [%s]: active = %s " % [self.name, activated])
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is_active_level = activated
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if activated:
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for warp in _get_all_warps():
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warp.connect("player_entered", self, "_on_WarpZone_player_entered")
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if _first_time_init: _set_wrap_zones()
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_set_player_position(is_entering)
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emit_signal("level_ready")
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func set_player(player:Player, is_entering:bool, spesific_position=null):
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func set_player(player:Player):
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print("Setting player [%s]" % [self.name])
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_player = player
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_camera = _player.get_camera()
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_set_camera_limits()
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_set_player_position(is_entering, spesific_position)
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add_child(player)
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add_child(_player)
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func remove_player():
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print("Removing player [%s]" % [self.name])
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remove_child(_player)
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_camera = null
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_player = null
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@ -56,19 +68,32 @@ func _set_camera_limits():
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_camera.limit_bottom = camer_limits.bottom
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_camera.limit_left = camer_limits.left
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func _set_player_position(is_entering:bool, spesific_position=null):
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if spesific_position != null:
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_player.position = spesific_position
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else:
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_player.position = level_entry_point if is_entering else level_exit_point
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_player.face_player(is_entering)
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_player.respawn_position = _player.position
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func _set_player_position(is_entering:bool):
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var warps = _get_all_warps()
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for warp in warps:
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if warp.to_level_coord == prev_level:
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_player.position = warp.get_checkpoint_position()
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_player.face_player(is_entering)
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_player.respawn_position = _player.position
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print("Found point warp.position.x = %s player spawn.x = %s" % [warp.position.x, _player.position.x])
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func _set_wrap_zones():
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_first_time_init = false
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var warps = _get_all_warps()
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for warp in warps:
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warp.connect("player_entered", self, "_on_WarpZone_player_entered")
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var has_custom_level = warp.to_level_coord != warp.NON_SPECIFIED_LEVEL
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if not has_custom_level:
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if not warp.is_exit: warp.to_level_coord = self.prev_level
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else: warp.to_level_coord = self.next_level
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print("Warp has no costum level set to: %s" % [warp.to_level_coord])
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else:
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print("Warp a costum level: %s" % [warp.to_level_coord])
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func _on_WarpZone_player_entered(is_exit, to_coords, position) -> void:
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print("_on_WarpZone_player_entered is_exit=%s to_coord=%s position=%s" % [is_exit, to_coords, position])
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func _on_WarpZone_player_entered(is_exit, to_level_coord) -> void:
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print("_on_WarpZone_player_entered is_exit=%s to_level=%s" % [is_exit, to_level_coord])
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self.is_active_level = false;
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emit_signal("level_exited", is_exit, to_coords)
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emit_signal("level_exited", is_exit, to_level_coord)
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pass # Replace with function body.
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@ -77,4 +102,5 @@ func _get_all_warps():
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for node in get_children():
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if node.is_in_group("WarpZones"):
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warps.push_back(node)
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return warps
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print("_get_all_warps [%s]: #%d of warps found" % [self.name, len(warps)])
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return warps
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@ -39,8 +39,3 @@ func _process(delta: float) -> void:
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$AmbiantLighting.change_light("NIGHT")
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else:
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$AmbiantLighting.change_light("DAY")
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if _player.position.x > 700:
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print("exited")
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is_active_level = false
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emit_signal("level_exited", true)
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@ -1,4 +1,4 @@
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[gd_scene load_steps=23 format=2]
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[gd_scene load_steps=24 format=2]
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[ext_resource path="res://src/GameWorld/Levels/PreGame.gd" type="Script" id=1]
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[ext_resource path="res://assets/Tiles/background_0.png" type="Texture" id=2]
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@ -14,6 +14,7 @@
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[ext_resource path="res://assets/Tiles/SolidsTileMap.tscn" type="PackedScene" id=12]
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[ext_resource path="res://src/Actors/WiseOldDude/WiseOldDude.tscn" type="PackedScene" id=13]
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[ext_resource path="res://src/GameWorld/AmbiantLighting.tscn" type="PackedScene" id=14]
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[ext_resource path="res://src/Scripts/WarpZone.tscn" type="PackedScene" id=15]
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[sub_resource type="TileSet" id=1]
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0/name = "tileset.png 0"
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@ -260,4 +261,8 @@ position = Vector2( 15, -12 )
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position = Vector2( 535, 42 )
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[node name="AmbiantLighting" parent="." instance=ExtResource( 14 )]
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[node name="WarpZone" parent="." instance=ExtResource( 15 )]
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position = Vector2( 723, 225 )
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to_level_coord = Vector2( 0, 1 )
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[connection signal="body_entered" from="CutsceneAreas/OldDudeIntroArea" to="." method="_on_OldDudeIntroArea_body_entered"]
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@ -8,5 +8,3 @@ func _enter_tree() -> void:
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AudioManager.play_music(AudioManager.Music.PreGame)
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func _on_WarpZone_player_entered(is_exit, zone):
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emit_signal("level_exited", is_exit, zone)
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File diff suppressed because one or more lines are too long
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@ -2,7 +2,6 @@ extends Node2D
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class_name CheckPoint
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signal activated
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export var activated:=false
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@ -16,13 +15,8 @@ func activate() -> void:
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activated = true
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$AnimationPlayer.play("activated")
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$Particles2D.emitting = true
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emit_signal("activated", self)
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func _on_activated_animation_finished():
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$Particles2D.amount = 5
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$AnimationPlayer.play("active")
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func _on_Area2D_body_entered(body: Node) -> void:
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if body.name == "Player":
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activate()
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@ -1,13 +1,10 @@
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[gd_scene load_steps=15 format=2]
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[gd_scene load_steps=14 format=2]
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[ext_resource path="res://assets/Items/save_point_anim_strip_9.png" type="Texture" id=1]
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[ext_resource path="res://assets/Items/torch_ligt_texture.png" type="Texture" id=2]
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[ext_resource path="res://src/Items/CheckPoint.gd" type="Script" id=3]
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 10, 11 )
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[sub_resource type="Animation" id=2]
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[sub_resource type="Animation" id=1]
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length = 0.7
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tracks/0/type = "value"
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tracks/0/path = NodePath("Light2D:enabled")
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@ -72,7 +69,7 @@ tracks/4/keys = {
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} ]
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}
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[sub_resource type="Animation" id=3]
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[sub_resource type="Animation" id=2]
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resource_name = "active"
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length = 0.7
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loop = true
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@ -125,7 +122,7 @@ tracks/3/keys = {
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"values": [ Vector2( 1, 1 ), Vector2( 1.63405, 1.63405 ), Vector2( 2.21172, 2.21172 ), Vector2( 2.11387, 2.11387 ) ]
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}
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[sub_resource type="Animation" id=4]
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[sub_resource type="Animation" id=3]
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length = 0.7
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loop = true
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tracks/0/type = "value"
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@ -165,27 +162,27 @@ tracks/2/keys = {
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"values": [ 1, 2, 3, 4, 5, 6, 7, 8 ]
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}
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[sub_resource type="Gradient" id=5]
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[sub_resource type="Gradient" id=4]
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colors = PoolColorArray( 0.145098, 1, 1, 1, 0.941176, 0.713726, 0, 0.870588 )
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[sub_resource type="GradientTexture" id=6]
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gradient = SubResource( 5 )
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[sub_resource type="GradientTexture" id=5]
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gradient = SubResource( 4 )
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[sub_resource type="Curve" id=7]
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[sub_resource type="Curve" id=6]
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min_value = -200.0
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max_value = 200.0
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_data = [ Vector2( 0, 200 ), 0.0, -253.551, 0, 0, Vector2( 1, -200 ), 74.3008, 0.0, 0, 0 ]
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[sub_resource type="CurveTexture" id=8]
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curve = SubResource( 7 )
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[sub_resource type="CurveTexture" id=7]
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curve = SubResource( 6 )
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[sub_resource type="Curve" id=9]
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[sub_resource type="Curve" id=8]
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_data = [ Vector2( 0.00784314, 1 ), 0.0, 0.0, 0, 0, Vector2( 1, 0.0772727 ), 0.0, 0.0, 0, 0 ]
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[sub_resource type="CurveTexture" id=10]
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curve = SubResource( 9 )
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[sub_resource type="CurveTexture" id=9]
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curve = SubResource( 8 )
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[sub_resource type="ParticlesMaterial" id=11]
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[sub_resource type="ParticlesMaterial" id=10]
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emission_shape = 2
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emission_box_extents = Vector3( 5, 4, 1 )
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flag_disable_z = true
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@ -197,25 +194,17 @@ orbit_velocity = 0.0
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orbit_velocity_random = 0.0
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linear_accel = 100.0
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linear_accel_random = 0.2
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linear_accel_curve = SubResource( 8 )
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linear_accel_curve = SubResource( 7 )
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angle = 31.8
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angle_random = 0.5
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scale = 1.5
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scale_random = 0.06
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scale_curve = SubResource( 10 )
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color_ramp = SubResource( 6 )
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scale_curve = SubResource( 9 )
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color_ramp = SubResource( 5 )
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[node name="CheckPoint" type="Node2D"]
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script = ExtResource( 3 )
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[node name="Area2D" type="Area2D" parent="."]
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collision_layer = 16
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
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visible = false
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position = Vector2( 0, -11 )
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shape = SubResource( 1 )
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[node name="Sprite" type="Sprite" parent="."]
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position = Vector2( 0, -10 )
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texture = ExtResource( 1 )
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@ -233,9 +222,9 @@ shadow_item_cull_mask = -2147483639
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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autoplay = "idle"
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anims/activated = SubResource( 2 )
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anims/active = SubResource( 3 )
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anims/idle = SubResource( 4 )
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anims/activated = SubResource( 1 )
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anims/active = SubResource( 2 )
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anims/idle = SubResource( 3 )
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[node name="Particles2D" type="Particles2D" parent="."]
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position = Vector2( 0, -4.625 )
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@ -244,5 +233,4 @@ amount = 7
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lifetime = 0.3
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speed_scale = 0.5
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explosiveness = 0.25
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process_material = SubResource( 11 )
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[connection signal="body_entered" from="Area2D" to="." method="_on_Area2D_body_entered"]
|
||||
process_material = SubResource( 10 )
|
||||
|
|
|
@ -3,15 +3,25 @@ extends Area2D
|
|||
class_name WarpZone
|
||||
|
||||
signal player_entered
|
||||
|
||||
var NON_SPECIFIED_LEVEL :=Vector2(-1, -1)
|
||||
|
||||
export var to_level_coord:Vector2 =NON_SPECIFIED_LEVEL
|
||||
export var to_level_coord:Vector2 = Vector2(-1, -1)
|
||||
export var is_exit:bool = true
|
||||
const spawn_offset = 30
|
||||
|
||||
var initialized = false
|
||||
|
||||
const NON_SPECIFIED_LEVEL :=Vector2(-1, -1)
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
add_to_group("WarpZones")
|
||||
if not initialized: add_to_group("WarpZones")
|
||||
initialized = true;
|
||||
|
||||
|
||||
func _on_body_entered(body:Node):
|
||||
if body.name == "Player" and get_parent().is_active_level:
|
||||
emit_signal("player_entered", is_exit, to_level_coord, position)
|
||||
print("Warp - exit=%s to_level=%s" % [is_exit, to_level_coord])
|
||||
emit_signal("player_entered", is_exit, to_level_coord)
|
||||
|
||||
func get_checkpoint_position():
|
||||
var factor = -1 if is_exit else 1
|
||||
return position + Vector2(factor * spawn_offset, 0)
|
Loading…
Reference in a new issue