Moved dust animation spawn to player script + player wall jump max gravity fix

This commit is contained in:
Sagi Dayan 2020-09-17 13:44:48 -04:00
parent 5ec32f4447
commit 87b25dccd0
3 changed files with 27 additions and 21 deletions

View file

@ -2,7 +2,7 @@
[ext_resource path="res://assets/Tiles/tileset.png" type="Texture" id=1] [ext_resource path="res://assets/Tiles/tileset.png" type="Texture" id=1]
[sub_resource type="OccluderPolygon2D" id=36] [sub_resource type="OccluderPolygon2D" id=1]
polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 ) polygon = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="OccluderPolygon2D" id=2] [sub_resource type="OccluderPolygon2D" id=2]
@ -116,7 +116,7 @@ points = PoolVector2Array( 16, 16, 0, 16, 0, 0, 16, 0 )
0/autotile/icon_coordinate = Vector2( 1, 0 ) 0/autotile/icon_coordinate = Vector2( 1, 0 )
0/autotile/tile_size = Vector2( 16, 16 ) 0/autotile/tile_size = Vector2( 16, 16 )
0/autotile/spacing = 0 0/autotile/spacing = 0
0/autotile/occluder_map = [ Vector2( 0, 0 ), SubResource( 36 ), Vector2( 0, 1 ), SubResource( 2 ), Vector2( 0, 2 ), SubResource( 3 ), Vector2( 1, 0 ), SubResource( 4 ), Vector2( 1, 1 ), SubResource( 5 ), Vector2( 1, 2 ), SubResource( 6 ), Vector2( 2, 0 ), SubResource( 7 ), Vector2( 2, 1 ), SubResource( 8 ), Vector2( 2, 2 ), SubResource( 9 ), Vector2( 3, 0 ), SubResource( 10 ), Vector2( 3, 1 ), SubResource( 11 ), Vector2( 3, 2 ), SubResource( 12 ), Vector2( 4, 0 ), SubResource( 13 ), Vector2( 4, 2 ), SubResource( 14 ), Vector2( 5, 0 ), SubResource( 15 ), Vector2( 5, 1 ), SubResource( 16 ), Vector2( 5, 2 ), SubResource( 17 ) ] 0/autotile/occluder_map = [ Vector2( 0, 0 ), SubResource( 1 ), Vector2( 0, 1 ), SubResource( 2 ), Vector2( 0, 2 ), SubResource( 3 ), Vector2( 1, 0 ), SubResource( 4 ), Vector2( 1, 1 ), SubResource( 5 ), Vector2( 1, 2 ), SubResource( 6 ), Vector2( 2, 0 ), SubResource( 7 ), Vector2( 2, 1 ), SubResource( 8 ), Vector2( 2, 2 ), SubResource( 9 ), Vector2( 3, 0 ), SubResource( 10 ), Vector2( 3, 1 ), SubResource( 11 ), Vector2( 3, 2 ), SubResource( 12 ), Vector2( 4, 0 ), SubResource( 13 ), Vector2( 4, 2 ), SubResource( 14 ), Vector2( 5, 0 ), SubResource( 15 ), Vector2( 5, 1 ), SubResource( 16 ), Vector2( 5, 2 ), SubResource( 17 ) ]
0/autotile/navpoly_map = [ ] 0/autotile/navpoly_map = [ ]
0/autotile/priority_map = [ ] 0/autotile/priority_map = [ ]
0/autotile/z_index_map = [ ] 0/autotile/z_index_map = [ ]

View file

@ -1,14 +1,18 @@
extends KinematicBody2D extends KinematicBody2D
class_name Player class_name Player
export var run_speed := 100 export var run_speed := 100.0
export var jump_power := 180 export var jump_power := 180.0
export var gravity: = 500 export var gravity: = 500.0
export var max_gravity:= 500 export var max_gravity:= 450.0
export var respawn_position:=Vector2.ZERO export var respawn_position:=Vector2.ZERO
export var wall_slide_friction:=.2 export var wall_slide_friction:=.2
export var wall_jump_speed_factor := Vector2(2.5 ,.85) export var wall_jump_speed_factor := Vector2(2.5 ,.85)
export var dash_thrust = 500 export var dash_thrust = 500.0
export var max_wall_slide_gravity := 100.0
var LandingDust = load("res://src/Actors/LandingDust.tscn")
var JumpDust = load("res://src/Actors/JumpDust.tscn")
signal landed signal landed
@ -31,12 +35,15 @@ func _physics_process(delta: float) -> void:
if _alive: if _alive:
var is_jump_canceled: = Input.is_action_just_released("jump") and !_is_wall_jumping and _velocity.y < 0.0 var is_jump_canceled: = Input.is_action_just_released("jump") and !_is_wall_jumping and _velocity.y < 0.0
var direction: = get_direction() var direction: = get_direction()
_is_wall_sliding = _velocity.y >=0 and _is_next_to_wall() and !is_on_floor() _is_wall_sliding = _velocity.y >=0 and _is_next_to_wall() and _in_air
_velocity = calculate_move_velocity(direction,is_jump_canceled, delta) _velocity = calculate_move_velocity(direction,is_jump_canceled, delta)
_velocity = move_and_slide(_velocity, Vector2.UP) _velocity = move_and_slide(_velocity, Vector2.UP)
update_sprite(direction) update_sprite(direction)
if is_on_floor() and !_is_dashing: _can_dash = true; if is_on_floor() and !_is_dashing: _can_dash = true;
if is_on_floor() and _in_air and !_is_dashing: if is_on_floor() and _in_air and !_is_dashing:
var dust = LandingDust.instance()
dust.position = position
get_parent().add_child(dust)
_in_air = false _in_air = false
_is_wall_jumping = false _is_wall_jumping = false
emit_signal("landed", position) emit_signal("landed", position)
@ -69,11 +76,12 @@ func calculate_move_velocity(direction:Vector2, is_jump_canceled:bool, delta:fl
var desired = -(run_speed * wall_jump_speed_factor.x * walljump__x_direction) var desired = -(run_speed * wall_jump_speed_factor.x * walljump__x_direction)
output.x = desired output.x = desired
output.y = jump_power * wall_jump_speed_factor.y * direction.y output.y = jump_power * wall_jump_speed_factor.y * direction.y
pass
else: else:
#jump #jump
output.y = jump_power * direction.y output.y = jump_power * direction.y
var dust = JumpDust.instance()
dust.position = position;
get_parent().add_child(dust)
emit_signal("jumping", position) emit_signal("jumping", position)
if not _is_dashing: if not _is_dashing:
@ -86,6 +94,9 @@ func calculate_move_velocity(direction:Vector2, is_jump_canceled:bool, delta:fl
if _is_dashing: if _is_dashing:
return _velocity return _velocity
if _is_wall_sliding and output.y > max_wall_slide_gravity:
output.y = max_wall_slide_gravity
var dash_velocity := Vector2( var dash_velocity := Vector2(
(-1 if $Sprite.flip_h else 1) * dash_thrust, (-1 if $Sprite.flip_h else 1) * dash_thrust,
0 0

View file

@ -1,7 +1,6 @@
extends Node2D extends Node2D
var LandingDust = load("res://src/Actors/LandingDust.tscn")
var JumpDust = load("res://src/Actors/JumpDust.tscn")
export var screen_size := Vector2(480, 270) export var screen_size := Vector2(480, 270)
var _grid_active_cell_origin := Vector2.ZERO var _grid_active_cell_origin := Vector2.ZERO
@ -40,12 +39,8 @@ func _update_camera(delta:float) -> void:
$Camera2D.update_grid_position(desired_camera_position) $Camera2D.update_grid_position(desired_camera_position)
func _on_Player_landed(position:Vector2) -> void: func _on_Player_landed(position:Vector2) -> void:
var dust = LandingDust.instance() pass
add_child(dust)
dust.position = position
func _on_Player_jumping(position:Vector2) -> void: func _on_Player_jumping(position:Vector2) -> void:
var dust = JumpDust.instance() pass
add_child(dust)
dust.position = position