Improve actions and add attacking
This commit is contained in:
parent
a4f3361048
commit
c4e2b2eac4
2
Actor.gd
2
Actor.gd
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@ -1,4 +1,4 @@
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extends Area2D
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extends KinematicBody2D
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class_name Actor
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var state = 0
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@ -0,0 +1,5 @@
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extends Area2D
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func _ready():
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var parent = get_parent()
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pass
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@ -7,5 +7,6 @@ func register(actor):
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return self
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func trigger(actor):
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actor.state = actor.PlayerState.DASHING
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if (actor.velocity != Vector2(0, 0)):
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actor.state = actor.PlayerState.DASHING
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@ -0,0 +1,11 @@
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extends Actor
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class_name Enemy
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func _ready():
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$AnimatedSprite.flip_h = true
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func on_collide(actor):
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actor.health = 50 # DO PUSHING AWAY STATE!!!
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func on_attack():
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hide()
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@ -0,0 +1,36 @@
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[gd_scene load_steps=13 format=2]
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[ext_resource path="res://Enemy.gd" type="Script" id=1]
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[ext_resource path="res://assets/art/enemy-idle/idle-5.png" type="Texture" id=2]
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[ext_resource path="res://assets/art/enemy-idle/idle-8.png" type="Texture" id=3]
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[ext_resource path="res://assets/art/enemy-idle/idle-9.png" type="Texture" id=4]
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[ext_resource path="res://assets/art/enemy-idle/idle-4.png" type="Texture" id=5]
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[ext_resource path="res://assets/art/enemy-idle/idle-7.png" type="Texture" id=6]
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[ext_resource path="res://assets/art/enemy-idle/idle-2.png" type="Texture" id=7]
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[ext_resource path="res://assets/art/enemy-idle/idle-1.png" type="Texture" id=8]
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[ext_resource path="res://assets/art/enemy-idle/idle-3.png" type="Texture" id=9]
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[ext_resource path="res://assets/art/enemy-idle/idle-6.png" type="Texture" id=10]
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[sub_resource type="SpriteFrames" id=1]
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animations = [ {
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"frames": [ ExtResource( 8 ), ExtResource( 7 ), ExtResource( 9 ), ExtResource( 5 ), ExtResource( 2 ), ExtResource( 10 ), ExtResource( 6 ), ExtResource( 3 ), ExtResource( 4 ) ],
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"loop": true,
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"name": "idle",
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"speed": 10.0
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} ]
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[sub_resource type="CircleShape2D" id=2]
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radius = 14.0651
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[node name="Enemy" type="KinematicBody2D"]
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script = ExtResource( 1 )
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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frames = SubResource( 1 )
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animation = "idle"
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frame = 7
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playing = true
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offset = Vector2( 0, -10 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource( 2 )
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8
Main.gd
8
Main.gd
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@ -1,9 +1,9 @@
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extends Node
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func _ready():
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newGame()
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new_game()
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func newGame():
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func new_game():
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var player = preload("res://Player.tscn").instance()
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player.name = "Player"
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player.start($StartPosition.position)
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@ -15,3 +15,7 @@ func newGame():
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orb.scale = Vector2(0.4, 0.4)
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add_child(orb)
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var enemy = preload("res://Enemy.tscn").instance()
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enemy.position.x = player.position.x + 220
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enemy.position.y = player.position.y - 300
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add_child(enemy)
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@ -14,5 +14,5 @@ collision_mask = 0
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[node name="StartPosition" type="Position2D" parent="."]
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position = Vector2( 240, 450 )
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[node name="Actor" type="Area2D" parent="."]
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[node name="Actor" type="KinematicBody2D" parent="."]
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script = ExtResource( 3 )
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12
OrbItem.gd
12
OrbItem.gd
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@ -1,7 +1,7 @@
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extends Area2D
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extends StaticBody2D
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func _on_OrbItem_area_shape_entered(area_id, area, area_shape, self_shape):
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if area.name == "Player":
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var dk = DashKey.new()
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area.key_map[KEY_SHIFT] = dk.register(area)
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get_tree().queue_delete(self)
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func on_collide(actor):
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var dk = DashKey.new()
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var state = actor.PlayerState.NORMAL
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actor.state_map[state].keymap[KEY_SHIFT] = dk.register(actor)
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get_tree().queue_delete(self)
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@ -6,8 +6,7 @@
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[sub_resource type="CircleShape2D" id=1]
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radius = 33.9555
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[node name="OrbItem" type="Area2D"]
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gravity = 0.0
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[node name="StaticBody2D" type="StaticBody2D"]
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script = ExtResource( 2 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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@ -26,4 +25,3 @@ text = "PICKUP TO DASH"
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[connection signal="area_shape_entered" from="." to="." method="_on_OrbItem_area_shape_entered"]
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23
Player.gd
23
Player.gd
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@ -6,27 +6,28 @@ enum PlayerState { NORMAL = 0, # < default from Actor
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ATTACKING = 3 };
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var screen_size # Size of the game window.
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var last_process_velocity = Vector2()
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var key_map
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var velocity = Vector2()
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var direction_vector = Vector2(1, 0) # to the right by default
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func start(pos):
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position = pos
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state_map = {PlayerState.NORMAL: PlayerNormal.new(),
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PlayerState.ATTACKING: PlayerAttack.new()}
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var ak = AttackKey.new()
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key_map = { KEY_Z: ak.register(self) }
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state_map = {PlayerState.NORMAL: PlayerNormal.new()}
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state_map[PlayerState.NORMAL].ready(self)
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show()
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func _process(delta):
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state_map[state].run(self, delta)
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delta = 0
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state_map[state].process(self)
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func _physics_process(delta):
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state_map[state].input(self)
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state_map[state].physics_process(self, delta)
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func _ready():
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screen_size = get_viewport_rect().size
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func _on_AnimatedSprite_animation_finished():
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state_map[state].spriteFinished(self)
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state_map[state].sprite_finished(self)
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func getAnimatedSprite():
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func get_animated_sprite():
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return $AnimatedSprite
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102
Player.tscn
102
Player.tscn
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@ -1,4 +1,4 @@
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[gd_scene load_steps=36 format=2]
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[gd_scene load_steps=37 format=2]
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[ext_resource path="res://Player.gd" type="Script" id=1]
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[ext_resource path="res://DashKey.gd" type="Script" id=2]
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@ -24,59 +24,66 @@
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[ext_resource path="res://assets/art/slash/slash-01.png" type="Texture" id=22]
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[ext_resource path="res://assets/art/slash/slash-04.png" type="Texture" id=23]
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[sub_resource type="AtlasTexture" id=1]
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flags = 4
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atlas = ExtResource( 10 )
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region = Rect2( 0, 0, 45, 47 )
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 26.25, 28.75 )
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[sub_resource type="AtlasTexture" id=2]
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flags = 4
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atlas = ExtResource( 10 )
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region = Rect2( 45, 0, 45, 47 )
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[sub_resource type="CapsuleShape2D" id=2]
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radius = 8.82094
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height = 11.8581
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[sub_resource type="AtlasTexture" id=3]
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flags = 4
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atlas = ExtResource( 10 )
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region = Rect2( 90, 0, 45, 47 )
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region = Rect2( 0, 0, 45, 47 )
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[sub_resource type="AtlasTexture" id=4]
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flags = 4
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atlas = ExtResource( 10 )
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region = Rect2( 135, 0, 45, 47 )
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region = Rect2( 45, 0, 45, 47 )
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[sub_resource type="AtlasTexture" id=5]
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flags = 4
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atlas = ExtResource( 8 )
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region = Rect2( 0, 0, 45, 47 )
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atlas = ExtResource( 10 )
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region = Rect2( 90, 0, 45, 47 )
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[sub_resource type="AtlasTexture" id=6]
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flags = 4
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atlas = ExtResource( 8 )
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region = Rect2( 45, 0, 45, 47 )
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atlas = ExtResource( 10 )
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region = Rect2( 135, 0, 45, 47 )
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[sub_resource type="AtlasTexture" id=7]
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flags = 4
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atlas = ExtResource( 8 )
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region = Rect2( 90, 0, 45, 47 )
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region = Rect2( 0, 0, 45, 47 )
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[sub_resource type="AtlasTexture" id=8]
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flags = 4
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atlas = ExtResource( 6 )
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region = Rect2( 0, 0, 44, 47 )
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atlas = ExtResource( 8 )
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region = Rect2( 45, 0, 45, 47 )
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[sub_resource type="AtlasTexture" id=9]
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flags = 4
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atlas = ExtResource( 6 )
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region = Rect2( 44, 0, 44, 47 )
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atlas = ExtResource( 8 )
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region = Rect2( 90, 0, 45, 47 )
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[sub_resource type="AtlasTexture" id=10]
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flags = 4
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atlas = ExtResource( 6 )
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region = Rect2( 0, 0, 44, 47 )
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[sub_resource type="AtlasTexture" id=11]
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flags = 4
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atlas = ExtResource( 6 )
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region = Rect2( 44, 0, 44, 47 )
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[sub_resource type="AtlasTexture" id=12]
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flags = 4
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atlas = ExtResource( 6 )
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region = Rect2( 88, 0, 44, 47 )
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[sub_resource type="SpriteFrames" id=11]
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[sub_resource type="SpriteFrames" id=13]
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animations = [ {
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"frames": [ SubResource( 1 ), SubResource( 2 ), SubResource( 3 ), SubResource( 4 ) ],
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"frames": [ SubResource( 3 ), SubResource( 4 ), SubResource( 5 ), SubResource( 6 ) ],
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"loop": true,
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"name": "idle",
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"speed": 5.0
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@ -86,7 +93,7 @@ animations = [ {
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"name": "slash",
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"speed": 5.0
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}, {
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"frames": [ SubResource( 5 ), SubResource( 6 ), SubResource( 7 ) ],
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"frames": [ SubResource( 7 ), SubResource( 8 ), SubResource( 9 ) ],
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"loop": true,
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"name": "forward",
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"speed": 5.0
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@ -96,7 +103,7 @@ animations = [ {
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"name": "dash",
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"speed": 5.0
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}, {
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"frames": [ SubResource( 8 ), SubResource( 9 ), SubResource( 10 ) ],
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"frames": [ SubResource( 10 ), SubResource( 11 ), SubResource( 12 ) ],
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"loop": true,
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"name": "backward",
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"speed": 5.0
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@ -107,21 +114,31 @@ animations = [ {
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"speed": 5.0
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} ]
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[sub_resource type="CapsuleShape2D" id=12]
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radius = 8.82094
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height = 0.0
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[node name="Player" type="Area2D"]
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gravity = 0.0
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[node name="Player" type="KinematicBody2D"]
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script = ExtResource( 1 )
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__meta__ = {
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"_edit_group_": true
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}
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[node name="PlayerAttack" type="Node" parent="."]
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script = ExtResource( 5 )
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[node name="Area2D" type="Area2D" parent="PlayerAttack"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="PlayerAttack/Area2D"]
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position = Vector2( 10, 0 )
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shape = SubResource( 1 )
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[node name="AttackKey" type="Node" parent="."]
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script = ExtResource( 7 )
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[node name="DashKey" type="Node" parent="."]
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script = ExtResource( 2 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource( 2 )
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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frames = SubResource( 11 )
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animation = "idle"
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frame = 2
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frames = SubResource( 13 )
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animation = "slash"
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frame = 3
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playing = true
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[node name="PlayerNormal" type="Node" parent="."]
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@ -132,16 +149,5 @@ script = ExtResource( 4 )
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[node name="PlayerStanding" type="Node" parent="."]
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script = ExtResource( 3 )
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[node name="PlayerAttack" type="Node" parent="."]
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script = ExtResource( 5 )
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[node name="DashKey" type="Node" parent="."]
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script = ExtResource( 2 )
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[node name="AttackKey" type="Node" parent="."]
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script = ExtResource( 7 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource( 12 )
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[connection signal="body_entered" from="PlayerAttack/Area2D" to="PlayerAttack" method="_on_Area2D_body_entered"]
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[connection signal="animation_finished" from="AnimatedSprite" to="." method="_on_AnimatedSprite_animation_finished"]
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@ -1,22 +1,39 @@
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extends Node
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class_name PlayerAttack
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func run(actor, delta):
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const speed_scale = 4
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const animation_name = "slash"
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actor.getAnimatedSprite().animation = "slash"
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actor.getAnimatedSprite().speed_scale = 4
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var velocity = actor.last_process_velocity
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func input(actor):
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actor.get_node("PlayerAttack/Area2D").show()
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actor.show()
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pass
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func process(actor):
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actor.get_animated_sprite().animation = animation_name
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actor.get_animated_sprite().speed_scale = speed_scale
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actor.get_animated_sprite().flip_h = actor.velocity.x < 0
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func physics_process(actor, delta):
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var velocity = actor.velocity
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velocity = velocity.normalized() * actor.speed
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if velocity.length() > 0:
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actor.getAnimatedSprite().play()
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actor.position += velocity * delta * 0.5
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actor.position.x = clamp(actor.position.x, 0, actor.get_viewport_rect().size.x)
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actor.position.y = clamp(actor.position.y, 0, actor.get_viewport_rect().size.y)
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actor.getAnimatedSprite().flip_h = velocity.x < 0
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actor.get_animated_sprite().play()
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var collision = actor.move_and_collide(velocity * delta)
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if collision:
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collision.collider.on_collide(actor)
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## BAD #### \/
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if collision.collider.has_method("on_attack"):
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collision.collider.on_attack()
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func spriteFinished(actor):
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func sprite_finished(actor):
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actor.get_node("PlayerAttack/Area2D").hide()
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actor.state = actor.PlayerState.NORMAL
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actor.getAnimatedSprite().flip_h = false
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actor.getAnimatedSprite().speed_scale = 1
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actor.get_animated_sprite().flip_h = false
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actor.get_animated_sprite().speed_scale = 1
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# WHY DOESN'T WORK?!?!?!?!?!?!?1?
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func _on_Area2D_body_entered(body):
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if body.has_method("on_attack"):
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body.on_attack()
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@ -1,22 +1,35 @@
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extends Node
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class_name PlayerDash
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func run(actor, delta):
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var keymap
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actor.getAnimatedSprite().animation = "dash"
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actor.getAnimatedSprite().speed_scale = 2.5
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var velocity = actor.last_process_velocity
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const speed_scale = 2.5
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const animation_name = "dash"
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func ready(actor):
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var ak = AttackKey.new()
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keymap = { KEY_Z: ak.register(actor) }
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func input(actor):
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actor.show()
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pass
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func process(actor):
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actor.get_animated_sprite().animation = animation_name
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actor.get_animated_sprite().speed_scale = speed_scale
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actor.get_animated_sprite().flip_h = actor.velocity.x < 0
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func physics_process(actor, delta):
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var velocity = actor.velocity
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velocity = velocity.normalized() * actor.speed
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if velocity.length() > 0:
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actor.getAnimatedSprite().play()
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actor.position += velocity * delta * 1.8
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actor.position.x = clamp(actor.position.x, 0, actor.get_viewport_rect().size.x)
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actor.position.y = clamp(actor.position.y, 0, actor.get_viewport_rect().size.y)
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actor.getAnimatedSprite().flip_h = velocity.x < 0
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func spriteFinished(actor):
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actor.get_animated_sprite().play()
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var collision = actor.move_and_collide(velocity * delta)
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if collision:
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collision.collider.on_collide(actor)
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func sprite_finished(actor):
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actor.state = actor.PlayerState.STANDING
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actor.getAnimatedSprite().flip_h = false
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actor.getAnimatedSprite().speed_scale = 1
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actor.get_animated_sprite().flip_h = false
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||||
actor.get_animated_sprite().speed_scale = 1
|
||||
|
|
|
@ -1,14 +1,19 @@
|
|||
extends Node
|
||||
class_name PlayerNormal
|
||||
|
||||
func run(actor, delta):
|
||||
var keymap
|
||||
|
||||
func ready(actor):
|
||||
var ak = AttackKey.new()
|
||||
keymap = { KEY_Z: ak.register(actor) }
|
||||
|
||||
func input(actor):
|
||||
var velocity = Vector2() # The player's movement vector.
|
||||
|
||||
var keys = actor.key_map.keys()
|
||||
var keys = keymap.keys()
|
||||
for i in keys:
|
||||
if Input.is_key_pressed(i):
|
||||
actor.key_map[i].trigger(actor)
|
||||
keymap[i].trigger(actor)
|
||||
|
||||
if Input.is_action_pressed("ui_right"):
|
||||
velocity.x += 1
|
||||
|
@ -20,21 +25,22 @@ func run(actor, delta):
|
|||
velocity.y -= 1
|
||||
if velocity.length() > 0:
|
||||
velocity = velocity.normalized() * actor.speed
|
||||
actor.getAnimatedSprite().play()
|
||||
actor.get_animated_sprite().play()
|
||||
|
||||
actor.position += velocity * delta
|
||||
actor.position.x = clamp(actor.position.x, 0, actor.get_viewport_rect().size.x)
|
||||
actor.position.y = clamp(actor.position.y, 0, actor.get_viewport_rect().size.y)
|
||||
actor.velocity = velocity
|
||||
|
||||
if velocity.x > 0 or velocity.y != 0:
|
||||
actor.getAnimatedSprite().animation = "forward"
|
||||
elif velocity.x < 0:
|
||||
actor.getAnimatedSprite().animation = "backward"
|
||||
func process(actor):
|
||||
if actor.velocity.x > 0 or actor.velocity.y != 0:
|
||||
actor.get_animated_sprite().animation = "forward"
|
||||
elif actor.velocity.x < 0:
|
||||
actor.get_animated_sprite().animation = "backward"
|
||||
else:
|
||||
actor.getAnimatedSprite().animation = "idle"
|
||||
|
||||
actor.last_process_velocity = velocity
|
||||
actor.get_animated_sprite().animation = "idle"
|
||||
|
||||
func spriteFinished(actor):
|
||||
func physics_process(actor, delta):
|
||||
var collision = actor.move_and_collide(actor.velocity * delta)
|
||||
if collision:
|
||||
collision.collider.on_collide(actor)
|
||||
|
||||
func sprite_finished(actor):
|
||||
actor.show()
|
||||
pass
|
||||
|
|
|
@ -1,17 +1,23 @@
|
|||
extends Node
|
||||
class_name PlayerStanding
|
||||
|
||||
func run(actor, delta):
|
||||
const speed_scale = 1
|
||||
const animation_name = "standing up"
|
||||
|
||||
actor.getAnimatedSprite().animation = "standing up"
|
||||
actor.getAnimatedSprite().speed_scale = 1
|
||||
var velocity = Vector2(0.0, 0.0)
|
||||
actor.position += velocity.normalized() * delta
|
||||
actor.position.x = clamp(actor.position.x, 0, actor.get_viewport_rect().size.x)
|
||||
actor.position.y = clamp(actor.position.y, 0, actor.get_viewport_rect().size.y)
|
||||
actor.getAnimatedSprite().flip_h = actor.last_process_velocity.x < 0
|
||||
func input(actor):
|
||||
actor.show()
|
||||
pass
|
||||
|
||||
func spriteFinished(actor):
|
||||
|
||||
func process(actor):
|
||||
actor.get_animated_sprite().animation = animation_name
|
||||
actor.get_animated_sprite().speed_scale = speed_scale
|
||||
actor.get_animated_sprite().flip_h = actor.velocity.x < 0
|
||||
|
||||
func physics_process(actor, delta):
|
||||
var collision = actor.move_and_collide(Vector2(0.0, 0.0) * delta)
|
||||
if collision:
|
||||
collision.collider.on_collide(actor)
|
||||
|
||||
func sprite_finished(actor):
|
||||
actor.state = actor.PlayerState.NORMAL
|
||||
actor.getAnimatedSprite().flip_h = false
|
||||
actor.get_animated_sprite().flip_h = false
|
||||
|
|
|
@ -9,7 +9,7 @@
|
|||
config_version=4
|
||||
|
||||
_global_script_classes=[ {
|
||||
"base": "Area2D",
|
||||
"base": "KinematicBody2D",
|
||||
"class": "Actor",
|
||||
"language": "GDScript",
|
||||
"path": "res://Actor.gd"
|
||||
|
@ -24,6 +24,11 @@ _global_script_classes=[ {
|
|||
"language": "GDScript",
|
||||
"path": "res://DashKey.gd"
|
||||
}, {
|
||||
"base": "Actor",
|
||||
"class": "Enemy",
|
||||
"language": "GDScript",
|
||||
"path": "res://Enemy.gd"
|
||||
}, {
|
||||
"base": "Node",
|
||||
"class": "PlayerAttack",
|
||||
"language": "GDScript",
|
||||
|
@ -48,6 +53,7 @@ _global_script_class_icons={
|
|||
"Actor": "",
|
||||
"AttackKey": "",
|
||||
"DashKey": "",
|
||||
"Enemy": "",
|
||||
"PlayerAttack": "",
|
||||
"PlayerDash": "",
|
||||
"PlayerNormal": "",
|
||||
|
|
Loading…
Reference in New Issue