Adding all the files

This commit is contained in:
Alan Youngblood
2024-11-05 18:20:12 -05:00
parent 275377b7b5
commit 3e9f095d44
114 changed files with 4699 additions and 0 deletions

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extends KinematicBody2D
var velocity = Vector2.ZERO
var input_vector = Vector2.ZERO
const ACCELERATION = 500
const MAX_SPEED = 80
const FRICTION = 500
enum {
MOVE,
ROLL,
ATTACK
}
var state = MOVE
onready var animationPlayer = $AnimationPlayer
onready var animationTree = $AnimationTree
onready var animationState = animationTree.get("parameters/playback")
func _ready():
animationTree.active = true
func _physics_process(delta):
match state:
MOVE:
move_state(delta)
ROLL:
pass
ATTACK:
attack_state(delta)
func move_state(delta):
input_vector.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
input_vector.y = Input.get_action_strength("ui_down") - Input.get_action_strength("ui_up")
input_vector = input_vector.normalized()
if input_vector != Vector2.ZERO:
animationTree.set("parameters/Idle/blend_position", input_vector)
animationTree.set("parameters/Run/blend_position", input_vector)
animationState.travel("Run")
velocity = velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
else:
#animationPlayer.play("IdleRight")
animationState.travel("Idle")
velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
velocity = move_and_slide(velocity)
if Input.is_action_just_pressed("attack"):
state = ATTACK
func attack_state(delta):
#velocity = Vector2.ZERO
animationTree.set("parameters/Attack/blend_position", input_vector)
animationState.travel("Attack")
velocity = Vector2.ZERO
#velocity = velocity.move_toward(Vector2.ZERO, FRICTION*delta)
#velocity = move_and_slide(velocity)
func attack_aninimation_finished():
state = MOVE
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

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[remap]
importer="texture"
type="StreamTexture"
path="res://.import/Player.png-3d0801c65bdfc563657cfa304115f1c7.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Player/Player.png"
dest_files=[ "res://.import/Player.png-3d0801c65bdfc563657cfa304115f1c7.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
process/normal_map_invert_y=false
stream=false
size_limit=0
detect_3d=false
svg/scale=1.0

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[gd_scene load_steps=40 format=2]
[ext_resource path="res://Player/Player.gd" type="Script" id=1]
[ext_resource path="res://Player/Player.png" type="Texture" id=2]
[sub_resource type="CapsuleShape2D" id=1]
radius = 4.0
height = 4.0
[sub_resource type="Animation" id=27]
resource_name = "AttackDown"
length = 0.4
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.1, 0.2, 0.3 ),
"transitions": PoolRealArray( 1, 1, 1, 1 ),
"update": 1,
"values": [ 36, 37, 38, 39 ]
}
tracks/1/type = "method"
tracks/1/path = NodePath(".")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0.4 ),
"transitions": PoolRealArray( 1 ),
"values": [ {
"args": [ ],
"method": "attack_aninimation_finished"
} ]
}
[sub_resource type="Animation" id=28]
resource_name = "AttackLeft"
length = 0.4
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.1, 0.2, 0.3 ),
"transitions": PoolRealArray( 1, 1, 1, 1 ),
"update": 1,
"values": [ 32, 33, 34, 35 ]
}
tracks/1/type = "method"
tracks/1/path = NodePath(".")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0.4 ),
"transitions": PoolRealArray( 1 ),
"values": [ {
"args": [ ],
"method": "attack_aninimation_finished"
} ]
}
[sub_resource type="Animation" id=29]
resource_name = "AttackRight"
length = 0.4
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.1, 0.2, 0.3 ),
"transitions": PoolRealArray( 1, 1, 1, 1 ),
"update": 1,
"values": [ 24, 25, 26, 27 ]
}
tracks/1/type = "method"
tracks/1/path = NodePath(".")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0.4 ),
"transitions": PoolRealArray( 1 ),
"values": [ {
"args": [ ],
"method": "attack_aninimation_finished"
} ]
}
[sub_resource type="Animation" id=30]
resource_name = "AttackUp"
length = 0.4
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.1, 0.2, 0.3 ),
"transitions": PoolRealArray( 1, 1, 1, 1 ),
"update": 1,
"values": [ 28, 29, 30, 31 ]
}
tracks/1/type = "method"
tracks/1/path = NodePath(".")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0.4 ),
"transitions": PoolRealArray( 1 ),
"values": [ {
"args": [ ],
"method": "attack_aninimation_finished"
} ]
}
[sub_resource type="Animation" id=9]
resource_name = "IdleDown"
length = 0.1
loop = true
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ 18 ]
}
[sub_resource type="Animation" id=10]
resource_name = "IdleLeft"
length = 0.1
loop = true
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ 12 ]
}
[sub_resource type="Animation" id=7]
resource_name = "IdleRight"
length = 0.1
loop = true
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0.1 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ 0 ]
}
[sub_resource type="Animation" id=8]
resource_name = "IdleUp"
length = 0.1
loop = true
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ 6 ]
}
[sub_resource type="Animation" id=2]
length = 0.001
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 0,
"values": [ 0 ]
}
[sub_resource type="Animation" id=6]
resource_name = "RunDown"
length = 0.6
loop = true
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.1, 0.2, 0.3, 0.4, 0.5 ),
"transitions": PoolRealArray( 1, 1, 1, 1, 1, 1 ),
"update": 1,
"values": [ 19, 19, 21, 22, 23, 18 ]
}
[sub_resource type="Animation" id=4]
resource_name = "RunLeft"
length = 0.6
loop = true
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.1, 0.2, 0.3, 0.4, 0.5 ),
"transitions": PoolRealArray( 1, 1, 1, 1, 1, 1 ),
"update": 1,
"values": [ 13, 14, 15, 16, 17, 12 ]
}
[sub_resource type="Animation" id=3]
resource_name = "RunRight"
length = 0.6
loop = true
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.1, 0.2, 0.3, 0.4, 0.5 ),
"transitions": PoolRealArray( 1, 1, 1, 1, 1, 1 ),
"update": 1,
"values": [ 1, 2, 3, 4, 5, 0 ]
}
[sub_resource type="Animation" id=5]
resource_name = "RunUp"
length = 0.6
loop = true
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.1, 0.2, 0.3, 0.4, 0.5 ),
"transitions": PoolRealArray( 1, 1, 1, 1, 1, 1 ),
"update": 1,
"values": [ 7, 8, 9, 10, 11, 7 ]
}
[sub_resource type="AnimationNodeAnimation" id=31]
animation = "AttackLeft"
[sub_resource type="AnimationNodeAnimation" id=32]
animation = "AttackDown"
[sub_resource type="AnimationNodeAnimation" id=33]
animation = "AttackRight"
[sub_resource type="AnimationNodeAnimation" id=34]
animation = "AttackUp"
[sub_resource type="AnimationNodeBlendSpace2D" id=35]
blend_point_0/node = SubResource( 31 )
blend_point_0/pos = Vector2( -1, 0 )
blend_point_1/node = SubResource( 32 )
blend_point_1/pos = Vector2( 0, 1.1 )
blend_point_2/node = SubResource( 33 )
blend_point_2/pos = Vector2( 1, 0 )
blend_point_3/node = SubResource( 34 )
blend_point_3/pos = Vector2( 0, -1.1 )
min_space = Vector2( -1, -1.1 )
max_space = Vector2( 1, 1.1 )
blend_mode = 1
[sub_resource type="AnimationNodeAnimation" id=11]
animation = "IdleLeft"
[sub_resource type="AnimationNodeAnimation" id=12]
animation = "IdleDown"
[sub_resource type="AnimationNodeAnimation" id=13]
animation = "IdleRight"
[sub_resource type="AnimationNodeAnimation" id=14]
animation = "IdleUp"
[sub_resource type="AnimationNodeBlendSpace2D" id=15]
blend_point_0/node = SubResource( 11 )
blend_point_0/pos = Vector2( -1, 0 )
blend_point_1/node = SubResource( 12 )
blend_point_1/pos = Vector2( 0, 1.1 )
blend_point_2/node = SubResource( 13 )
blend_point_2/pos = Vector2( 1, 0 )
blend_point_3/node = SubResource( 14 )
blend_point_3/pos = Vector2( 0, -1.1 )
min_space = Vector2( -1, -1.1 )
max_space = Vector2( 1, 1.1 )
blend_mode = 1
[sub_resource type="AnimationNodeAnimation" id=20]
animation = "RunLeft"
[sub_resource type="AnimationNodeAnimation" id=21]
animation = "RunDown"
[sub_resource type="AnimationNodeAnimation" id=22]
animation = "RunRight"
[sub_resource type="AnimationNodeAnimation" id=23]
animation = "RunUp"
[sub_resource type="AnimationNodeBlendSpace2D" id=24]
blend_point_0/node = SubResource( 20 )
blend_point_0/pos = Vector2( -1, 0 )
blend_point_1/node = SubResource( 21 )
blend_point_1/pos = Vector2( 0, 1.1 )
blend_point_2/node = SubResource( 22 )
blend_point_2/pos = Vector2( 1, 0 )
blend_point_3/node = SubResource( 23 )
blend_point_3/pos = Vector2( 0, -1.1 )
min_space = Vector2( -1, -1.1 )
max_space = Vector2( 1, 1.1 )
blend_mode = 1
[sub_resource type="AnimationNodeStateMachineTransition" id=25]
[sub_resource type="AnimationNodeStateMachineTransition" id=26]
[sub_resource type="AnimationNodeStateMachineTransition" id=36]
[sub_resource type="AnimationNodeStateMachineTransition" id=37]
[sub_resource type="AnimationNodeStateMachineTransition" id=38]
[sub_resource type="AnimationNodeStateMachineTransition" id=39]
[sub_resource type="AnimationNodeStateMachine" id=18]
states/Attack/node = SubResource( 35 )
states/Attack/position = Vector2( 321.375, 203.5 )
states/Idle/node = SubResource( 15 )
states/Idle/position = Vector2( 323.5, 96.2812 )
states/Run/node = SubResource( 24 )
states/Run/position = Vector2( 509.5, 96.5 )
transitions = [ "Run", "Idle", SubResource( 25 ), "Idle", "Run", SubResource( 26 ), "Idle", "Attack", SubResource( 36 ), "Attack", "Idle", SubResource( 37 ), "Attack", "Run", SubResource( 38 ), "Run", "Attack", SubResource( 39 ) ]
start_node = "Idle"
[sub_resource type="AnimationNodeStateMachinePlayback" id=19]
[node name="Player" type="KinematicBody2D"]
script = ExtResource( 1 )
[node name="Sprite" type="Sprite" parent="."]
position = Vector2( 0, -9 )
texture = ExtResource( 2 )
hframes = 60
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
rotation = -1.5708
shape = SubResource( 1 )
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
anims/AttackDown = SubResource( 27 )
anims/AttackLeft = SubResource( 28 )
anims/AttackRight = SubResource( 29 )
anims/AttackUp = SubResource( 30 )
anims/IdleDown = SubResource( 9 )
anims/IdleLeft = SubResource( 10 )
anims/IdleRight = SubResource( 7 )
anims/IdleUp = SubResource( 8 )
anims/RESET = SubResource( 2 )
anims/RunDown = SubResource( 6 )
anims/RunLeft = SubResource( 4 )
anims/RunRight = SubResource( 3 )
anims/RunUp = SubResource( 5 )
[node name="AnimationTree" type="AnimationTree" parent="."]
tree_root = SubResource( 18 )
anim_player = NodePath("../AnimationPlayer")
parameters/playback = SubResource( 19 )
parameters/Attack/blend_position = Vector2( 0, 0 )
parameters/Idle/blend_position = Vector2( 0, 0 )
parameters/Run/blend_position = Vector2( 0, 0 )