Add state scene to unify the state object

This commit is contained in:
Sameer Rahmani 2021-03-17 00:04:27 +00:00
parent 1b3ba37deb
commit 95e301e24a
10 changed files with 60 additions and 9 deletions

4
AI/HitBox.gd Normal file
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@ -0,0 +1,4 @@
extends Area2D
export(int) var damage

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@ -1,5 +1,8 @@
[gd_scene format=2]
[gd_scene load_steps=2 format=2]
[ext_resource path="res://AI/HitBox.gd" type="Script" id=1]
[node name="HitBox" type="Area2D"]
script = ExtResource( 1 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]

15
AI/Stats.gd Normal file
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@ -0,0 +1,15 @@
extends Node
export(int) var max_health = 1
onready var health = max_health setget set_health
func set_health(v):
if v <= 0:
emit_signal("no_health")
health = 0
else:
health = v
signal no_health

6
AI/Stats.tscn Normal file
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@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://AI/Stats.gd" type="Script" id=1]
[node name="Stats" type="Node"]
script = ExtResource( 1 )

10
Effects/Effects.gd Normal file
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@ -0,0 +1,10 @@
extends AnimationSprite
func _ready():
self.connect("animation_finished", self, "_on_animation_finished")
frame = 0
play("Animate")
func _on_animation_finished():
queue_free()

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@ -1,10 +1,16 @@
extends KinematicBody2D
var knockback = Vector2.ZERO
onready var stats = $Stats
func _physics_process(delta):
knockback = knockback.move_toward(Vector2.ZERO, 200 * delta)
knockback = move_and_slide(knockback)
func _on_HurtBox_area_entered(area):
stats.health -= area.damage
knockback = area.knockback_vector * 120
func _on_Stats_no_health():
queue_free()

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@ -1,9 +1,10 @@
[gd_scene load_steps=13 format=2]
[gd_scene load_steps=14 format=2]
[ext_resource path="res://Shadows/SmallShadow.png" type="Texture" id=1]
[ext_resource path="res://Enemies/Bat.png" type="Texture" id=2]
[ext_resource path="res://AI/HurtBox.tscn" type="PackedScene" id=3]
[ext_resource path="res://Enemies/Bat.gd" type="Script" id=4]
[ext_resource path="res://AI/Stats.tscn" type="PackedScene" id=5]
[sub_resource type="AtlasTexture" id=1]
atlas = ExtResource( 2 )
@ -47,6 +48,7 @@ script = ExtResource( 4 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
frames = SubResource( 6 )
animation = "Fly"
frame = 2
playing = true
offset = Vector2( 0, -12 )
@ -63,6 +65,10 @@ collision_mask = 0
[node name="CollisionShape2D" parent="HurtBox" index="0"]
position = Vector2( 0, -15 )
shape = SubResource( 8 )
[node name="Stats" parent="." instance=ExtResource( 5 )]
max_health = 2
[connection signal="area_entered" from="HurtBox" to="." method="_on_HurtBox_area_entered"]
[connection signal="no_health" from="Stats" to="." method="_on_Stats_no_health"]
[editable path="HurtBox"]

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@ -13,9 +13,9 @@ enum {
var state = MOVE
var velocity = Vector2.ZERO
# At the Player scense, player has to be faced to the left for this
# At the Player scense, player has to be faced to the right for this
# vector to be correct
var roll_vector = Vector2.LEFT
var roll_vector = Vector2.RIGHT
onready var animation_tree = $AnimationTree
onready var animation_state = animation_tree.get("parameters/playback")

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@ -636,10 +636,10 @@ anims/RunUp = SubResource( 17 )
tree_root = SubResource( 44 )
anim_player = NodePath("../AnimationPlayer")
parameters/playback = SubResource( 45 )
parameters/Attack/blend_position = Vector2( 0, 0 )
parameters/Idle/blend_position = Vector2( 0, 0 )
parameters/Roll/blend_position = Vector2( 0, 0 )
parameters/Run/blend_position = Vector2( 0, 0 )
parameters/Attack/blend_position = Vector2( 1, 0 )
parameters/Idle/blend_position = Vector2( 1, 0 )
parameters/Roll/blend_position = Vector2( 1, 0 )
parameters/Run/blend_position = Vector2( 1, 0 )
[node name="HitBoxPosition" type="Position2D" parent="."]
position = Vector2( 0, -5 )
@ -649,6 +649,7 @@ position = Vector2( 16, 0 )
collision_layer = 0
collision_mask = 8
script = ExtResource( 4 )
damage = 2
[node name="CollisionShape2D" parent="HitBoxPosition/SwordHitBox" index="0"]
shape = SubResource( 46 )

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@ -1,3 +1,3 @@
extends Area2D
extends "res://AI/HitBox.gd"
var knockback_vector = Vector2.ZERO