Add state scene to unify the state object
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1b3ba37deb
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@ -0,0 +1,4 @@
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extends Area2D
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export(int) var damage
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[gd_scene format=2]
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://AI/HitBox.gd" type="Script" id=1]
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[node name="HitBox" type="Area2D"]
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script = ExtResource( 1 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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extends Node
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export(int) var max_health = 1
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onready var health = max_health setget set_health
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func set_health(v):
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if v <= 0:
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emit_signal("no_health")
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health = 0
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else:
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health = v
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signal no_health
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@ -0,0 +1,6 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://AI/Stats.gd" type="Script" id=1]
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[node name="Stats" type="Node"]
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script = ExtResource( 1 )
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extends AnimationSprite
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func _ready():
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self.connect("animation_finished", self, "_on_animation_finished")
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frame = 0
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play("Animate")
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func _on_animation_finished():
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queue_free()
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@ -1,10 +1,16 @@
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extends KinematicBody2D
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var knockback = Vector2.ZERO
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onready var stats = $Stats
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func _physics_process(delta):
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knockback = knockback.move_toward(Vector2.ZERO, 200 * delta)
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knockback = move_and_slide(knockback)
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func _on_HurtBox_area_entered(area):
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stats.health -= area.damage
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knockback = area.knockback_vector * 120
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func _on_Stats_no_health():
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queue_free()
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@ -1,9 +1,10 @@
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[gd_scene load_steps=13 format=2]
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[gd_scene load_steps=14 format=2]
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[ext_resource path="res://Shadows/SmallShadow.png" type="Texture" id=1]
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[ext_resource path="res://Enemies/Bat.png" type="Texture" id=2]
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[ext_resource path="res://AI/HurtBox.tscn" type="PackedScene" id=3]
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[ext_resource path="res://Enemies/Bat.gd" type="Script" id=4]
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[ext_resource path="res://AI/Stats.tscn" type="PackedScene" id=5]
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[sub_resource type="AtlasTexture" id=1]
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atlas = ExtResource( 2 )
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@ -47,6 +48,7 @@ script = ExtResource( 4 )
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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frames = SubResource( 6 )
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animation = "Fly"
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frame = 2
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playing = true
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offset = Vector2( 0, -12 )
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@ -63,6 +65,10 @@ collision_mask = 0
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[node name="CollisionShape2D" parent="HurtBox" index="0"]
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position = Vector2( 0, -15 )
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shape = SubResource( 8 )
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[node name="Stats" parent="." instance=ExtResource( 5 )]
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max_health = 2
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[connection signal="area_entered" from="HurtBox" to="." method="_on_HurtBox_area_entered"]
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[connection signal="no_health" from="Stats" to="." method="_on_Stats_no_health"]
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[editable path="HurtBox"]
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@ -13,9 +13,9 @@ enum {
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var state = MOVE
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var velocity = Vector2.ZERO
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# At the Player scense, player has to be faced to the left for this
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# At the Player scense, player has to be faced to the right for this
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# vector to be correct
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var roll_vector = Vector2.LEFT
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var roll_vector = Vector2.RIGHT
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onready var animation_tree = $AnimationTree
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onready var animation_state = animation_tree.get("parameters/playback")
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@ -636,10 +636,10 @@ anims/RunUp = SubResource( 17 )
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tree_root = SubResource( 44 )
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anim_player = NodePath("../AnimationPlayer")
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parameters/playback = SubResource( 45 )
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parameters/Attack/blend_position = Vector2( 0, 0 )
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parameters/Idle/blend_position = Vector2( 0, 0 )
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parameters/Roll/blend_position = Vector2( 0, 0 )
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parameters/Run/blend_position = Vector2( 0, 0 )
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parameters/Attack/blend_position = Vector2( 1, 0 )
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parameters/Idle/blend_position = Vector2( 1, 0 )
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parameters/Roll/blend_position = Vector2( 1, 0 )
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parameters/Run/blend_position = Vector2( 1, 0 )
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[node name="HitBoxPosition" type="Position2D" parent="."]
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position = Vector2( 0, -5 )
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@ -649,6 +649,7 @@ position = Vector2( 16, 0 )
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collision_layer = 0
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collision_mask = 8
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script = ExtResource( 4 )
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damage = 2
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[node name="CollisionShape2D" parent="HitBoxPosition/SwordHitBox" index="0"]
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shape = SubResource( 46 )
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@ -1,3 +1,3 @@
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extends Area2D
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extends "res://AI/HitBox.gd"
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var knockback_vector = Vector2.ZERO
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