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Add attack mechanic demo - tutorial with Heartbeast
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...l/17-Attack demo with Heartbeast/end/.import/bg.png-ca4dd02b5a08671d1e8200d74b5e8347.stex
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...ck demo with Heartbeast/end/.import/spear_enemy.png-b325bd4ecef242c2d8570488a23b715b.stex
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[gd_scene load_steps=4 format=2] | ||
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[ext_resource path="res://art/bg.png" type="Texture" id=1] | ||
[ext_resource path="res://characters/player/Player.tscn" type="PackedScene" id=2] | ||
[ext_resource path="res://characters/enemy/Enemy.tscn" type="PackedScene" id=3] | ||
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[node name="Game" type="Node"] | ||
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[node name="bg" type="Sprite" parent="."] | ||
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position = Vector2( 511.5, 320.5 ) | ||
scale = Vector2( 0.748902, 0.832031 ) | ||
texture = ExtResource( 1 ) | ||
_sections_unfolded = [ "Transform" ] | ||
__meta__ = { | ||
"_edit_lock_": true | ||
} | ||
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[node name="Player" parent="." instance=ExtResource( 2 )] | ||
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position = Vector2( 329, 444 ) | ||
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[node name="Enemy" parent="." instance=ExtResource( 3 )] | ||
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position = Vector2( 699, 371 ) | ||
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[node name="Enemy2" parent="." instance=ExtResource( 3 )] | ||
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position = Vector2( 622, 559 ) | ||
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[node name="Enemy3" parent="." instance=ExtResource( 3 )] | ||
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position = Vector2( 133, 365 ) | ||
max_health = 4 | ||
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final/17-Attack demo with Heartbeast/end/art/bg.png.import
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[remap] | ||
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importer="texture" | ||
type="StreamTexture" | ||
path="res://.import/bg.png-ca4dd02b5a08671d1e8200d74b5e8347.stex" | ||
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[params] | ||
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compress/mode=0 | ||
compress/lossy_quality=0.7 | ||
compress/hdr_mode=0 | ||
compress/normal_map=0 | ||
flags/repeat=0 | ||
flags/filter=true | ||
flags/mipmaps=false | ||
flags/anisotropic=false | ||
flags/srgb=2 | ||
process/fix_alpha_border=true | ||
process/premult_alpha=false | ||
process/HDR_as_SRGB=false | ||
stream=false | ||
size_limit=0 | ||
detect_3d=true | ||
svg/scale=1.0 |
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final/17-Attack demo with Heartbeast/end/characters/Character.gd
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extends KinematicBody2D | ||
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signal health_changed | ||
signal died | ||
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export(String) var weapon_scene_path = "res://characters/weapons/spear/Spear.tscn" | ||
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var weapon = null | ||
var weapon_path = "" | ||
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onready var animation_player = $AnimationPlayer | ||
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enum STATES {IDLE, WALK, ATTACK, STAGGER, DIE, DEAD} | ||
var current_state = null | ||
var previous_state = null | ||
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var speed = 400 | ||
var look_direction = Vector2(1, 0) | ||
var move_direction = Vector2() | ||
var input_direction = Vector2() | ||
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export var max_health = 1 | ||
var health | ||
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func _ready(): | ||
health = max_health | ||
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# Weapon setup | ||
var weapon_instance = load(weapon_scene_path).instance() | ||
var weapon_anchor = $WeaponSpawnPoint/WeaponAnchorPoint | ||
weapon_anchor.add_child(weapon_instance) | ||
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weapon = weapon_anchor.get_child(0) | ||
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weapon_path = weapon.get_path() | ||
weapon.connect("attack_finished", self, "_on_Weapon_attack_finished") | ||
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_change_state(IDLE) | ||
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func _physics_process(delta): | ||
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# Movement | ||
if current_state == IDLE: | ||
if input_direction: | ||
_change_state(WALK) | ||
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if current_state == WALK: | ||
move_direction = input_direction | ||
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if move_direction.x: | ||
look_direction.x = move_direction.x | ||
$WeaponSpawnPoint.scale.x = look_direction.x | ||
if move_direction.y: | ||
look_direction.y = move_direction.y | ||
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if not move_direction: | ||
_change_state(IDLE) | ||
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var velocity = move_direction * speed * delta | ||
move_and_collide(velocity) | ||
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func _change_state(new_state): | ||
previous_state = current_state | ||
current_state = new_state | ||
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# initialize/enter the state | ||
match new_state: | ||
IDLE: | ||
animation_player.play("idle") | ||
ATTACK: | ||
# see Weapon.gd for damage management | ||
weapon.attack() | ||
STAGGER: | ||
animation_player.play("take_damage") | ||
DEAD: | ||
queue_free() | ||
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func take_damage(count): | ||
if current_state == DEAD: | ||
return | ||
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health -= count | ||
if health <= 0: | ||
health = 0 | ||
_change_state(DEAD) | ||
emit_signal("died") | ||
return | ||
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_change_state(STAGGER) | ||
emit_signal("health_changed", health) | ||
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func _on_AnimationPlayer_animation_finished( name ): | ||
if name == "take_damage": | ||
_change_state(IDLE) | ||
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func _on_Weapon_attack_finished(): | ||
_change_state(IDLE) |
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final/17-Attack demo with Heartbeast/end/characters/Character.tscn
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[gd_scene load_steps=9 format=2] | ||
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[ext_resource path="res://characters/Character.gd" type="Script" id=1] | ||
[ext_resource path="res://characters/shared/shadow.png" type="Texture" id=2] | ||
[ext_resource path="res://characters/player/buddy_green.png" type="Texture" id=3] | ||
[ext_resource path="res://characters/DebugCharacter.gd" type="Script" id=4] | ||
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[sub_resource type="Animation" id=1] | ||
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resource_name = "_setup" | ||
length = 1.0 | ||
loop = false | ||
step = 0.1 | ||
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[sub_resource type="Animation" id=2] | ||
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resource_name = "idle" | ||
length = 1.0 | ||
loop = false | ||
step = 0.1 | ||
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[sub_resource type="Animation" id=3] | ||
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resource_name = "take_damage" | ||
length = 0.6 | ||
loop = false | ||
step = 0.1 | ||
tracks/0/type = "value" | ||
tracks/0/path = NodePath("Body:self_modulate") | ||
tracks/0/interp = 1 | ||
tracks/0/loop_wrap = true | ||
tracks/0/imported = false | ||
tracks/0/keys = { | ||
"times": PoolRealArray( 0, 0.6 ), | ||
"transitions": PoolRealArray( 0.390557, 1 ), | ||
"update": 0, | ||
"values": [ Color( 1, 0, 0, 1 ), Color( 1, 1, 1, 1 ) ] | ||
} | ||
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[sub_resource type="RectangleShape2D" id=4] | ||
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custom_solver_bias = 0.0 | ||
extents = Vector2( 19.9141, 16 ) | ||
_sections_unfolded = [ "Resource" ] | ||
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[node name="Character" type="KinematicBody2D" groups=[ | ||
"character", | ||
]] | ||
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input_pickable = false | ||
collision_layer = 1 | ||
collision_mask = 1 | ||
collision/safe_margin = 0.08 | ||
script = ExtResource( 1 ) | ||
_sections_unfolded = [ "Collision", "collision" ] | ||
weapon_scene_path = "res://characters/weapons/spear/Spear.tscn" | ||
max_health = 1 | ||
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."] | ||
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playback_process_mode = 1 | ||
playback_default_blend_time = 0.0 | ||
root_node = NodePath("..") | ||
anims/_setup = SubResource( 1 ) | ||
anims/idle = SubResource( 2 ) | ||
anims/take_damage = SubResource( 3 ) | ||
playback/active = true | ||
playback/speed = 1.0 | ||
blend_times = [ ] | ||
autoplay = "" | ||
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[node name="Shadow" type="Sprite" parent="."] | ||
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scale = Vector2( 0.546225, 0.546225 ) | ||
texture = ExtResource( 2 ) | ||
_sections_unfolded = [ "Transform" ] | ||
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[node name="Body" type="Sprite" parent="."] | ||
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scale = Vector2( 0.446435, 0.446435 ) | ||
texture = ExtResource( 3 ) | ||
offset = Vector2( 0, -69 ) | ||
_sections_unfolded = [ "Offset", "Transform", "Visibility" ] | ||
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."] | ||
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position = Vector2( 0, -15.8886 ) | ||
shape = SubResource( 4 ) | ||
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[node name="WeaponSpawnPoint" type="Node2D" parent="."] | ||
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position = Vector2( 0, -30 ) | ||
_sections_unfolded = [ "Transform" ] | ||
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[node name="WeaponAnchorPoint" type="Node2D" parent="WeaponSpawnPoint"] | ||
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_sections_unfolded = [ "Transform" ] | ||
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[node name="DisplayDebugInfo" type="Label" parent="."] | ||
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anchor_left = 0.0 | ||
anchor_top = 0.0 | ||
anchor_right = 0.0 | ||
anchor_bottom = 0.0 | ||
margin_left = -46.0 | ||
margin_top = -84.0 | ||
margin_right = 47.0 | ||
margin_bottom = -68.0 | ||
rect_pivot_offset = Vector2( 0, 0 ) | ||
rect_clip_content = false | ||
mouse_filter = 2 | ||
size_flags_horizontal = 1 | ||
size_flags_vertical = 4 | ||
text = "Debug info" | ||
align = 1 | ||
percent_visible = 1.0 | ||
lines_skipped = 0 | ||
max_lines_visible = -1 | ||
script = ExtResource( 4 ) | ||
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[connection signal="animation_finished" from="AnimationPlayer" to="." method="_on_AnimationPlayer_animation_finished"] | ||
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final/17-Attack demo with Heartbeast/end/characters/DebugCharacter.gd
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extends Label | ||
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onready var Character = $'..' | ||
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func _ready(): | ||
visible = false | ||
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func _physics_process(delta): | ||
text = str(Character.current_state) |
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final/17-Attack demo with Heartbeast/end/characters/enemy/Enemy.gd
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extends "res://characters/Character.gd" | ||
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export(int) var patrol_distance = 200 | ||
var start_position = Vector2() | ||
var end_position = Vector2() | ||
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enum STATES_MIND {WAIT, MOVE, ACT} | ||
var current_mind_state = WAIT | ||
var previous_mind_state = null | ||
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var last_move_direction = Vector2() | ||
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onready var wait_timer = $WaitTimer | ||
onready var attack_timer = $AttackTimer | ||
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var first_ai_cycle = true | ||
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func _ready(): | ||
speed = 240 | ||
start_position = position | ||
end_position = start_position + Vector2(patrol_distance, 0) | ||
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_change_mind_state(WAIT) | ||
randomize() | ||
wait_timer.stop() | ||
wait_timer.wait_time = randf() * 3 | ||
wait_timer.start() | ||
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func _physics_process(delta): | ||
if current_mind_state == MOVE: | ||
if input_direction.x == 1 and position.x > end_position.x \ | ||
or input_direction.x == -1 and position.x < start_position.x: | ||
last_move_direction = input_direction | ||
_change_mind_state(WAIT) | ||
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func _change_mind_state(new_state): | ||
previous_mind_state = current_mind_state | ||
current_mind_state = new_state | ||
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match current_mind_state: | ||
WAIT: | ||
input_direction = Vector2() | ||
wait_timer.wait_time = 1.0 | ||
wait_timer.start() | ||
MOVE: | ||
input_direction.x = -last_move_direction.x | ||
if last_move_direction.x == 0: | ||
input_direction.x = 1 | ||
wait_timer.stop() | ||
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func _on_WaitTimer_timeout(): | ||
wait_timer.stop() | ||
if first_ai_cycle: | ||
first_ai_cycle = false | ||
_change_mind_state(MOVE) | ||
return | ||
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_change_state(ATTACK) | ||
_change_mind_state(ACT) | ||
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func _on_Weapon_attack_finished(): | ||
_change_mind_state(MOVE) | ||
_change_state(IDLE) |
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