feat: bodged stage 2, ready for boss fight

This commit is contained in:
Alexis Williams 2024-08-18 20:05:00 +01:00
parent 2c7b9c1efd
commit 137d216c80
12 changed files with 250 additions and 27 deletions

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@ -1,7 +1,8 @@
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texture_filter = 1
position = Vector2(-34, 0)
sprite_frames = SubResource("SpriteFrames_e3bx4")
animation = &"jump away"
animation = &"Whip"
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@ -288,3 +289,24 @@ shape = SubResource("RectangleShape2D_k4vrw")
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shape = SubResource("RectangleShape2D_s2a15")
debug_color = Color(0.949698, 0.110143, 0.492661, 0.42)
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volume_db = 10.0
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wait_time = 0.6
one_shot = true
[node name="AttackTimer" type="Timer" parent="."]
wait_time = 0.5
one_shot = true
[node name="Recharge" type="Timer" parent="."]
wait_time = 0.5
one_shot = true

View file

@ -1,8 +1,9 @@
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@ -612,6 +613,63 @@ size = Vector2(28, 64)
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@ -723,6 +781,24 @@ position = Vector2(29, -3)
shape = SubResource("RectangleShape2D_mst3b")
debug_color = Color(2.11775e-06, 0.631094, 0.465774, 0.42)
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="PunchHitbox"]
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@ -37,7 +37,7 @@ scale = Vector2(1.01667, 1)
texture = ExtResource("4_d2h5p")
[node name="Player" parent="." instance=ExtResource("5_kc5l1")]
position = Vector2(-40, -49)
position = Vector2(-154, -43)
[node name="Borders" parent="." instance=ExtResource("6_47554")]
position = Vector2(-272, -240)
@ -71,10 +71,10 @@ one_shot = true
script = ExtResource("9_2n06p")
[node name="Crawler2" parent="Level2Spawner" instance=ExtResource("9_sqnor")]
position = Vector2(-200, -41)
position = Vector2(-306, -39)
[node name="Crawler" parent="Level2Spawner" instance=ExtResource("9_sqnor")]
position = Vector2(168, -41)
position = Vector2(307, -42)
[node name="Floor" type="StaticBody2D" parent="."]

View file

@ -4,18 +4,29 @@ class_name Crawler extends Entity
@onready var sprite = $AnimatedSprite2D
@onready var main_collider = $CollisionShape2D
@onready var whip = $WhipArea
@onready var speed_mult = 0
@onready var is_dying = false
@onready var explosion_sfx = $ExplosionSFX
@onready var death_timer = $DeathTimer
@onready var hurting = false
@onready var hurt_timer = $HurtTimer
@onready var attack_timer = $AttackTimer
@onready var recharge_timer = $Recharge
## Crawl towards the player but stay within striking distance and not super close
const HEALTH = 40
const HEALTH = 45
const SPEED_MULTIPLIER = 50
const ATTACK_DAMAGE = 20
var death_timer_started = false
var attacking = true
func _init() -> void:
super._init(HEALTH, SPEED_MULTIPLIER, ATTACK_DAMAGE)
#func _ready() -> void:
#whip.visible = false
func _ready() -> void:
whip.visible = false
func face_player():
var player_position = player.global_position
@ -36,13 +47,19 @@ func _physics_process(delta: float) -> void:
var distanceToPlayer = global_position.distance_to(player.global_position)
var desiredDistance = 70
if health <= 0 and !death_timer_started:
is_dying = true
death_timer_started = true
death_timer.start()
if !is_dying:
if !hurting:
if sprite.flip_h:
desiredDistance -= 69
face_player()
print(distanceToPlayer)
if distanceToPlayer > desiredDistance:
velocity.x = speed
velocity.x = speed * speed_mult
face_player()
if not sprite.flip_h:
@ -50,7 +67,45 @@ func _physics_process(delta: float) -> void:
sprite.play("walk")
else:
if recharge_timer.is_stopped():
attacking = true
whip.visible = true
whip.connect("body_entered", whip_hit)
attack_timer.start()
if attacking and !attack_timer.is_stopped():
velocity.x = 0
sprite.play("Whip")
elif attacking and attack_timer.is_stopped():
recharge_timer.start()
whip.visible = false
whip.disconnect("body_entered", whip_hit)
attacking = false
if hurt_timer.is_stopped():
hurting = false
else:
sprite.play("jump back")
move_and_slide()
else:
sprite.play("death")
explosion_sfx.play()
speed_mult = 0
if death_timer.is_stopped():
queue_free()
func charge() -> void:
speed_mult = 1
func hurt_anim():
hurting = true
hurt_timer.start()
func whip_hit(node: Node) -> void:
if node is Player:
node.health -= ATTACK_DAMAGE
node.take_knockback(50)
if node.has_method("hurt_anim"):
node.call("hurt_anim")

View file

@ -12,6 +12,7 @@ class_name Player extends Entity
@onready var player_death_sfx = $PlayerDeathSfx
@onready var hurt_timer = $HurtTimer
@onready var health_bar = $HealthBar
@onready var punch_vfx = $PunchHitbox/AnimatedSprite2D
var jumping = false
var facing_right = true
@ -20,7 +21,7 @@ var hurting = false
var is_dying = false
var is_death_sfx = false
const ATTACK_DAMAGE = 25
const ATTACK_DAMAGE = 20
const INITIAL_HEALTH = 50
const SPEED_MULTIPLIER = 300
const ATTACK_KNOCKBACK = 5000
@ -103,6 +104,7 @@ func _process(delta: float) -> void:
if attack_timer.is_stopped() and Input.is_action_just_pressed("attack"):
attack_timer.start()
punch_vfx.play("default")
if is_on_floor():
animated_sprite.play("Right" if right_punch else "Left")

View file

@ -1,15 +1,21 @@
extends Node2D
@onready var complete = false
@onready var wave_1 = [$Crawler, $Crawler2]
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
for crawler in wave_1:
crawler.charge()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
for crawler in wave_1:
if crawler.is_dying:
wave_1.erase(crawler)
if wave_1 == []:
complete = true
func is_complete() -> bool:
return complete