character switch

This commit is contained in:
Page Asgardius 2024-01-27 13:10:58 -07:00
parent d21d95ec86
commit 9391847aea
23 changed files with 692 additions and 112 deletions

View file

@ -11,38 +11,41 @@ var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
@onready var anim := $AnimationPlayer
func _physics_process(delta):
velocity.x = 0
velocity.y = 0
# Add the gravity.
#var velocity = Vector2.ZERO
if Global.live == 1:
#if Global.live == 1:
#velocity = (Vector2.RIGHT.rotated(rotation) * 500 * Global.xm * delta)-Vector2.UP.rotated(rotation) * 500 * Global.ym * delta
#origmpos = get_viewport().get_mouse_position()
#if Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) != 0:
# velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
#position += velocity
if velocity.y > 0.3:
angle = 2
elif velocity.y < -0.3:
angle = 0
elif velocity.x > 0.3:
angle = 1
elif velocity.x < -0.3:
angle = 3
if velocity.y != 0 || velocity.x != 0:
if angle == 0:
anim.play("nwalk")
elif angle == 1:
anim.play("ewalk")
elif angle == 3:
anim.play("wwalk")
else:
anim.play("swalk")
position += velocity
if velocity.y > 0.3:
angle = 2
elif velocity.y < -0.3:
angle = 0
elif velocity.x > 0.3:
angle = 1
elif velocity.x < -0.3:
angle = 3
if velocity.y != 0 || velocity.x != 0:
if angle == 0:
anim.play("nwalk")
elif angle == 1:
anim.play("ewalk")
elif angle == 3:
anim.play("wwalk")
else:
if angle == 0:
anim.play("nidle")
elif angle == 1:
anim.play("eidle")
elif angle == 3:
anim.play("widle")
else:
anim.play("sidle")
anim.play("swalk")
else:
if angle == 0:
anim.play("nidle")
elif angle == 1:
anim.play("eidle")
elif angle == 3:
anim.play("widle")
else:
anim.play("sidle")
move_and_slide()

View file

@ -1,48 +0,0 @@
extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
var angle = 2
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
@onready var anim := $AnimationPlayer
func _physics_process(delta):
# Add the gravity.
#var velocity = Vector2.ZERO
if Global.live == 1:
velocity = (Vector2.RIGHT.rotated(rotation) * 500 * Global.xm * delta)-Vector2.UP.rotated(rotation) * 500 * Global.ym * delta
#origmpos = get_viewport().get_mouse_position()
#if Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) != 0:
# velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
position += velocity
if Global.ym > 0.3:
angle = 2
elif Global.ym < -0.3:
angle = 0
elif Global.xm > 0.3:
angle = 1
elif Global.xm < -0.3:
angle = 3
if velocity.y != 0 || velocity.x != 0:
if angle == 0:
anim.play("nwalk")
elif angle == 1:
anim.play("ewalk")
elif angle == 3:
anim.play("wwalk")
else:
anim.play("swalk")
else:
if angle == 0:
anim.play("nidle")
elif angle == 1:
anim.play("eidle")
elif angle == 3:
anim.play("widle")
else:
anim.play("sidle")
move_and_slide()

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@ -0,0 +1,34 @@
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metadata={
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@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cf5i7ff2yyant"
path="res://.godot/imported/fullbody.png-6952c6a295446e9ef348eacff999af75.ctex"
metadata={
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detect_3d/compress_to=1

View file

@ -0,0 +1,51 @@
extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
var angle = 2
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
@onready var anim := $AnimationPlayer
func _physics_process(delta):
velocity.x = 0
velocity.y = 0
# Add the gravity.
#var velocity = Vector2.ZERO
#if Global.live == 1:
#velocity = (Vector2.RIGHT.rotated(rotation) * 500 * Global.xm * delta)-Vector2.UP.rotated(rotation) * 500 * Global.ym * delta
#origmpos = get_viewport().get_mouse_position()
#if Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) != 0:
# velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
#position += velocity
position += velocity
if velocity.y > 0.3:
angle = 2
elif velocity.y < -0.3:
angle = 0
elif velocity.x > 0.3:
angle = 1
elif velocity.x < -0.3:
angle = 3
if velocity.y != 0 || velocity.x != 0:
if angle == 0:
anim.play("nwalk")
elif angle == 1:
anim.play("ewalk")
elif angle == 3:
anim.play("wwalk")
else:
anim.play("swalk")
else:
if angle == 0:
anim.play("nidle")
elif angle == 1:
anim.play("eidle")
elif angle == 3:
anim.play("widle")
else:
anim.play("sidle")
move_and_slide()

View file

@ -0,0 +1,180 @@
[gd_scene load_steps=14 format=3 uid="uid://dpudp1d2wpryc"]
[ext_resource type="Script" path="res://sprites/common/natasha/natasha.gd" id="1_kycyt"]
[ext_resource type="Texture2D" uid="uid://7pw16o08gyuk" path="res://sprites/common/natasha/sprite.png" id="2_grplw"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_dj8gt"]
size = Vector2(86, 68)
[sub_resource type="Animation" id="Animation_i5rhc"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
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"transitions": PackedFloat32Array(1),
"update": 1,
"values": [0]
}
[sub_resource type="Animation" id="Animation_8my4d"]
resource_name = "eidle"
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [6]
}
[sub_resource type="Animation" id="Animation_op07l"]
resource_name = "ewalk"
length = 0.3
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.1, 0.2),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 1,
"values": [7, 6, 8]
}
[sub_resource type="Animation" id="Animation_cajcr"]
resource_name = "nidle"
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0.2),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [3]
}
[sub_resource type="Animation" id="Animation_7lhgw"]
resource_name = "nwalk"
length = 0.3
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.1, 0.2),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 1,
"values": [4, 3, 5]
}
[sub_resource type="Animation" id="Animation_w3ius"]
resource_name = "sidle"
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [0]
}
[sub_resource type="Animation" id="Animation_u56r5"]
resource_name = "swalk"
length = 0.3
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.1, 0.2),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 1,
"values": [1, 0, 2]
}
[sub_resource type="Animation" id="Animation_isodq"]
resource_name = "widle"
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0.2),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [9]
}
[sub_resource type="Animation" id="Animation_letwb"]
resource_name = "wwalk"
length = 0.3
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.1, 0.2),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 1,
"values": [10, 9, 11]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_mh65y"]
_data = {
"RESET": SubResource("Animation_i5rhc"),
"eidle": SubResource("Animation_8my4d"),
"ewalk": SubResource("Animation_op07l"),
"nidle": SubResource("Animation_cajcr"),
"nwalk": SubResource("Animation_7lhgw"),
"sidle": SubResource("Animation_w3ius"),
"swalk": SubResource("Animation_u56r5"),
"widle": SubResource("Animation_isodq"),
"wwalk": SubResource("Animation_letwb")
}
[node name="Natasha" type="CharacterBody2D"]
script = ExtResource("1_kycyt")
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource("2_grplw")
hframes = 3
vframes = 4
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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@ -0,0 +1,34 @@
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@ -0,0 +1,68 @@
extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
var angle = 2
var sprite
var anim
var csprite
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
func _ready():
anim = $AnimationPlayer
sprite = $Sprite2D
if Global.debug:
csprite = Global.dcpchar
sprite.texture = load(Global.pchars[Global.dparty[Global.dcpchar]])
else:
csprite = Global.cpchar
sprite.texture = load(Global.pchars[Global.party[Global.cpchar]])
csprite
func _physics_process(delta):
# Add the gravity.
#var velocity = Vector2.ZERO
if Global.live == 1:
velocity = (Vector2.RIGHT.rotated(rotation) * 500 * Global.xm * delta)-Vector2.UP.rotated(rotation) * 500 * Global.ym * delta
if Global.debug:
if Global.dcpchar != csprite:
csprite = Global.dcpchar
sprite.texture = load(Global.pchars[Global.dparty[Global.dcpchar]])
else:
if Global.cpchar != csprite:
csprite = Global.cpchar
sprite.texture = load(Global.pchars[Global.party[Global.cpchar]])
#origmpos = get_viewport().get_mouse_position()
#if Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) != 0:
# velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
position += velocity
if Global.ym > 0.3:
angle = 2
elif Global.ym < -0.3:
angle = 0
elif Global.xm > 0.3:
angle = 1
elif Global.xm < -0.3:
angle = 3
if velocity.y != 0 || velocity.x != 0:
if angle == 0:
anim.play("nwalk")
elif angle == 1:
anim.play("ewalk")
elif angle == 3:
anim.play("wwalk")
else:
anim.play("swalk")
else:
if angle == 0:
anim.play("nidle")
elif angle == 1:
anim.play("eidle")
elif angle == 3:
anim.play("widle")
else:
anim.play("sidle")
move_and_slide()

View file

@ -1,7 +1,6 @@
[gd_scene load_steps=14 format=3 uid="uid://cehe6sm8ly06u"]
[gd_scene load_steps=13 format=3 uid="uid://cehe6sm8ly06u"]
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[ext_resource type="Texture2D" uid="uid://bc2vrf8qggvtp" path="res://sprites/common/midori/sprite.png" id="1_oqq2w"]
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size = Vector2(86, 68)
@ -162,11 +161,10 @@ _data = {
"wwalk": SubResource("Animation_letwb")
}
[node name="Midori" type="CharacterBody2D"]
[node name="Player" type="CharacterBody2D"]
script = ExtResource("1_6vvcv")
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource("1_oqq2w")
hframes = 3
vframes = 4