new release

This commit is contained in:
Page Asgardius 2024-12-07 13:00:53 -07:00
parent edf58fb467
commit 9aec85a16c
35 changed files with 222 additions and 129 deletions

1
.gitignore vendored
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@ -11,3 +11,4 @@ Midori in the Magic School.arm64
Midori in the Magic School.apk.idsig
Midori in the Magic School.pck
android/
export_presets.cfg

View file

@ -1,3 +1,3 @@
source_md5="3b62c139863db33dff26c7c6a431912a"
dest_md5="725173346b1d0638eda0eb3bb8a29992"
source_md5="160714ba8643abe227ecf09d0fa81a1c"
dest_md5="5db3a22b6dbdf6ef4a4b271d1e0e294d"

View file

@ -1,3 +1,3 @@
source_md5="41845decf08dcab95d58052126552087"
dest_md5="4ab96230486a269295260db949c0b788"
source_md5="3f4e188fe254373550ef049601712759"
dest_md5="2fb2eadef8e4e2a7cc7e7883c6bccf40"

View file

@ -1,3 +1,3 @@
source_md5="28322b78b5e7286d4c34ebe12cbfc6c7"
dest_md5="4b5ffcf65f041f1dad3e8353217e6dd9"
source_md5="5678a510b5e55c6eec91c67aa249c0af"
dest_md5="10cd696fd62c7d4dd732fde966fa1309"

View file

@ -1,3 +1,3 @@
source_md5="c98f60a4104f63fc40349664fcaa1122"
dest_md5="594e56cbb9f624f9b3118ad10cd61f5b"
source_md5="f808d846e47052a4c4373220b8fa71e7"
dest_md5="429a912071ff590e972c2b6c378e578e"

View file

@ -1,3 +1,3 @@
source_md5="69a918c8f87c7dc71b5dc6e856b09275"
dest_md5="cd6868a1081d86518587459b5e95f579"
source_md5="faf676853249058ee6b2c97f6421af4d"
dest_md5="1974fee5096133bc34f9d6c918d4c432"

View file

@ -1,3 +1,3 @@
source_md5="d4b01ea5759bbc49a04bd76e39dcb281"
dest_md5="9b9f93e0be14a4c61cc09b25cde8e051"
source_md5="b7317c9325e7dd541ad347bede0ed6c6"
dest_md5="8beb11d3b2c0d25031b1f57838164563"

View file

@ -1,3 +1,3 @@
source_md5="dc0024fcdc792040e22907ff17a13f7f"
dest_md5="631fe4922a179d5882c2ff4cf294b533"
source_md5="d40b723f3bd26405035ae4176a6d5960"
dest_md5="f0615d51475a269bdb13f12b82919d04"

View file

@ -1,3 +1,3 @@
source_md5="9d5246483521ed2339154334f5b22299"
dest_md5="ae083abbfc52fa816334094ee9b133a5"
source_md5="bb285d5de2b24424cf8ed1be6faea58b"
dest_md5="09d78de5d4d4443ed1f34bd01fc6bd77"

View file

@ -1,24 +0,0 @@
[preset.0]
name="Linux/X11"
platform="Linux/X11"
runnable=true
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="./Midori in the Magic School.x86_64"
script_export_mode=1
script_encryption_key=""
[preset.0.options]
custom_template/debug=""
custom_template/release=""
binary_format/architecture="x86_64"
binary_format/embed_pck=false
texture_format/bptc=false
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=false
texture_format/no_bptc_fallbacks=true

View file

@ -49,7 +49,7 @@ var owlocation = [[null, null], [null, null]]
const musictracks = ["res://music/midorinoyume.ogg", "res://music/seahorse.ogg", "res://music/chinesegoat.ogg", "res://music/doyoufeelold.ogg", "res://music/doyiuneedahealer.ogg", "res://music/adayatceres.ogg", "res://music/twintroublemakers.ogg", "res://music/easyquiz.ogg", "res://music/neowave.ogg", "res://music/multivectorsubmarines.ogg", "res://music/halfgeniegirls.ogg", "res://music/rusianmaverickfairy.ogg", "res://music/blacksmithofdestruction.ogg", "res://music/shininglikefireworks.ogg", "res://music/sadtrashcan.ogg", "res://music/akikonotegami.ogg", "res://music/asadcat.ogg", "res://music/lilydesire.ogg", "res://music/scholartrip.ogg", "res://music/quantumice.ogg", "res://music/unreeeal.ogg", "res://music/alsa.ogg", "res://music/silverblue.ogg"]
const sfxtracks = ["res://sfx/braindamage.wav", "res://sfx/gaugefill.wav", "res://sfx/boomboombakudan.wav"]
var debug = false
const release = "R0.3.1-beta"
const release = "R0.3.2-beta"
var sk = false
var gamepad = 0
var quest = [0, 0, 0, 0, 0, 0]

View file

@ -113,11 +113,6 @@ func _ready():
bossbg = $CanvasLayer/Bossbg
topleft.visible = false
topleftbg.visible = false
if Global.mangohud:
topleft.position.y = 244
topleftbg.position.y = 244
topmini.position.y = 601
topminibg.position.y = 601
if Global.cboss == [null, null, null]:
bossbg.visible = false
boss.visible = false

View file

@ -86,3 +86,11 @@ func _on_B_pressed():
func _on_B_released():
Input.action_release("ui_accept")
func _on_Y_pressed():
Input.action_press("jump")
func _on_Y_released():
Input.action_release("jump")

View file

@ -36,19 +36,19 @@ position = Vector2( 1007, 479 )
normal = ExtResource( 7 )
[node name="R1" type="TouchScreenButton" parent="CanvasLayer"]
position = Vector2( 872, 501 )
position = Vector2( 872, 610 )
normal = ExtResource( 8 )
[node name="R2" type="TouchScreenButton" parent="CanvasLayer"]
position = Vector2( 917, 573 )
position = Vector2( 917, 479 )
normal = ExtResource( 9 )
[node name="L1" type="TouchScreenButton" parent="CanvasLayer"]
position = Vector2( 20, 372 )
position = Vector2( 740, 610 )
normal = ExtResource( 6 )
[node name="L2" type="TouchScreenButton" parent="CanvasLayer"]
position = Vector2( 157, 334 )
position = Vector2( 787, 479 )
normal = ExtResource( 5 )
[node name="Up" type="TouchScreenButton" parent="CanvasLayer"]
@ -72,13 +72,15 @@ position = Vector2( 431, 526 )
normal = ExtResource( 10 )
[node name="Start" type="TouchScreenButton" parent="CanvasLayer"]
position = Vector2( 743, 526 )
position = Vector2( 639, 526 )
normal = ExtResource( 11 )
[connection signal="pressed" from="CanvasLayer/B" to="." method="_on_B_pressed"]
[connection signal="released" from="CanvasLayer/B" to="." method="_on_B_released"]
[connection signal="pressed" from="CanvasLayer/A" to="." method="_on_A_pressed"]
[connection signal="released" from="CanvasLayer/A" to="." method="_on_A_released"]
[connection signal="pressed" from="CanvasLayer/Y" to="." method="_on_Y_pressed"]
[connection signal="released" from="CanvasLayer/Y" to="." method="_on_Y_released"]
[connection signal="pressed" from="CanvasLayer/R1" to="." method="_on_R1_pressed"]
[connection signal="released" from="CanvasLayer/R1" to="." method="_on_R1_released"]
[connection signal="pressed" from="CanvasLayer/R2" to="." method="_on_R2_pressed"]

View file

@ -118,6 +118,12 @@ run={
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":0,"physical_scancode":85,"unicode":0,"echo":false,"script":null)
]
}
jump={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":0,"physical_scancode":79,"unicode":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":3,"pressure":0.0,"pressed":false,"script":null)
]
}
[input_devices]

View file

@ -12,17 +12,7 @@ const fspeed = 100.0
const JUMP_VELOCITY = -400.0
var vangle = 2
var weakness = 1
var isjump = false
var movex = 0
var movey = 0
var attack = 59
@ -107,6 +97,7 @@ func shoot(angle):
new_bullet.btype = "boss"
new_bullet.attack = attack
new_bullet.crit = crit
new_bullet.isjump = isjump
new_bullet.speciality = 3
get_parent().call_deferred("add_child",new_bullet)

View file

@ -12,17 +12,7 @@ const fspeed = 100.0
const JUMP_VELOCITY = -400.0
var vangle = 2
var weakness = 1
var isjump = false
var movex = 0
var movey = 0
var attack = 59
@ -107,6 +97,7 @@ func shoot(angle):
new_bullet.btype = "boss"
new_bullet.attack = attack
new_bullet.crit = crit
new_bullet.isjump = isjump
new_bullet.speciality = 3
get_parent().call_deferred("add_child",new_bullet)

View file

@ -5,6 +5,7 @@ var speciality
var btype
var attack
var crit
var isjump = false
# Called when the node enters the scene tree for the first time.
func _ready():
if is_in_group("players"):
@ -23,7 +24,7 @@ func _physics_process(delta):
func _on_body_entered(body):
if !body.is_in_group(btype) && Global.live == 1:
if body.is_in_group("players") && Global.dificulty != 1:
if body.is_in_group("players") && Global.dificulty != 1 && body.isjump == isjump:
if body.weakness == speciality:
print("weakness")
#Input.start_joy_vibration(0,0,1,3)
@ -49,7 +50,7 @@ func _on_body_entered(body):
Global.cstats[Global.party[Global.cpchar][0]][0] -= attack
else:
Global.cstats[Global.party[Global.cpchar][0]][0] = 0
elif body.is_in_group("boss") && Global.dificulty != 1:
elif body.is_in_group("boss") && Global.dificulty != 1 && body.isjump == isjump:
if body.weakness == speciality:
print("weakness")
if Global.cboss[1] > (attack * crit):
@ -61,7 +62,7 @@ func _on_body_entered(body):
Global.cboss[1] -= attack
else:
Global.cboss[1] = 0
elif body.is_in_group("enemies") && Global.dificulty != 1:
elif body.is_in_group("enemies") && Global.dificulty != 1 && body.isjump == isjump:
if body.weakness == speciality:
print("weakness")
#if body.is_in_group("players"):

View file

@ -7,6 +7,7 @@ var attack
var crit
var angular_speed = 5*PI
var origangle
var isjump = false
# Called when the node enters the scene tree for the first time.
func _ready():
if direction == null:
@ -33,7 +34,7 @@ func _physics_process(delta):
func _on_body_entered(body):
if !body.is_in_group(btype) && Global.live == 1:
if body.is_in_group("players") && Global.dificulty != 1:
if body.is_in_group("players") && Global.dificulty != 1 && body.isjump == isjump:
if body.weakness == speciality:
print("weakness")
#Input.start_joy_vibration(0,0,1,3)
@ -61,7 +62,7 @@ func _on_body_entered(body):
Global.cstats[Global.party[Global.cpchar][0]][0] -= attack
else:
Global.cstats[Global.party[Global.cpchar][0]][0] = 0
elif body.is_in_group("boss") && Global.dificulty != 1:
elif body.is_in_group("boss") && Global.dificulty != 1 && body.isjump == isjump:
if body.weakness == speciality:
print("weakness")
if Global.cboss[1] > (attack * crit):
@ -73,7 +74,7 @@ func _on_body_entered(body):
Global.cboss[1] -= attack
else:
Global.cboss[1] = 0
elif body.is_in_group("enemies") && Global.dificulty != 1:
elif body.is_in_group("enemies") && Global.dificulty != 1 && body.isjump == isjump:
if body.weakness == speciality:
print("weakness")
#if body.is_in_group("players"):

View file

@ -7,6 +7,7 @@ var btype
var isvisible
var attack
var crit
var isjump = false
# Called when the node enters the scene tree for the first time.
func _ready():
if is_in_group("players"):
@ -34,8 +35,8 @@ func _physics_process(delta):
func _on_body_entered(body):
if !body.is_in_group(btype):
if body.is_in_group("players") && Global.dificulty != 1:
if !body.is_in_group(btype) && Global.live == 1:
if body.is_in_group("players") && Global.dificulty != 1 && body.isjump == isjump:
if body.weakness == speciality:
Global.result[3] += attack * crit
#Input.start_joy_vibration(0,0,1,3)
@ -62,9 +63,8 @@ func _on_body_entered(body):
Global.cstats[Global.party[Global.cpchar][0]][0] -= attack
else:
Global.cstats[Global.party[Global.cpchar][0]][0] = 0
elif body.is_in_group("boss") && Global.dificulty != 1:
elif body.is_in_group("boss") && Global.dificulty != 1 && body.isjump == isjump:
if body.weakness == speciality:
print("weakness")
if Global.cboss[1] >= (attack * crit):
Global.cboss[1] -= attack * crit
else:
@ -74,16 +74,18 @@ func _on_body_entered(body):
Global.cboss[1] -= attack
else:
Global.cboss[1] = 0
elif body.is_in_group("enemies") && Global.dificulty != 1:
elif body.is_in_group("enemies") && Global.dificulty != 1 && body.isjump == isjump:
if body.weakness == speciality:
print("weakness")
pass
elif !body.is_in_group("enemies") && body.is_in_group("boss") && !body.is_in_group("players"):
queue_free()
#if body.is_in_group("players"):
# Global.live = 2
#elif body.is_in_group("enemies"):
# Global.live = 3
#elif body.is_in_group("boss"):
# Global.live = 3
queue_free()

View file

@ -7,6 +7,7 @@ var btype
var isvisible
var attack
var crit
var isjump = false
# Called when the node enters the scene tree for the first time.
func _ready():
isvisible = $VisibleOnScreenNotifier2D
@ -28,10 +29,9 @@ func _physics_process(delta):
func _on_body_entered(body):
if !body.is_in_group(btype):
if body.is_in_group("players") && Global.dificulty != 1:
if !body.is_in_group(btype) && Global.live == 1:
if body.is_in_group("players") && Global.dificulty != 1 && body.isjump == isjump:
if body.weakness == 3:
print("weakness")
Global.result[3] += attack * crit
#Input.start_joy_vibration(0,0,1,3)
if Global.debug:
@ -57,9 +57,8 @@ func _on_body_entered(body):
Global.cstats[Global.party[Global.cpchar][0]][0] -= attack
else:
Global.cstats[Global.party[Global.cpchar][0]][0] = 0
elif body.is_in_group("boss") && Global.dificulty != 1 && Global.cboss[1] != null:
elif body.is_in_group("boss") && Global.dificulty != 1 && Global.cboss[1] != null && body.isjump == isjump:
if body.weakness == 3:
print("weakness")
if Global.cboss[1] >= (attack * crit):
Global.cboss[1] -= attack * crit
else:
@ -69,16 +68,17 @@ func _on_body_entered(body):
Global.cboss[1] -= attack
else:
Global.cboss[1] = 0
elif body.is_in_group("enemies") && Global.dificulty != 1:
elif body.is_in_group("enemies") && Global.dificulty != 1 && body.isjump == isjump:
if body.weakness == 3:
print("weakness")
pass
elif !body.is_in_group("enemies") && body.is_in_group("boss") && !body.is_in_group("players"):
queue_free()
#if body.is_in_group("players"):
# Global.live = 2
#elif body.is_in_group("enemies"):
# Global.live = 3
#elif body.is_in_group("boss"):
# Global.live = 3
queue_free()

View file

@ -7,6 +7,7 @@ var isvisible
var speciality
var attack
var crit
var isjump = false
# Called when the node enters the scene tree for the first time.
func _ready():
isvisible = $VisibleOnScreenNotifier2D
@ -29,10 +30,9 @@ func _physics_process(delta):
func _on_body_entered(body):
if !body.is_in_group(btype) && Global.live == 1:
if body.is_in_group("players") && Global.dificulty != 1:
if body.is_in_group("players") && Global.dificulty != 1 && body.isjump == isjump:
if body.weakness == 0:
Global.result[3] += attack * crit
print("weakness")
#Input.start_joy_vibration(0,0,1,3)
if Global.debug:
if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > (attack * crit):
@ -57,9 +57,8 @@ func _on_body_entered(body):
Global.cstats[Global.party[Global.cpchar][0]][0] -= attack
else:
Global.cstats[Global.party[Global.cpchar][0]][0] = 0
elif body.is_in_group("boss") && Global.dificulty != 1:
elif body.is_in_group("boss") && Global.dificulty != 1 && body.isjump == isjump:
if body.weakness == 0:
print("weakness")
if Global.cboss[1] >= (attack * crit):
Global.cboss[1] -= attack * crit
else:
@ -69,16 +68,17 @@ func _on_body_entered(body):
Global.cboss[1] -= attack
else:
Global.cboss[1] = 0
elif body.is_in_group("enemies") && Global.dificulty != 1:
elif body.is_in_group("enemies") && Global.dificulty != 1 && body.isjump == isjump:
if body.weakness == 0:
print("weakness")
pass
elif !body.is_in_group("enemies") && body.is_in_group("boss") && !body.is_in_group("players"):
queue_free()
#if body.is_in_group("players"):
# Global.live = 2
#elif body.is_in_group("enemies"):
# Global.live = 3
#elif body.is_in_group("boss"):
# Global.live = 3
queue_free()
func _on_area_entered(area):

View file

@ -7,6 +7,7 @@ var isvisible
var speciality
var attack
var crit
var isjump = false
# Called when the node enters the scene tree for the first time.
func _ready():
isvisible = $VisibleOnScreenNotifier2D
@ -29,9 +30,8 @@ func _physics_process(delta):
func _on_body_entered(body):
if !body.is_in_group(btype) && Global.live == 1:
if body.is_in_group("players") && Global.dificulty != 1:
if body.is_in_group("players") && Global.dificulty != 1 && body.isjump == isjump:
if body.weakness == 1:
print("weakness")
Global.result[3] += attack * crit
#Input.start_joy_vibration(0,0,1,3)
if Global.debug:
@ -57,9 +57,8 @@ func _on_body_entered(body):
Global.cstats[Global.party[Global.cpchar][0]][0] -= attack
else:
Global.cstats[Global.party[Global.cpchar][0]][0] = 0
elif body.is_in_group("boss") && Global.dificulty != 1:
elif body.is_in_group("boss") && Global.dificulty != 1 && body.isjump == isjump:
if body.weakness == 1:
print("weakness")
if Global.cboss[1] >= (attack * crit):
Global.cboss[1] -= attack * crit
else:
@ -69,16 +68,17 @@ func _on_body_entered(body):
Global.cboss[1] -= attack
else:
Global.cboss[1] = 0
elif body.is_in_group("enemies") && Global.dificulty != 1:
elif body.is_in_group("enemies") && Global.dificulty != 1 && body.isjump == isjump:
if body.weakness == 1:
print("weakness")
pass
elif !body.is_in_group("enemies") && body.is_in_group("boss") && !body.is_in_group("players"):
queue_free()
#if body.is_in_group("players"):
# Global.live = 2
#elif body.is_in_group("enemies"):
# Global.live = 3
#elif body.is_in_group("boss"):
# Global.live = 3
queue_free()
func _on_area_entered(area):

View file

@ -14,7 +14,7 @@ var movey = 0
var attack = 59
var crit = 5
var velocity = Vector2(0,0)
var isjump = false
func _ready():
if Global.isboss:
@ -93,6 +93,7 @@ func shoot(angle):
new_bullet.btype = "boss"
new_bullet.attack = attack
new_bullet.crit = crit
new_bullet.isjump = isjump
new_bullet.speciality = 3
get_parent().call_deferred("add_child",new_bullet)

View file

@ -15,6 +15,7 @@ var movey = 0
var attack = 87
var crit = 7
var velocity = Vector2(0,0)
var isjump = false
func _ready():
if Global.isboss:
@ -94,6 +95,7 @@ func shoot(angle):
new_bullet.btype = "boss"
new_bullet.attack = attack
new_bullet.crit = crit
new_bullet.isjump = isjump
get_parent().call_deferred("add_child",new_bullet)

View file

@ -18,10 +18,13 @@ var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
var weakness
var speciality
var rboost = 1
var jtimer
var isjump = false
func _ready():
add_to_group("players")
anim = $AnimationPlayer
jtimer = $Jtimer
sprite = $Sprite
#_charswitch()
_charinit()
@ -79,24 +82,25 @@ func _physics_process(delta):
angle = 1
elif 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")
if !isjump:
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:
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")
if angle == 0:
anim.play("nidle")
elif angle == 1:
anim.play("eidle")
elif angle == 3:
anim.play("widle")
else:
anim.play("sidle")
position += velocity
velocity = move_and_slide(velocity)
#move_and_slide(position)
@ -105,6 +109,17 @@ func _input(event):
xm = 0
ym = 0
if Global.live == 1:
if Input.is_action_just_pressed("jump") && !isjump:
if angle == 0:
anim.play("njump")
elif angle == 1:
anim.play("ejump")
elif angle == 3:
anim.play("wjump")
else:
anim.play("sjump")
isjump = true
jtimer.start()
if Global.live == 1 && !Input.is_action_pressed("schar"):
if Input.get_joy_axis(0,JOY_ANALOG_LX) > 0.2 || Input.get_joy_axis(0,JOY_ANALOG_LY) > 0.2 || Input.get_joy_axis(0,JOY_ANALOG_LX) < -0.2 || Input.get_joy_axis(0,JOY_ANALOG_LY) < -0.2:
xm = Input.get_joy_axis(0,JOY_ANALOG_LX)
@ -137,6 +152,7 @@ func _input(event):
new_pbullet.btype = "players"
new_pbullet.attack = attack
new_pbullet.crit = crit
new_pbullet.isjump = isjump
new_pbullet.speciality = speciality
new_pbullet.velocity = Vector2(0, -speed).rotated(deg2rad(angle * 90))
var rposition = Vector2(0, -96).rotated(deg2rad(angle * 90))
@ -189,3 +205,25 @@ func _charswitch():
sprite.texture = load(Global.pchars[Global.party[Global.cpchar][0]][Global.party[Global.cpchar][1]])
weakness = Global.specialities[Global.pcspecialities[Global.party[Global.cpchar][0]]]
speciality = Global.pcspecialities[Global.party[Global.cpchar][0]]
func _on_Jtimer_timeout():
isjump = false
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")

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=12 format=2]
[gd_scene load_steps=16 format=2]
[ext_resource path="res://sprites/common/player/player.gd" type="Script" id=2]
@ -6,7 +6,7 @@
extents = Vector2( 45, 128 )
[sub_resource type="Animation" id=2]
length = 0.001
length = 0.3
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
tracks/0/interp = 1
@ -22,6 +22,7 @@ tracks/0/keys = {
[sub_resource type="Animation" id=3]
resource_name = "eidle"
length = 0.3
loop = true
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
@ -36,6 +37,22 @@ tracks/0/keys = {
"values": [ 8 ]
}
[sub_resource type="Animation" id=11]
resource_name = "ejump"
length = 0.3
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ 11 ]
}
[sub_resource type="Animation" id=4]
resource_name = "ewalk"
length = 0.3
@ -56,6 +73,7 @@ tracks/0/keys = {
[sub_resource type="Animation" id=5]
resource_name = "nidle"
length = 0.3
loop = true
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
@ -70,6 +88,22 @@ tracks/0/keys = {
"values": [ 4 ]
}
[sub_resource type="Animation" id=12]
resource_name = "njump"
length = 0.3
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ 7 ]
}
[sub_resource type="Animation" id=6]
resource_name = "nwalk"
length = 0.3
@ -89,6 +123,7 @@ tracks/0/keys = {
[sub_resource type="Animation" id=7]
resource_name = "sidle"
length = 0.3
loop = true
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
@ -97,12 +132,28 @@ tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0.5 ),
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ 0 ]
}
[sub_resource type="Animation" id=13]
resource_name = "sjump"
length = 0.3
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ 3 ]
}
[sub_resource type="Animation" id=8]
resource_name = "swalk"
length = 0.3
@ -137,6 +188,22 @@ tracks/0/keys = {
"values": [ 12 ]
}
[sub_resource type="Animation" id=14]
resource_name = "wjump"
length = 0.3
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ 15 ]
}
[sub_resource type="Animation" id=10]
resource_name = "wwalk"
length = 0.3
@ -167,13 +234,24 @@ shape = SubResource( 1 )
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
anims/RESET = SubResource( 2 )
anims/eidle = SubResource( 3 )
anims/ejump = SubResource( 11 )
anims/ewalk = SubResource( 4 )
anims/nidle = SubResource( 5 )
anims/njump = SubResource( 12 )
anims/nwalk = SubResource( 6 )
anims/sidle = SubResource( 7 )
anims/sjump = SubResource( 13 )
anims/swalk = SubResource( 8 )
anims/widle = SubResource( 9 )
anims/wjump = SubResource( 14 )
anims/wwalk = SubResource( 10 )
[node name="Camera2D" type="Camera2D" parent="."]
current = true
[node name="Jtimer" type="Timer" parent="."]
process_mode = 0
wait_time = 0.3
one_shot = true
[connection signal="timeout" from="Jtimer" to="." method="_on_Jtimer_timeout"]