new release
This commit is contained in:
parent
edf58fb467
commit
9aec85a16c
35 changed files with 222 additions and 129 deletions
1
.gitignore
vendored
1
.gitignore
vendored
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@ -11,3 +11,4 @@ Midori in the Magic School.arm64
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Midori in the Magic School.apk.idsig
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Midori in the Magic School.pck
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android/
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export_presets.cfg
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@ -1,3 +1,3 @@
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source_md5="3b62c139863db33dff26c7c6a431912a"
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dest_md5="725173346b1d0638eda0eb3bb8a29992"
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source_md5="160714ba8643abe227ecf09d0fa81a1c"
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dest_md5="5db3a22b6dbdf6ef4a4b271d1e0e294d"
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@ -1,3 +1,3 @@
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source_md5="41845decf08dcab95d58052126552087"
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dest_md5="4ab96230486a269295260db949c0b788"
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source_md5="3f4e188fe254373550ef049601712759"
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dest_md5="2fb2eadef8e4e2a7cc7e7883c6bccf40"
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@ -1,3 +1,3 @@
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source_md5="28322b78b5e7286d4c34ebe12cbfc6c7"
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dest_md5="4b5ffcf65f041f1dad3e8353217e6dd9"
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source_md5="5678a510b5e55c6eec91c67aa249c0af"
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dest_md5="10cd696fd62c7d4dd732fde966fa1309"
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@ -1,3 +1,3 @@
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source_md5="c98f60a4104f63fc40349664fcaa1122"
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dest_md5="594e56cbb9f624f9b3118ad10cd61f5b"
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source_md5="f808d846e47052a4c4373220b8fa71e7"
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dest_md5="429a912071ff590e972c2b6c378e578e"
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@ -1,3 +1,3 @@
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source_md5="69a918c8f87c7dc71b5dc6e856b09275"
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dest_md5="cd6868a1081d86518587459b5e95f579"
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source_md5="faf676853249058ee6b2c97f6421af4d"
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dest_md5="1974fee5096133bc34f9d6c918d4c432"
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@ -1,3 +1,3 @@
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source_md5="d4b01ea5759bbc49a04bd76e39dcb281"
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dest_md5="9b9f93e0be14a4c61cc09b25cde8e051"
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source_md5="b7317c9325e7dd541ad347bede0ed6c6"
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dest_md5="8beb11d3b2c0d25031b1f57838164563"
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@ -1,3 +1,3 @@
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source_md5="dc0024fcdc792040e22907ff17a13f7f"
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dest_md5="631fe4922a179d5882c2ff4cf294b533"
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source_md5="d40b723f3bd26405035ae4176a6d5960"
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dest_md5="f0615d51475a269bdb13f12b82919d04"
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@ -1,3 +1,3 @@
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source_md5="9d5246483521ed2339154334f5b22299"
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dest_md5="ae083abbfc52fa816334094ee9b133a5"
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source_md5="bb285d5de2b24424cf8ed1be6faea58b"
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dest_md5="09d78de5d4d4443ed1f34bd01fc6bd77"
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Binary file not shown.
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@ -1,24 +0,0 @@
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[preset.0]
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name="Linux/X11"
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platform="Linux/X11"
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runnable=true
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custom_features=""
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export_filter="all_resources"
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include_filter=""
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exclude_filter=""
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export_path="./Midori in the Magic School.x86_64"
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script_export_mode=1
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script_encryption_key=""
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[preset.0.options]
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custom_template/debug=""
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custom_template/release=""
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binary_format/architecture="x86_64"
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binary_format/embed_pck=false
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texture_format/bptc=false
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texture_format/s3tc=true
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texture_format/etc=false
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texture_format/etc2=false
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texture_format/no_bptc_fallbacks=true
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@ -49,7 +49,7 @@ var owlocation = [[null, null], [null, null]]
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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"]
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const sfxtracks = ["res://sfx/braindamage.wav", "res://sfx/gaugefill.wav", "res://sfx/boomboombakudan.wav"]
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var debug = false
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const release = "R0.3.1-beta"
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const release = "R0.3.2-beta"
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var sk = false
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var gamepad = 0
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var quest = [0, 0, 0, 0, 0, 0]
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@ -113,11 +113,6 @@ func _ready():
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bossbg = $CanvasLayer/Bossbg
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topleft.visible = false
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topleftbg.visible = false
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if Global.mangohud:
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topleft.position.y = 244
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topleftbg.position.y = 244
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topmini.position.y = 601
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topminibg.position.y = 601
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if Global.cboss == [null, null, null]:
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bossbg.visible = false
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boss.visible = false
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@ -86,3 +86,11 @@ func _on_B_pressed():
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func _on_B_released():
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Input.action_release("ui_accept")
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func _on_Y_pressed():
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Input.action_press("jump")
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func _on_Y_released():
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Input.action_release("jump")
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@ -36,19 +36,19 @@ position = Vector2( 1007, 479 )
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normal = ExtResource( 7 )
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[node name="R1" type="TouchScreenButton" parent="CanvasLayer"]
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position = Vector2( 872, 501 )
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position = Vector2( 872, 610 )
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normal = ExtResource( 8 )
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[node name="R2" type="TouchScreenButton" parent="CanvasLayer"]
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position = Vector2( 917, 573 )
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position = Vector2( 917, 479 )
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normal = ExtResource( 9 )
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[node name="L1" type="TouchScreenButton" parent="CanvasLayer"]
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position = Vector2( 20, 372 )
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position = Vector2( 740, 610 )
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normal = ExtResource( 6 )
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[node name="L2" type="TouchScreenButton" parent="CanvasLayer"]
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position = Vector2( 157, 334 )
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position = Vector2( 787, 479 )
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normal = ExtResource( 5 )
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[node name="Up" type="TouchScreenButton" parent="CanvasLayer"]
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@ -72,13 +72,15 @@ position = Vector2( 431, 526 )
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normal = ExtResource( 10 )
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[node name="Start" type="TouchScreenButton" parent="CanvasLayer"]
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position = Vector2( 743, 526 )
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position = Vector2( 639, 526 )
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normal = ExtResource( 11 )
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[connection signal="pressed" from="CanvasLayer/B" to="." method="_on_B_pressed"]
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[connection signal="released" from="CanvasLayer/B" to="." method="_on_B_released"]
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[connection signal="pressed" from="CanvasLayer/A" to="." method="_on_A_pressed"]
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[connection signal="released" from="CanvasLayer/A" to="." method="_on_A_released"]
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[connection signal="pressed" from="CanvasLayer/Y" to="." method="_on_Y_pressed"]
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[connection signal="released" from="CanvasLayer/Y" to="." method="_on_Y_released"]
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[connection signal="pressed" from="CanvasLayer/R1" to="." method="_on_R1_pressed"]
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[connection signal="released" from="CanvasLayer/R1" to="." method="_on_R1_released"]
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[connection signal="pressed" from="CanvasLayer/R2" to="." method="_on_R2_pressed"]
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@ -118,6 +118,12 @@ run={
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"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)
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]
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}
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jump={
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"deadzone": 0.5,
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"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)
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, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":3,"pressure":0.0,"pressed":false,"script":null)
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]
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}
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[input_devices]
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@ -12,17 +12,7 @@ const fspeed = 100.0
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const JUMP_VELOCITY = -400.0
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var vangle = 2
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var weakness = 1
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var isjump = false
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var movex = 0
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var movey = 0
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var attack = 59
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@ -107,6 +97,7 @@ func shoot(angle):
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new_bullet.btype = "boss"
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new_bullet.attack = attack
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new_bullet.crit = crit
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new_bullet.isjump = isjump
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new_bullet.speciality = 3
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get_parent().call_deferred("add_child",new_bullet)
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@ -12,17 +12,7 @@ const fspeed = 100.0
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const JUMP_VELOCITY = -400.0
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var vangle = 2
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var weakness = 1
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var isjump = false
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var movex = 0
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var movey = 0
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var attack = 59
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new_bullet.btype = "boss"
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new_bullet.attack = attack
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new_bullet.crit = crit
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new_bullet.isjump = isjump
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new_bullet.speciality = 3
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get_parent().call_deferred("add_child",new_bullet)
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@ -5,6 +5,7 @@ var speciality
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var btype
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var attack
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var crit
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var isjump = false
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# Called when the node enters the scene tree for the first time.
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func _ready():
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if is_in_group("players"):
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@ -23,7 +24,7 @@ func _physics_process(delta):
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func _on_body_entered(body):
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if !body.is_in_group(btype) && Global.live == 1:
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if body.is_in_group("players") && Global.dificulty != 1:
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if body.is_in_group("players") && Global.dificulty != 1 && body.isjump == isjump:
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if body.weakness == speciality:
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print("weakness")
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#Input.start_joy_vibration(0,0,1,3)
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@ -49,7 +50,7 @@ func _on_body_entered(body):
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Global.cstats[Global.party[Global.cpchar][0]][0] -= attack
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else:
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Global.cstats[Global.party[Global.cpchar][0]][0] = 0
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elif body.is_in_group("boss") && Global.dificulty != 1:
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elif body.is_in_group("boss") && Global.dificulty != 1 && body.isjump == isjump:
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if body.weakness == speciality:
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print("weakness")
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if Global.cboss[1] > (attack * crit):
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Global.cboss[1] -= attack
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else:
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Global.cboss[1] = 0
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elif body.is_in_group("enemies") && Global.dificulty != 1:
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elif body.is_in_group("enemies") && Global.dificulty != 1 && body.isjump == isjump:
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if body.weakness == speciality:
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print("weakness")
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#if body.is_in_group("players"):
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@ -7,6 +7,7 @@ var attack
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var crit
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var angular_speed = 5*PI
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var origangle
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var isjump = false
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# Called when the node enters the scene tree for the first time.
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func _ready():
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if direction == null:
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@ -33,7 +34,7 @@ func _physics_process(delta):
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func _on_body_entered(body):
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if !body.is_in_group(btype) && Global.live == 1:
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if body.is_in_group("players") && Global.dificulty != 1:
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if body.is_in_group("players") && Global.dificulty != 1 && body.isjump == isjump:
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if body.weakness == speciality:
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print("weakness")
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#Input.start_joy_vibration(0,0,1,3)
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@ -61,7 +62,7 @@ func _on_body_entered(body):
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Global.cstats[Global.party[Global.cpchar][0]][0] -= attack
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else:
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Global.cstats[Global.party[Global.cpchar][0]][0] = 0
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elif body.is_in_group("boss") && Global.dificulty != 1:
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elif body.is_in_group("boss") && Global.dificulty != 1 && body.isjump == isjump:
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if body.weakness == speciality:
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print("weakness")
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if Global.cboss[1] > (attack * crit):
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@ -73,7 +74,7 @@ func _on_body_entered(body):
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Global.cboss[1] -= attack
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else:
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Global.cboss[1] = 0
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elif body.is_in_group("enemies") && Global.dificulty != 1:
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elif body.is_in_group("enemies") && Global.dificulty != 1 && body.isjump == isjump:
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if body.weakness == speciality:
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print("weakness")
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#if body.is_in_group("players"):
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@ -7,6 +7,7 @@ var btype
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var isvisible
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var attack
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var crit
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var isjump = false
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# Called when the node enters the scene tree for the first time.
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func _ready():
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if is_in_group("players"):
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@ -34,8 +35,8 @@ func _physics_process(delta):
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func _on_body_entered(body):
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if !body.is_in_group(btype):
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if body.is_in_group("players") && Global.dificulty != 1:
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if !body.is_in_group(btype) && Global.live == 1:
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if body.is_in_group("players") && Global.dificulty != 1 && body.isjump == isjump:
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if body.weakness == speciality:
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Global.result[3] += attack * crit
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#Input.start_joy_vibration(0,0,1,3)
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@ -62,9 +63,8 @@ func _on_body_entered(body):
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Global.cstats[Global.party[Global.cpchar][0]][0] -= attack
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else:
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Global.cstats[Global.party[Global.cpchar][0]][0] = 0
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elif body.is_in_group("boss") && Global.dificulty != 1:
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elif body.is_in_group("boss") && Global.dificulty != 1 && body.isjump == isjump:
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if body.weakness == speciality:
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print("weakness")
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if Global.cboss[1] >= (attack * crit):
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Global.cboss[1] -= attack * crit
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else:
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@ -74,16 +74,18 @@ func _on_body_entered(body):
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Global.cboss[1] -= attack
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else:
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Global.cboss[1] = 0
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elif body.is_in_group("enemies") && Global.dificulty != 1:
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elif body.is_in_group("enemies") && Global.dificulty != 1 && body.isjump == isjump:
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if body.weakness == speciality:
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print("weakness")
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pass
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elif !body.is_in_group("enemies") && body.is_in_group("boss") && !body.is_in_group("players"):
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queue_free()
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#if body.is_in_group("players"):
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# Global.live = 2
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#elif body.is_in_group("enemies"):
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# Global.live = 3
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#elif body.is_in_group("boss"):
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# Global.live = 3
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queue_free()
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@ -7,6 +7,7 @@ var btype
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var isvisible
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var attack
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var crit
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var isjump = false
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# Called when the node enters the scene tree for the first time.
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func _ready():
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isvisible = $VisibleOnScreenNotifier2D
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@ -28,10 +29,9 @@ func _physics_process(delta):
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func _on_body_entered(body):
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if !body.is_in_group(btype):
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if body.is_in_group("players") && Global.dificulty != 1:
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if !body.is_in_group(btype) && Global.live == 1:
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if body.is_in_group("players") && Global.dificulty != 1 && body.isjump == isjump:
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if body.weakness == 3:
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print("weakness")
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Global.result[3] += attack * crit
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#Input.start_joy_vibration(0,0,1,3)
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if Global.debug:
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@ -57,9 +57,8 @@ func _on_body_entered(body):
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Global.cstats[Global.party[Global.cpchar][0]][0] -= attack
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else:
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Global.cstats[Global.party[Global.cpchar][0]][0] = 0
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elif body.is_in_group("boss") && Global.dificulty != 1 && Global.cboss[1] != null:
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elif body.is_in_group("boss") && Global.dificulty != 1 && Global.cboss[1] != null && body.isjump == isjump:
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if body.weakness == 3:
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print("weakness")
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if Global.cboss[1] >= (attack * crit):
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Global.cboss[1] -= attack * crit
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else:
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@ -69,16 +68,17 @@ func _on_body_entered(body):
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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()
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -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):
|
||||
|
|
|
@ -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):
|
||||
|
|
|
@ -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)
|
||||
|
||||
|
|
|
@ -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)
|
||||
|
||||
|
||||
|
|
|
@ -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")
|
||||
|
|
|
@ -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"]
|
||||
|
|
Loading…
Reference in a new issue