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R0.2.0-bet
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main
Author | SHA1 | Date | |
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e0a8aee886 | |||
f17d98fac4 | |||
4aa4688fa8 | |||
be5a50981e | |||
4158748138 |
14 changed files with 200 additions and 69 deletions
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@ -6,12 +6,14 @@ The Red Robot Radio game (standard version)
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Humans dissapeared from Earth and machines are looking for a way to bring them back. Before their extinction, humans built a Radio Station at 243 Ida as an attempt to avoid losing their culture. You are a maintenance robot that must keep this radio station in good health while humans from Earth are missing. Travel between Earth and the Asteroid Belt to give supplies to Frank Pi, the radio host whose colour that gives the name to its station (and this game). Includes 13 of the best of Keygen Music Themes. Dodge space junk, old trashcans, astronauts, even martians (because they hate the Asteroid Belt)
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Made with Godot Engine 4.X and eventually will be ported to Virtualx Game Engine (forked from Godot 3.6)
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# Known issues
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Made with Virtualx Game Engine (forked from Godot 3.6)
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This game only offers official releases for GNU/Linux. Don't ask for releases on other platforms (except for BSD).
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Download links https://elda.asgardius.company/r3-game-dl/
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Bittorrent downloads https://elda.asgardius.company/r3-game-torrent/
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Remember: Godot Does what Unitydn't (if you are from the 1990 decade you will know where it came from)
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Official video channel https://video.asgardius.company/c/asgardius_virtualx
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Binary file not shown.
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@ -13,7 +13,7 @@ var firstrun
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var musictracks = ["res://music/x-force.ogg", "res://music/alien-bulls.ogg", "res://music/eternity.ogg", "res://music/truth.ogg", "res://music/broken.ogg", "res://music/maran.ogg", "res://music/orion.ogg", "res://music/rose.ogg", "res://music/oskars.ogg", "res://music/rock.ogg", "res://music/yes-i-see.ogg", "res://music/tekilla.ogg", "res://music/sweetest-sin.ogg"]
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var sfxtracks = ["res://sfx/title.wav", "res://sfx/crash.ogg", "res://sfx/complete.ogg"]
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var debug = false
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var release = "R0.2.0-beta"
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var release = "R0.2.1-beta"
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var sk = false
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var xm = 0
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var ym = 0
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@ -16,12 +16,26 @@ func _process(delta):
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var ym = 0
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var velocity = Vector2.ZERO
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if Global.live == 1:
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velocity = (Vector2.RIGHT.rotated(rotation) * -1000 * Global.xm * delta)-Vector2.UP.rotated(rotation) * -1000 * Global.ym * delta
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origpos = self.position
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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:
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velocity = (Vector2.RIGHT.rotated(rotation) * -50000 * delta * Input.get_joy_axis(0,JOY_ANALOG_LX))-Vector2.UP.rotated(rotation) * -50000 *delta * Input.get_joy_axis(0,JOY_ANALOG_LY)
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elif Input.is_mouse_button_pressed(BUTTON_LEFT):
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#var mousepos = get_viewport().get_mouse_position() - origmpos
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self.position = Vector2(origpos.x+(Global.mousepos.x*5), origpos.y+(Global.mousepos.y*5))
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else:
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if Input.is_action_pressed("ui_left"):
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xm = -1
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if Input.is_action_pressed("ui_right"):
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xm = 1
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if Input.is_action_pressed("ui_up"):
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ym = -1
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if Input.is_action_pressed("ui_down"):
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ym = 1
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velocity = (Vector2.RIGHT.rotated(rotation) * -50000 * xm * delta)-Vector2.UP.rotated(rotation) * -50000 * ym * delta
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origpos = self.position
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#origmpos = get_viewport().get_mouse_position()
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#if Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) != 0:
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# velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
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position += velocity
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#if Input.get_joy_axis(0,JOY_ANALOG_LY) != 0:
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# velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_ANALOG_LY)
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position += velocity * delta
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if position.x < 782 && position.x > 496:
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if position.y < 468 && position.y > 270:
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Global.live = 3
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@ -6,45 +6,41 @@ var ctime
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# Called when the node enters the scene tree for the first time.
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#var velocity = Input.get_vector("move_left", "move_right", "move_forward", "move_back")
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func _ready():
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#Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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origpos = self.position
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ctime = Time.get_ticks_msec()
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Global.origmpos = get_viewport().get_mouse_position()
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#pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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Global.xm = 0
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Global.ym = 0
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var xm = 0
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var ym = 0
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var velocity = Vector2.ZERO
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if Global.live == 1:
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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:
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Global.xm = Input.get_joy_axis(0,JOY_ANALOG_LX)
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Global.ym = Input.get_joy_axis(0,JOY_ANALOG_LY)
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velocity = (Vector2.RIGHT.rotated(rotation) * -10000 * delta * Input.get_joy_axis(0,JOY_ANALOG_LX))-Vector2.UP.rotated(rotation) * -10000 *delta * Input.get_joy_axis(0,JOY_ANALOG_LY)
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elif Input.is_mouse_button_pressed(BUTTON_LEFT):
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if (Time.get_ticks_msec() - ctime) <= 67:
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Global.origmpos = get_viewport().get_mouse_position()
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Global.mousepos = get_viewport().get_mouse_position() - Global.origmpos
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else :
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Global.mousepos = get_viewport().get_mouse_position() - Global.origmpos
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self.position = Vector2(origpos.x+Global.mousepos.x, origpos.y+Global.mousepos.y)
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else:
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#Global.xm = Input.get_last_mouse_velocity().x / 100
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#Global.ym = Input.get_last_mouse_velocity().y / 100
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if Input.is_action_pressed("ui_left"):
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Global.xm = -1
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if Input.is_action_pressed("ui_right"):
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Global.xm = 1
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if Input.is_action_pressed("ui_up"):
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Global.ym = -1
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if Input.is_action_pressed("ui_down"):
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Global.ym = 1
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velocity = (Vector2.RIGHT.rotated(rotation) * -100 * Global.xm * delta)-Vector2.UP.rotated(rotation) * -100 * Global.ym * delta
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ctime = Time.get_ticks_msec()
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#elif !Global.sk && Global.live == null:
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# _sk()
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#if Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) != 0:
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# velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
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position += velocity
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if Input.is_action_pressed("ui_left") || Input.is_key_pressed(KEY_A):
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xm = -1
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if Input.is_action_pressed("ui_right") || Input.is_key_pressed(KEY_D):
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xm = 1
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if Input.is_action_pressed("ui_up") || Input.is_key_pressed(KEY_W):
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ym = -1
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if Input.is_action_pressed("ui_down") || Input.is_key_pressed(KEY_S):
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ym = 1
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velocity = (Vector2.RIGHT.rotated(rotation) * -10000 * xm * delta)-Vector2.UP.rotated(rotation) * -10000 * ym * delta
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origpos = self.position
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Global.origmpos = get_viewport().get_mouse_position()
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ctime = Time.get_ticks_msec()
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#if Input.get_joy_axis(0,JOY_ANALOG_LY) != 0:
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# velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_ANALOG_LY)
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position += velocity * delta
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#pass
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func _sk():
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Global.sk = true
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#get_tree().change_scene_to_file("res://bootclick.tscn")
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var selftest = load("res://selftest.tscn").instantiate()
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get_tree().root.add_child.call_deferred(selftest)
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@ -12,12 +12,28 @@ func _ready():
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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var xm = 0
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var ym = 0
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var velocity = Vector2.ZERO
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if Global.live == 1:
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velocity = (Vector2.RIGHT.rotated(rotation) * -200 * Global.xm * delta)-Vector2.UP.rotated(rotation) * -200 * Global.ym * delta
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origpos = self.position
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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:
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velocity = (Vector2.RIGHT.rotated(rotation) * -20000 * delta * Input.get_joy_axis(0,JOY_ANALOG_LX))-Vector2.UP.rotated(rotation) * -20000 *delta * Input.get_joy_axis(0,JOY_ANALOG_LY)
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elif Input.is_mouse_button_pressed(BUTTON_LEFT):
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#var mousepos = get_viewport().get_mouse_position() - origmpos
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self.position = Vector2(origpos.x+(Global.mousepos.x*2), origpos.y+(Global.mousepos.y*2))
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else:
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if Input.is_action_pressed("ui_left"):
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xm = -1
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if Input.is_action_pressed("ui_right"):
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xm = 1
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if Input.is_action_pressed("ui_up"):
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ym = -1
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if Input.is_action_pressed("ui_down"):
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ym = 1
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velocity = (Vector2.RIGHT.rotated(rotation) * -20000 * xm * delta)-Vector2.UP.rotated(rotation) * -20000 * ym * delta
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origpos = self.position
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#origmpos = get_viewport().get_mouse_position()
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#if Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) != 0:
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# velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
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position += velocity
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#if Input.get_joy_axis(0,JOY_ANALOG_LY) != 0:
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# velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_ANALOG_LY)
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position += velocity * delta
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#pass
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@ -12,11 +12,28 @@ func _ready():
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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var xm = 0
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var ym = 0
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var velocity = Vector2.ZERO
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if Global.live == 1:
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velocity = (Vector2.RIGHT.rotated(rotation) * -300 * Global.xm * delta)-Vector2.UP.rotated(rotation) * -300 * Global.ym * delta
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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:
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velocity = (Vector2.RIGHT.rotated(rotation) * -30000 * delta * Input.get_joy_axis(0,JOY_ANALOG_LX))-Vector2.UP.rotated(rotation) * -30000 *delta * Input.get_joy_axis(0,JOY_ANALOG_LY)
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elif Input.is_mouse_button_pressed(BUTTON_LEFT):
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#var mousepos = get_viewport().get_mouse_position() - origmpos
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self.position = Vector2(origpos.x+(Global.mousepos.x*3), origpos.y+(Global.mousepos.y*3))
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else:
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if Input.is_action_pressed("ui_left"):
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xm = -1
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if Input.is_action_pressed("ui_right"):
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xm = 1
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if Input.is_action_pressed("ui_up"):
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ym = -1
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if Input.is_action_pressed("ui_down"):
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ym = 1
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velocity = (Vector2.RIGHT.rotated(rotation) * -30000 * xm * delta)-Vector2.UP.rotated(rotation) * -30000 * ym * delta
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origpos = self.position
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#origmpos = get_viewport().get_mouse_position()
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#if Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) != 0:
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# velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
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position += velocity
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#if Input.get_joy_axis(0,JOY_ANALOG_LY) != 0:
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# velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_ANALOG_LY)
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position += velocity * delta
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#pass
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@ -1,4 +1,4 @@
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[gd_scene load_steps=7 format=2]
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[gd_scene load_steps=8 format=2]
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[ext_resource path="res://backgounds/nebula_-_6044 (720p).ogv" type="VideoStream" id=1]
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[ext_resource path="res://sprites/ss.png" type="Texture" id=2]
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@ -6,6 +6,7 @@
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[ext_resource path="res://fonts/about.tres" type="DynamicFont" id=4]
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[ext_resource path="res://levels/roll.gd" type="Script" id=5]
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[ext_resource path="res://levels/credits.gd" type="Script" id=6]
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[ext_resource path="res://levels/bottomhud.tscn" type="PackedScene" id=7]
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[node name="credits" type="Node2D"]
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script = ExtResource( 6 )
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@ -75,6 +76,10 @@ Steam Deck
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Arch Linux Rolling
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Provided by Evelyn Freeman
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Pinephone
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Debian 12
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Provided by Kimberly Arch
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Feedback
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El Suavecito
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Vix
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@ -482,3 +487,5 @@ You can reuse assets for non-commercial purposes only
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Be kind and have a happy unfunaversary"
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align = 1
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script = ExtResource( 5 )
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[node name="Bottomhud" parent="." instance=ExtResource( 7 )]
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@ -12,13 +12,30 @@ func _ready():
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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var xm = 0
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var ym = 0
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var velocity = Vector2.ZERO
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if Global.live == 1:
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velocity = (Vector2.RIGHT.rotated(rotation) * -1000 * Global.xm * delta)-Vector2.UP.rotated(rotation) * -1000 * Global.ym * delta
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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:
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velocity = (Vector2.RIGHT.rotated(rotation) * -50000 * delta * Input.get_joy_axis(0,JOY_ANALOG_LX))-Vector2.UP.rotated(rotation) * -50000 *delta * Input.get_joy_axis(0,JOY_ANALOG_LY)
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elif Input.is_mouse_button_pressed(BUTTON_LEFT):
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#var mousepos = get_viewport().get_mouse_position() - origmpos
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self.position = Vector2(origpos.x+(Global.mousepos.x*5), origpos.y+(Global.mousepos.y*5))
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else:
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if Input.is_action_pressed("ui_left"):
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xm = -1
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if Input.is_action_pressed("ui_right"):
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xm = 1
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if Input.is_action_pressed("ui_up"):
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ym = -1
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if Input.is_action_pressed("ui_down"):
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ym = 1
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velocity = (Vector2.RIGHT.rotated(rotation) * -50000 * xm * delta)-Vector2.UP.rotated(rotation) * -50000 * ym * delta
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origpos = self.position
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#origmpos = get_viewport().get_mouse_position()
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#if Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) != 0:
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# velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
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position += velocity
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#if Input.get_joy_axis(0,JOY_ANALOG_LY) != 0:
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# velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_ANALOG_LY)
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position += velocity * delta
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if position.x < 782 && position.x > 496:
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if position.y < 468 && position.y > 270:
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Global.live = 2
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@ -16,11 +16,26 @@ func _process(delta):
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var ym = 0
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var velocity = Vector2.ZERO
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if Global.live == 1:
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velocity = (Vector2.RIGHT.rotated(rotation) * -1000 * Global.xm * delta)-Vector2.UP.rotated(rotation) * -1000 * Global.ym * delta
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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:
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velocity = (Vector2.RIGHT.rotated(rotation) * -50000 * delta * Input.get_joy_axis(0,JOY_ANALOG_LX))-Vector2.UP.rotated(rotation) * -50000 *delta * Input.get_joy_axis(0,JOY_ANALOG_LY)
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elif Input.is_mouse_button_pressed(BUTTON_LEFT):
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#var mousepos = get_viewport().get_mouse_position() - origmpos
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self.position = Vector2(origpos.x+(Global.mousepos.x*5), origpos.y+(Global.mousepos.y*5))
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else:
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if Input.is_action_pressed("ui_left"):
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xm = -1
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if Input.is_action_pressed("ui_right"):
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xm = 1
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if Input.is_action_pressed("ui_up"):
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ym = -1
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if Input.is_action_pressed("ui_down"):
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ym = 1
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velocity = (Vector2.RIGHT.rotated(rotation) * -50000 * xm * delta)-Vector2.UP.rotated(rotation) * -50000 * ym * delta
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origpos = self.position
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#origmpos = get_viewport().get_mouse_position()
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#if Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) != 0:
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# velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
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position += velocity
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#if Input.get_joy_axis(0,JOY_ANALOG_LY) != 0:
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# velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_ANALOG_LY)
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position += velocity * delta
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if position.x > 496:
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Global.live = 2
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#pass
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@ -16,11 +16,26 @@ func _process(delta):
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var ym = 0
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var velocity = Vector2.ZERO
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if Global.live == 1:
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velocity = (Vector2.RIGHT.rotated(rotation) * -1000 * Global.xm * delta)-Vector2.UP.rotated(rotation) * -1000 * Global.ym * delta
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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:
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||||
velocity = (Vector2.RIGHT.rotated(rotation) * -50000 * delta * Input.get_joy_axis(0,JOY_ANALOG_LX))-Vector2.UP.rotated(rotation) * -50000 *delta * Input.get_joy_axis(0,JOY_ANALOG_LY)
|
||||
elif Input.is_mouse_button_pressed(BUTTON_LEFT):
|
||||
#var mousepos = get_viewport().get_mouse_position() - origmpos
|
||||
self.position = Vector2(origpos.x+(Global.mousepos.x*5), origpos.y+(Global.mousepos.y*5))
|
||||
else:
|
||||
if Input.is_action_pressed("ui_left") || Input.is_key_pressed(KEY_A):
|
||||
xm = -1
|
||||
if Input.is_action_pressed("ui_right") || Input.is_key_pressed(KEY_D):
|
||||
xm = 1
|
||||
if Input.is_action_pressed("ui_up") || Input.is_key_pressed(KEY_W):
|
||||
ym = -1
|
||||
if Input.is_action_pressed("ui_down") || Input.is_key_pressed(KEY_S):
|
||||
ym = 1
|
||||
velocity = (Vector2.RIGHT.rotated(rotation) * -50000 * xm * delta)-Vector2.UP.rotated(rotation) * -50000 * ym * delta
|
||||
origpos = self.position
|
||||
#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 Input.get_joy_axis(0,JOY_ANALOG_LY) != 0:
|
||||
# velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_ANALOG_LY)
|
||||
position += velocity * delta
|
||||
if position.x < 782:
|
||||
Global.live = 2
|
||||
#pass
|
||||
|
|
|
@ -16,11 +16,26 @@ func _process(delta):
|
|||
var ym = 0
|
||||
var velocity = Vector2.ZERO
|
||||
if Global.live == 1:
|
||||
velocity = (Vector2.RIGHT.rotated(rotation) * -1000 * Global.xm * delta)-Vector2.UP.rotated(rotation) * -1000 * Global.ym * delta
|
||||
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:
|
||||
velocity = (Vector2.RIGHT.rotated(rotation) * -50000 * delta * Input.get_joy_axis(0,JOY_ANALOG_LX))-Vector2.UP.rotated(rotation) * -50000 *delta * Input.get_joy_axis(0,JOY_ANALOG_LY)
|
||||
elif Input.is_mouse_button_pressed(BUTTON_LEFT):
|
||||
#var mousepos = get_viewport().get_mouse_position() - origmpos
|
||||
self.position = Vector2(origpos.x+(Global.mousepos.x*5), origpos.y+(Global.mousepos.y*5))
|
||||
else:
|
||||
if Input.is_action_pressed("ui_left"):
|
||||
xm = -1
|
||||
if Input.is_action_pressed("ui_right"):
|
||||
xm = 1
|
||||
if Input.is_action_pressed("ui_up"):
|
||||
ym = -1
|
||||
if Input.is_action_pressed("ui_down"):
|
||||
ym = 1
|
||||
velocity = (Vector2.RIGHT.rotated(rotation) * -50000 * xm * delta)-Vector2.UP.rotated(rotation) * -50000 * ym * delta
|
||||
origpos = self.position
|
||||
#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 Input.get_joy_axis(0,JOY_ANALOG_LY) != 0:
|
||||
# velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_ANALOG_LY)
|
||||
position += velocity * delta
|
||||
if position.y > 270:
|
||||
Global.live = 2
|
||||
#pass
|
||||
|
|
|
@ -16,11 +16,26 @@ func _process(delta):
|
|||
var ym = 0
|
||||
var velocity = Vector2.ZERO
|
||||
if Global.live == 1:
|
||||
velocity = (Vector2.RIGHT.rotated(rotation) * -1000 * Global.xm * delta)-Vector2.UP.rotated(rotation) * -1000 * Global.ym * delta
|
||||
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:
|
||||
velocity = (Vector2.RIGHT.rotated(rotation) * -50000 * delta * Input.get_joy_axis(0,JOY_ANALOG_LX))-Vector2.UP.rotated(rotation) * -50000 *delta * Input.get_joy_axis(0,JOY_ANALOG_LY)
|
||||
elif Input.is_mouse_button_pressed(BUTTON_LEFT):
|
||||
#var mousepos = get_viewport().get_mouse_position() - origmpos
|
||||
self.position = Vector2(origpos.x+(Global.mousepos.x*5), origpos.y+(Global.mousepos.y*5))
|
||||
else:
|
||||
if Input.is_action_pressed("ui_left"):
|
||||
xm = -1
|
||||
if Input.is_action_pressed("ui_right"):
|
||||
xm = 1
|
||||
if Input.is_action_pressed("ui_up"):
|
||||
ym = -1
|
||||
if Input.is_action_pressed("ui_down"):
|
||||
ym = 1
|
||||
velocity = (Vector2.RIGHT.rotated(rotation) * -50000 * xm * delta)-Vector2.UP.rotated(rotation) * -50000 * ym * delta
|
||||
origpos = self.position
|
||||
#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 Input.get_joy_axis(0,JOY_ANALOG_LY) != 0:
|
||||
# velocity = Vector2.UP.rotated(rotation) * -400 * Input.get_joy_axis(0,JOY_ANALOG_LY)
|
||||
position += velocity * delta
|
||||
if position.y < 468:
|
||||
Global.live = 2
|
||||
#pass
|
||||
|
|
|
@ -1,9 +1,10 @@
|
|||
[gd_scene load_steps=5 format=2]
|
||||
[gd_scene load_steps=6 format=2]
|
||||
|
||||
[ext_resource path="res://fonts/selftest.tres" type="DynamicFont" id=1]
|
||||
[ext_resource path="res://main.gd" type="Script" id=2]
|
||||
[ext_resource path="res://Label2.gd" type="Script" id=3]
|
||||
[ext_resource path="res://levels/bottomhud.tscn" type="PackedScene" id=4]
|
||||
[ext_resource path="res://fonts/about.tres" type="DynamicFont" id=5]
|
||||
|
||||
[node name="Main" type="Control"]
|
||||
anchor_right = 1.0
|
||||
|
@ -24,6 +25,7 @@ margin_left = 40.0
|
|||
margin_top = 23.0
|
||||
margin_right = 97.0
|
||||
margin_bottom = 135.0
|
||||
custom_fonts/font = ExtResource( 5 )
|
||||
script = ExtResource( 3 )
|
||||
|
||||
[node name="Bottomhud" parent="." instance=ExtResource( 4 )]
|
||||
|
|
Loading…
Reference in a new issue