player particles & bat flip
parent
99c56fb46f
commit
ddffee61af
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@ -15,5 +15,5 @@ void fragment(){
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[resource]
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shader = SubResource( 3 )
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shader_param/active = true
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shader_param/color = Color( 1, 1, 1, 0 )
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shader_param/active = false
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shader_param/color = Color( 1, 1, 1, 1 )
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@ -8,6 +8,9 @@ onready var player = $"../../Player"
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func _ready():
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hp = 15
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func _process(delta):
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$Sprite.flip_h = true if player.global_position.x > self.global_position.x else false
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func _physics_process(_delta):
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var player_position = player.global_position + Vector2(12, 12)
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var angle = get_angle_to(player_position)
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@ -5,10 +5,10 @@
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[ext_resource path="res://res/shaders/colorize.tres" type="Material" id=3]
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 4, 4 )
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extents = Vector2( 3.5, 3.5 )
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[sub_resource type="RectangleShape2D" id=2]
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extents = Vector2( 7, 11 )
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extents = Vector2( 3.5, 9 )
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[sub_resource type="Animation" id=4]
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resource_name = "RESET"
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@ -48,7 +48,7 @@ tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/keys = {
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"times": PoolRealArray( 0, 0.9 ),
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"times": PoolRealArray( 0, 2 ),
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"transitions": PoolRealArray( 1, 1 ),
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"update": 1,
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"values": [ true, false ]
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@ -97,4 +97,15 @@ autoplay = "RESET"
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anims/RESET = SubResource( 4 )
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anims/damage = SubResource( 3 )
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[node name="CPUParticles2D" type="CPUParticles2D" parent="."]
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position = Vector2( 10, 23 )
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emitting = false
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amount = 12
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lifetime_randomness = 1.0
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local_coords = false
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direction = Vector2( -1, 0 )
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gravity = Vector2( 0, -10 )
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initial_velocity = 8.0
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color = Color( 0.458824, 0.458824, 0.458824, 1 )
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[connection signal="area_entered" from="EnemyCollision" to="." method="area_entered"]
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@ -94,6 +94,10 @@ func _process(_delta):
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$Sprite.play("idle") if velocity == Vector2.ZERO else $Sprite.play("run")
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if abs(velocity.x) > 10:
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$Sprite.flip_h = true if velocity.x < 0 else false
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$CPUParticles2D.emitting = true
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$CPUParticles2D.direction.x = 1 if velocity.x < 0 else -1
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else:
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$CPUParticles2D.emitting = false
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update()
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