More player adjustments, Node for aligning to earth center

This commit is contained in:
root 2025-09-16 11:41:34 +02:00
parent 11bd9d46fd
commit ae56d78b22
8 changed files with 51 additions and 29 deletions

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@ -1,7 +1,7 @@
[gd_scene load_steps=4 format=3 uid="uid://jjoyj1ldafkf"]
[ext_resource type="Script" uid="uid://b5fhsy1xlreco" path="res://draw_circle.gd" id="2_2bhor"]
[ext_resource type="Script" uid="uid://m3vyyfk8gnma" path="res://grid.gd" id="3_2bhor"]
[ext_resource type="Script" path="res://grid.gd" id="3_2bhor"]
[sub_resource type="CircleShape2D" id="CircleShape2D_5i67w"]
radius = 3000.0

12
earth_aligner.gd Normal file
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@ -0,0 +1,12 @@
extends Node2D
var parent : Node2D
@export var center = Vector2.ZERO
var angle = 0
func _ready() -> void:
parent = get_parent()
func _physics_process(delta: float) -> void:
angle = -(parent.position - center).angle_to(Vector2.UP)
parent.rotation = angle;

1
earth_aligner.gd.uid Normal file
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@ -0,0 +1 @@
uid://ciehyjlxjvrvb

6
earth_aligner.tscn Normal file
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@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://chs0u61f45nau"]
[ext_resource type="Script" uid="uid://ciehyjlxjvrvb" path="res://earth_aligner.gd" id="1_sx2xq"]
[node name="EarthAligner" type="Node2D"]
script = ExtResource("1_sx2xq")

View file

@ -1,7 +1,8 @@
[gd_scene load_steps=4 format=3 uid="uid://chu67ci7sl488"]
[gd_scene load_steps=5 format=3 uid="uid://chu67ci7sl488"]
[ext_resource type="Script" uid="uid://12jns4dppxxj" path="res://ghost.gd" id="1_6attn"]
[ext_resource type="Texture2D" uid="uid://cy70quh6k3s1j" path="res://icon.svg" id="2_obmiq"]
[ext_resource type="PackedScene" uid="uid://chs0u61f45nau" path="res://earth_aligner.tscn" id="3_obmiq"]
[sub_resource type="CircleShape2D" id="CircleShape2D_6attn"]
@ -15,3 +16,5 @@ texture = ExtResource("2_obmiq")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
scale = Vector2(6, 6)
shape = SubResource("CircleShape2D_6attn")
[node name="EarthAligner" parent="." instance=ExtResource("3_obmiq")]

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@ -2,16 +2,16 @@ extends CharacterBody2D
# Child Nodes
var camera : Camera2D;
var anim_sprite : AnimatedSprite2D
var earth_aligner : Node2D
# Gravity
var earth_center = Vector2.ZERO;
var max_fall_speed = 700;
var gravity = 100;
var angle = 0;
# Movement
var hspeed = 150;
var jump_strength = 900;
var jump_strength = 1100;
var air_jumps_max = 1;
var air_jumps_current = 1;
@ -22,30 +22,31 @@ var hit_invulnerability = 0.5
var inv_time = 0;
# Received Knockback
var bonus_velocity = Vector2.ZERO
var knockback_strength = 1200
var damage_knockup = 200
var reset_to_velocity = Vector2.ZERO
var knockback_strength = 1500
var damage_knockup = 500
func _ready() -> void:
camera = $Camera2D
anim_sprite = $AnimatedSprite2D
earth_aligner = $EarthAligner
func _physics_process(delta: float) -> void:
if(inv_time > 0):
inv_time = max(0, inv_time-delta)
angle = -(position - earth_center).angle_to(Vector2.UP)
rotation = angle;
up_direction = (position - earth_center).normalized();
if(is_on_floor()):
air_jumps_current = air_jumps_max
manage_iframes(delta)
manage_movement_options()
manage_animation()
manage_velocity()
move_and_slide()
func manage_iframes(delta: float):
if(inv_time > 0):
inv_time = max(0, inv_time-delta)
func manage_movement_options() -> void:
if(is_on_floor()):
air_jumps_current = air_jumps_max
func manage_animation() -> void:
var walk_dir = 0
if(Input.is_action_pressed("move_right")):
@ -63,6 +64,7 @@ func manage_animation() -> void:
anim_sprite.stop()
func manage_velocity() -> void:
up_direction = (position - earth_center).normalized();
var old_local_velocity = local_from_global(velocity)
var local_velocity = Vector2(old_local_velocity.x/1.7, old_local_velocity.y);
local_velocity += Vector2(0, gravity)
@ -80,16 +82,17 @@ func manage_velocity() -> void:
if(local_velocity.y > max_fall_speed):
local_velocity.y = max_fall_speed
local_velocity += bonus_velocity
bonus_velocity = Vector2.ZERO
if(reset_to_velocity != Vector2.ZERO):
local_velocity = reset_to_velocity
reset_to_velocity = Vector2.ZERO
velocity = global_from_local(local_velocity)
func global_from_local (_velocity: Vector2) -> Vector2:
return _velocity.rotated(angle)
return _velocity.rotated(earth_aligner.angle)
func local_from_global (_velocity: Vector2) -> Vector2:
return _velocity.rotated(-angle)
return _velocity.rotated(-earth_aligner.angle)
func hurt(dmg: int, dir: Vector2 = Vector2.ZERO):
if(inv_time <= 0):
@ -98,7 +101,7 @@ func hurt(dmg: int, dir: Vector2 = Vector2.ZERO):
die()
inv_time = hit_invulnerability
bonus_velocity = Vector2(-sign(local_from_global(dir).x)*knockback_strength, -damage_knockup)
reset_to_velocity = Vector2(-sign(local_from_global(dir).x)*knockback_strength, -damage_knockup)
func die():
print("You Died") # Placeholder

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@ -1,7 +1,8 @@
[gd_scene load_steps=10 format=3 uid="uid://cmaovvr15b3qk"]
[gd_scene load_steps=11 format=3 uid="uid://cmaovvr15b3qk"]
[ext_resource type="Script" uid="uid://ddidj1uau28ck" path="res://player.gd" id="1_4flbx"]
[ext_resource type="Texture2D" uid="uid://cyvxm1hf1rc12" path="res://player_walk.png" id="2_onrkg"]
[ext_resource type="PackedScene" uid="uid://chs0u61f45nau" path="res://earth_aligner.tscn" id="3_i3pqv"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_onrkg"]
@ -65,3 +66,5 @@ animation = &"walk"
[node name="Camera2D" type="Camera2D" parent="."]
position = Vector2(0, -50)
ignore_rotation = false
[node name="EarthAligner" parent="." instance=ExtResource("3_i3pqv")]

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@ -18,8 +18,6 @@ dest_files=["res://.godot/imported/player_walk.png-dd7b13f797aca66ef3a8a41ed9897
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
@ -27,10 +25,6 @@ mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false