Fixed unique items not spawning outside of main menu
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parent
102fd4f34a
commit
bffe842d49
9 changed files with 81 additions and 10 deletions
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@ -2,10 +2,7 @@ class_name ItemSpawn extends Node2D
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@export var common_items : Array[PackedScene]
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@export var rare_items : Array[PackedScene]
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static var unique_items : Array[PackedScene] = [
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load("res://items/permanent_items/backslash.tscn"),
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load("res://items/permanent_items/high_jump.tscn")
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]
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static var unique_items : Array[PackedScene] = []
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@export var rarity_bonus = 0
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@export var guarantee_rare : bool = false
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@ -38,4 +35,10 @@ func _ready():
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var object = packed_scene.instantiate()
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add_child.call_deferred(object)
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object.reparent.call_deferred(get_parent())
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static func refill_unique_item_pool():
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unique_items = [
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load("res://items/permanent_items/backslash.tscn"),
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load("res://items/permanent_items/high_jump.tscn"),
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load("res://items/permanent_items/upslash.tscn")
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]
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5
items/permanent_items/upslash.gd
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5
items/permanent_items/upslash.gd
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@ -0,0 +1,5 @@
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extends Item
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func collect() -> bool:
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player.can_upslash = true
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return true
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1
items/permanent_items/upslash.gd.uid
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1
items/permanent_items/upslash.gd.uid
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@ -0,0 +1 @@
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uid://cyql6o6m4xrv3
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41
items/permanent_items/upslash.tscn
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41
items/permanent_items/upslash.tscn
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@ -0,0 +1,41 @@
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[gd_scene load_steps=8 format=3 uid="uid://bwtdls58ajair"]
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[ext_resource type="Script" uid="uid://cyql6o6m4xrv3" path="res://items/permanent_items/upslash.gd" id="1_vv4qh"]
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[ext_resource type="PackedScene" uid="uid://chs0u61f45nau" path="res://utils/earth_aligner.tscn" id="3_ayb0v"]
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[ext_resource type="Texture2D" uid="uid://d4mrbgfl7jpqq" path="res://items/ItemShine.png" id="4_35mg8"]
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[ext_resource type="Texture2D" uid="uid://c7mrm8uel7r36" path="res://items/permanent_items/backslash.png" id="5_f1n28"]
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[ext_resource type="Texture2D" uid="uid://dxcfkdhl4g24c" path="res://items/active_items/updash/updash.png" id="6_4gfq4"]
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[ext_resource type="AudioStream" uid="uid://pdd0sy3p4y0d" path="res://sounds/750240__universfield__coin-drop.mp3" id="6_5tj4p"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_hvhjo"]
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[node name="Upslash" type="Area2D"]
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script = ExtResource("1_vv4qh")
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[node name="EarthAligner" parent="." instance=ExtResource("3_ayb0v")]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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visible = false
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scale = Vector2(7, 7)
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shape = SubResource("CircleShape2D_hvhjo")
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[node name="Sprite2D2" type="Sprite2D" parent="."]
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modulate = Color(0.725757, 0.519822, 5.77569e-07, 1)
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scale = Vector2(2.5, 2.5)
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texture = ExtResource("4_35mg8")
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[node name="Sprite2D" type="Sprite2D" parent="."]
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position = Vector2(0, -13)
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rotation = 0.7853982
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scale = Vector2(1.2, 1.2)
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texture = ExtResource("5_f1n28")
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[node name="Sprite2D3" type="Sprite2D" parent="."]
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z_index = -1
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position = Vector2(2, -18)
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scale = Vector2(1.4, 1.4)
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texture = ExtResource("6_4gfq4")
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[node name="AudioStreamPlayer2D" type="AudioStreamPlayer2D" parent="."]
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stream = ExtResource("6_5tj4p")
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volume_db = 2.0
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@ -48,6 +48,8 @@ var damage_knockup = 500
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# Attack Handling
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var atk_cooldown = 0.5
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var atk_timer = 0
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var can_upslash = true
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signal attack
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# Active Item
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@ -86,7 +88,10 @@ func manage_attack(delta : float):
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atk_timer = max(0, atk_timer-delta)
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if handle_input:
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if(Input.is_action_just_pressed("attack") and atk_timer <= 0):
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attack.emit()
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if Input.is_action_pressed("up") and can_upslash:
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attack.emit("up")
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else:
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attack.emit("horizontal")
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$AnimatedSprite2D.play("attack")
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$SwordSwingAudio.play()
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atk_timer = atk_cooldown
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@ -1,4 +1,4 @@
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[gd_scene load_steps=20 format=3 uid="uid://cmaovvr15b3qk"]
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[gd_scene load_steps=21 format=3 uid="uid://cmaovvr15b3qk"]
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[ext_resource type="Script" uid="uid://ddidj1uau28ck" path="res://player/player.gd" id="1_4flbx"]
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[ext_resource type="Texture2D" uid="uid://c4xg25s8loxp0" path="res://player/Player_Walk/Walk 1.png" id="2_hg6s5"]
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@ -112,4 +112,5 @@ pitch_scale = 1.62
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[node name="SwordSwingAudio" type="AudioStreamPlayer2D" parent="."]
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stream = ExtResource("17_tqiix")
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volume_db = -12.0
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[connection signal="animation_finished" from="AnimatedSprite2D" to="." method="_on_attack_end"]
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@ -10,9 +10,16 @@ func _ready() -> void:
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anim_sprite = $AnimatedSprite2D
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get_parent().attack.connect(swing)
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func swing() -> void:
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func swing(dir_str) -> void:
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facing = - get_parent().facing * facing_mult
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scale.x = abs(scale.x) * facing
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if dir_str == "up":
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scale.x = abs(scale.x)
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scale.y = abs(scale.y) * facing
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rotation = PI/2
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else:
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scale.x = abs(scale.x) * facing
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scale.y = abs(scale.y)
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rotation = 0
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anim_sprite.visible = true
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await get_tree().create_timer(0.01).timeout
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slash_timer = slash_duration
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@ -23,6 +30,6 @@ func _physics_process(delta: float) -> void:
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if(slash_timer == 0):
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anim_sprite.visible = false
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for area in get_overlapping_areas():
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area.hurt(damage, -get_parent().earth_aligner.global_from_local(Vector2(-facing, 0)))
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area.hurt(damage, -get_parent().earth_aligner.global_from_local(Vector2(-facing, 0)).rotated(facing*rotation))
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@ -67,6 +67,11 @@ drop_item={
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":90,"key_label":0,"unicode":121,"location":0,"echo":false,"script":null)
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]
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}
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up={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194320,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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[layer_names]
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@ -1,4 +1,7 @@
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extends Node2D
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func _ready() -> void:
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ItemSpawn.refill_unique_item_pool()
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func get_grid() -> Grid:
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return $Grid
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