update config
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@ -1,7 +1,6 @@
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class_name SceneConfig extends Resource
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class_name SceneConfig extends Resource
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@export var scene_name: String = ""
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@export var scene_name: String = ""
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@export var camera_range: Rect2 = Rect2(0, -1000, 664, 1317) # 564*317, 16:9
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@export var foreground_scale: Vector2 = Vector2(1.2, 1.2)
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@export var foreground_scale: Vector2 = Vector2(1.2, 1.2)
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@export var foreground_position: Vector2 = Vector2(0, 0)
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@export var foreground_position: Vector2 = Vector2(0, 0)
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@export var background_scale: Vector2 = Vector2(1.0, 1.0)
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@export var background_scale: Vector2 = Vector2(1.0, 1.0)
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@ -9,3 +8,4 @@ class_name SceneConfig extends Resource
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@export var player_initial_position: Vector2 = Vector2(300, 186)
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@export var player_initial_position: Vector2 = Vector2(300, 186)
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@export var player_initial_direction: Vector2 = Vector2(1, -1)
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@export var player_initial_direction: Vector2 = Vector2(1, -1)
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@export var player_movement_rect: Rect2 = Rect2(0, 0, 0, 0)
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@export var player_movement_rect: Rect2 = Rect2(0, 0, 0, 0)
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@export var camera_rect: Rect2 = Rect2(0, -1000, 664, 2317) # 564*317, 16:9
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@ -12,11 +12,12 @@ enum MOVEMENT_STATUS {
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CLIMBING,
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CLIMBING,
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}
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}
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@export var player_movement_rect := Rect2(50, -500, 1400, 1000)
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@export var action_locked := false:
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@export var action_locked := false:
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set(val):
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set(val):
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action_locked = val
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action_locked = val
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_process_action_lock()
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_process_action_lock()
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@export var current_status : MOVEMENT_STATUS
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@export var current_status: MOVEMENT_STATUS
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@export var facing_direction := Vector2(1.0, -1.0)
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@export var facing_direction := Vector2(1.0, -1.0)
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@export var is_laying := false:
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@export var is_laying := false:
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set(val):
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set(val):
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@ -42,12 +43,15 @@ enum MOVEMENT_STATUS {
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@onready var camera = %MainCamera as Camera2D
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@onready var camera = %MainCamera as Camera2D
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@onready var sprite = %AnimatedSprite2D as AnimatedSprite2D
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@onready var sprite = %AnimatedSprite2D as AnimatedSprite2D
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func _ready() -> void:
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func _ready() -> void:
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_reset_face_direction()
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_reset_face_direction()
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func _reset_face_direction() -> void:
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func _reset_face_direction() -> void:
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facing_direction = Vector2(1, -1)
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facing_direction = Vector2(1, -1)
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func _process_action_lock() -> void:
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func _process_action_lock() -> void:
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# reset status to idle or stay
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# reset status to idle or stay
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if action_locked:
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if action_locked:
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@ -59,6 +63,7 @@ func _process_action_lock() -> void:
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current_status = MOVEMENT_STATUS.CLIMBING_STAY
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current_status = MOVEMENT_STATUS.CLIMBING_STAY
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_play_animation()
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_play_animation()
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# return whether the player status or facing direction has changed.
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# return whether the player status or facing direction has changed.
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func _check_status(direction) -> bool:
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func _check_status(direction) -> bool:
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var tmp_status = current_status
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var tmp_status = current_status
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@ -89,6 +94,7 @@ func _check_status(direction) -> bool:
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return true
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return true
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return false
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return false
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func _play_animation() -> void:
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func _play_animation() -> void:
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match current_status:
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match current_status:
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MOVEMENT_STATUS.IDLE:
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MOVEMENT_STATUS.IDLE:
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@ -124,6 +130,7 @@ func _play_animation() -> void:
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else:
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else:
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sprite.play(&"climbing_up")
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sprite.play(&"climbing_up")
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func _get_speed(direction: Vector2) -> Vector2:
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func _get_speed(direction: Vector2) -> Vector2:
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match current_status:
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match current_status:
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MOVEMENT_STATUS.WALKING:
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MOVEMENT_STATUS.WALKING:
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@ -136,6 +143,7 @@ func _get_speed(direction: Vector2) -> Vector2:
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return Vector2(0, speed_climbing * direction.y)
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return Vector2(0, speed_climbing * direction.y)
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return Vector2(0, 0)
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return Vector2(0, 0)
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func _physics_process(_delta: float) -> void:
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func _physics_process(_delta: float) -> void:
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if action_locked:
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if action_locked:
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velocity = Vector2.ZERO
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velocity = Vector2.ZERO
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@ -143,9 +151,9 @@ func _physics_process(_delta: float) -> void:
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# Add the gravity.
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# Add the gravity.
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#if not is_on_floor():
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#if not is_on_floor():
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#velocity += get_gravity() * delta
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#velocity += get_gravity() * delta
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#if Input.is_action_just_pressed("jump") and is_on_floor():
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#if Input.is_action_just_pressed("jump") and is_on_floor():
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#velocity.y = JUMP_VELOCITY
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#velocity.y = JUMP_VELOCITY
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var x_direction := Input.get_axis("left", "right")
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var x_direction := Input.get_axis("left", "right")
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var y_direction := Input.get_axis("up", "down")
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var y_direction := Input.get_axis("up", "down")
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var direction := Vector2(x_direction, y_direction)
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var direction := Vector2(x_direction, y_direction)
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@ -155,8 +163,10 @@ func _physics_process(_delta: float) -> void:
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velocity.x = move_toward(velocity.x, speed.x, 300.0)
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velocity.x = move_toward(velocity.x, speed.x, 300.0)
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velocity.y = move_toward(velocity.y, speed.y, 300.0)
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velocity.y = move_toward(velocity.y, speed.y, 300.0)
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move_and_slide()
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move_and_slide()
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position = position.clamp(player_movement_rect.position, player_movement_rect.end)
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_tweak_camera_marker()
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_tweak_camera_marker()
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# drag the camera marker against the player movement
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# drag the camera marker against the player movement
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# so there will be a better vision in front of the player.
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# so there will be a better vision in front of the player.
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func _tweak_camera_marker():
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func _tweak_camera_marker():
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