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https://github.com/GDQuest/godot-platformer-2d.git
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Recommended coding style fixes.
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parent
e1712731ba
commit
fcf909fcba
4 changed files with 39 additions and 24 deletions
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@ -1,4 +1,4 @@
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[gd_scene load_steps=12 format=2]
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[gd_scene load_steps=13 format=2]
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[ext_resource path="res://src/AI/EnemyPassivePatrol.gd" type="Script" id=1]
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[ext_resource path="res://src/Combat/DamageSource.gd" type="Script" id=2]
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@ -16,6 +16,33 @@ extents = Vector2( 50, 20 )
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[sub_resource type="CircleShape2D" id=2]
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radius = 33.0
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[sub_resource type="Animation" id=3]
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resource_name = "FadeOut"
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tracks/0/type = "value"
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tracks/0/path = NodePath("../../Body:color_fill")
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tracks/0/interp = 1
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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, 0.2, 1 ),
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"transitions": PoolRealArray( 1, 1, 1 ),
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"update": 0,
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"values": [ Color( 0.615686, 0, 1, 1 ), Color( 1, 0, 0, 0.8 ), Color( 1, 0, 0, 0 ) ]
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}
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tracks/1/type = "value"
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tracks/1/path = NodePath("../../Body:color_outline")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/keys = {
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"times": PoolRealArray( 0, 1 ),
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"transitions": PoolRealArray( 1, 1 ),
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"update": 0,
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"values": [ Color( 0.270588, 0.0745098, 0.619608, 1 ), Color( 0.270588, 0.0745098, 0.619608, 0 ) ]
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}
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[node name="EnemyPassivePatrol" type="KinematicBody2D"]
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collision_layer = 16
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collision_mask = 2
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@ -42,7 +69,8 @@ shape = SubResource( 2 )
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[node name="Body" type="Node2D" parent="."]
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script = ExtResource( 4 )
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size = Vector2( 100, 40 )
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color_fill = Color( 0.384314, 0.368627, 0.929412, 1 )
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outline = Vector2( 6, 6 )
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color_fill = Color( 0.615686, 0, 1, 1 )
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color_outline = Color( 0.270588, 0.0745098, 0.619608, 1 )
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[node name="StateMachine" type="Node" parent="."]
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@ -54,7 +82,6 @@ script = ExtResource( 6 )
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[node name="Hooked" type="Node" parent="StateMachine"]
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script = ExtResource( 7 )
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state_when_struck = "Stunned"
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hooked_color = Color( 0.886275, 0.415686, 0.133333, 1 )
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[node name="Stunned" type="Node" parent="StateMachine"]
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@ -65,4 +92,7 @@ next_state = "Destroyed"
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script = ExtResource( 9 )
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hurt_color = Color( 1, 0, 0, 1 )
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[node name="AnimationPlayer" type="AnimationPlayer" parent="StateMachine/Destroyed"]
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anims/FadeOut = SubResource( 3 )
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[editable path="HookTarget"]
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@ -10,21 +10,7 @@ export var hurt_color: Color
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func enter(msg: Dictionary = {}) -> void:
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owner.hook_target.set_color(Color(0, 0, 0, 0))
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owner.body.set_color_fill(hurt_color)
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yield(do_color(), "completed")
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owner.queue_free()
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func do_color() -> void:
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var start_fill_color: Color = owner.body.color_fill
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var start_outline_color: Color = owner.body.color_outline
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for i in range(0, 30):
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start_fill_color.a = lerp(1, 0, i / 30.0)
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start_outline_color.a = lerp(1, 0, i / 30.0)
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owner.body.set_color_fill(start_fill_color)
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owner.body.set_color_outline(start_outline_color)
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yield(get_tree(), "idle_frame")
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var animation_player: AnimationPlayer = $AnimationPlayer
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animation_player.play("FadeOut")
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yield(animation_player, "animation_finished")
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owner.queue_free()
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@ -6,7 +6,6 @@ It simply waits until the player body collides with the hitbox, colors the body,
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"""
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export var state_when_struck: String
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export var hooked_color: Color
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@ -16,4 +15,4 @@ func enter(msg: Dictionary = {}) -> void:
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func _on_Player_body_entered(body: Player) -> void:
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_state_machine.transition_to(state_when_struck, {player = body})
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_state_machine.transition_to("Stunned", {player = body})
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@ -12,7 +12,7 @@ onready var _direction: int = owner.direction
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func enter(msg: Dictionary = {}) -> void:
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owner.hook_target.connect("hooked_onto_from", self, "_on_Hook_hooked_onto_from", [], CONNECT_ONESHOT)
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owner.hitbox.connect("body_entered", self, "_on_Player_body_entered")
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owner.hook_target.set_is_active(true)
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owner.hook_target.is_active = true
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func exit() -> void:
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