Used the queue system in AnimationPlayer to queue animation
Removed an unnecessary animation
Renamed files
Renamed signal screen_covered to faded_to_black
Removed comments from LevelLoader
The mountains currently lost their ability to parallax vertically due to the workaround in order to accomplish them always be on the bottom of the screen.
Closes: #174 and #172
I think that since the DebugPanel is not an in-game element, it should handle inputs regardless of the game's internal state, that's why I think it should use `_input` callback instead of `_gui_input`
Closes: #170
The signal should be one shot as it is the trigger to get out of the hook's fire
state. I also moved the signal as the cooldown timer doesn't start if the player
is not using the hook on a target.
* First pass at integrating art
- replaced object/enemy bodies with provided art:
- checkpoint
- hooking
- points
- portals
- final Robi sprite (`roby_shaded.png`)
- sky (with gradient texture)
- reworked mountains to scroll seamless & increase width of
texture
closes#167
* Include art props in Level1
Populates a grid that uses razcore's pathfinder class to build a heatmap - each tile referring to how far away they are from the goal.
Uses a simple extra thread to keep the game from hitching up. Spawner creates some 500 heatmap following enemies that use as simple
a set of nodes and code as possible to show off performance.
Sequestered the hop on enemy logic into Player so the enemy entity does not control the player. Added stunned state for enemy for the knockback effect.
* Added a basic enemy that charges towards the player. Uses state machine decision making, and steering behaviors.
* Added a basic enemy that charges towards the player. Uses state machine decision making, and steering behaviors.
Cleaned up code and fit guidelines.
* Update code style
Use var name: Type = value instead of casting the variable with as
Use onready vars to cache node dependencies
Use the player node (KinematicBody2D) as a target instead of getting its
collision shape (we should never get a child of a node from another scene
directly)
Remove wrapper method to change state: we already have
_state_machine.transition_to, it doesn't add much to me to wrap it under a _change_state method