Nathan Lovato
0dfc7a7ca1
Merge pull request #163 from GDquest/features/hookable-enemies
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First rough pass at enemy as hookable
2019-09-24 18:07:20 +02:00
Francois Belair
fcf909fcba
Recommended coding style fixes.
2019-09-24 08:52:04 -04:00
Francois Belair
e1712731ba
Fixed die state not receiving last_checkpoint outside of debug commands.
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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.
2019-09-23 15:38:37 -04:00
Nathan Lovato
113f83e358
Make the player stop and hop upon reaching a hooked enemy
2019-09-21 10:25:38 +02:00
Francois Belair
8223a8c1fa
Enemy damaged by hook instead of bounce. Player velocity boosted instead of just a jump impulse, if it exists.
2019-09-20 15:52:58 -04:00
Francois Belair
72ef29770f
Player.gd now has a get_collider method for ducktyping when accessing its body in signals.
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Basic enemy that patrols side to side - can be hooked onto and bounced off of without any modification to player.
2019-09-19 14:39:34 -04:00
Francois Belair
0e873f37c0
First enemy using steering and state machine ( #161 )
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* 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
2019-09-17 12:18:09 +02:00
Nathan Lovato
0a3c2b34fc
Change restart input action
2019-09-07 14:34:57 +02:00
Nathan Lovato
8ef30f68dc
Update the game concept
2019-09-07 11:13:59 +02:00
Nathan Lovato
fb5b1f5996
Close #134 : Add time limit and gradual slow down after a power jump
2019-09-07 10:32:14 +02:00
Nathan Lovato
5362968598
Fix broken transition from the hook Aim to Fire state
2019-09-07 10:14:23 +02:00
Nathan Lovato
42bb4cbecd
Close #159 : Remove aim logic in the Fire state
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Now the Fire state doesn't depend on the Aim state anymore so I removed
the parenting
2019-09-07 10:05:02 +02:00
Nathan Lovato
f54fb0eee2
Update default acceleration, set LedgeWallDetector active
2019-08-25 16:19:11 +02:00
Nathan Lovato
e5fbf57b03
Let the player throw the hook even when there is no target in range
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This is merely visual for now. Also, the arrow doesn't collide with walls or the
floor: it goes through.
2019-08-25 16:17:05 +02:00
Nathan Lovato
d09ccabd04
Change type of the variable to State
2019-08-25 16:05:01 +02:00
Nathan Lovato
b608fcb45e
Fix unknown move identifier
2019-08-25 16:04:44 +02:00
Nathan Lovato
c1a3af6082
Fix #155 Add Wall -> ledge state transition to avoid jitter
2019-08-23 11:36:28 +02:00
Nathan Lovato
af3e4bb83b
Fix shadow jitter under Robi
2019-08-21 17:23:37 +02:00
Nathan Lovato
8ae2a95e30
Fix bug with floor not detected in ledge state
2019-08-21 17:22:36 +02:00
Nathan Lovato
418eae6a18
Simplify hook fire code
2019-08-20 15:50:04 +02:00
Nathan Lovato
08eec07a30
Remove superfluous condition in SnapDetector
2019-08-20 15:48:39 +02:00
Nathan Lovato
1fbbd0ad2b
Clean up SnapDetector
2019-08-20 11:13:35 +02:00
Nathan Lovato
9f4579e225
Fix #158 : Add a transition from Hook -> Run state
2019-08-14 10:22:05 +02:00
Nathan Lovato
1d5f921cf4
Update environment art, fix some artifacts
2019-08-14 10:21:23 +02:00
Nathan Lovato
8c4220245a
Add a shadow that scales under the player
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The distance to the floor is a bit messed up right now, the shadow ends up
moving vertically on the ground.
2019-08-14 10:07:50 +02:00
Nathan Lovato
097950a071
Merge pull request #157 from razcore-art/feature-state_parent
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Replace get_parent() calls with _parent var
2019-08-14 09:51:53 +02:00
Răzvan C. Rădulescu
c31e970772
Replace get_parent() calls with _parent var
2019-08-14 10:33:46 +03:00
Nathan Lovato
c696824583
Improve formatting in Steering.gd
2019-08-13 16:30:18 +02:00
Nathan Lovato
1d0c826ef8
simplify air state code
2019-08-13 14:45:03 +02:00
Nathan Lovato
718a6e00d5
Update State and StateMachine docstrings, simplify code
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is_composite was set on _init() so get_child_count() != 0 would always be false.
The only place we used that variable was in an assert that would always pass.
2019-08-11 22:28:35 +02:00
Nathan Lovato
7197cff0a5
Simplify hook drawing code, remove obsolete conditional
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Remove TargetCircle, make arrow sprite always visible
2019-08-10 14:00:15 +02:00
Nathan Lovato
2fc15f04dd
Remove unused sprint input action
2019-08-10 10:22:31 +02:00
Nathan Lovato
34b54a95a9
Hook tweaks and fixes, add docstrings, remove superfluous script
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Remove Raycast2D script, add docstrings
2019-08-10 10:15:14 +02:00
Nathan Lovato
d0b68a2b06
Simplify Hook.gd
2019-08-10 09:10:23 +02:00
Nathan Lovato
da975c84d9
Add Hook node icon
2019-08-09 18:35:04 +02:00
Nathan Lovato
e76573518c
Add R2/RT button to hook
2019-08-09 10:53:13 +02:00
Nathan Lovato
c4d9ea1f8f
Wall state: add back lost unhandled_input function during merge
2019-08-09 08:28:29 +02:00
Nathan Lovato
9ce1fb6427
Merge branch 'master' of github.com:GDquest/godot-metroidvania-2d
2019-08-08 17:42:08 +02:00
Nathan Lovato
768c57cb73
Fix wall state continuing after sliding off a wall
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Refactored the LedgeDetector, now called LedgeWallDetector, as it's used to
detect both ledges and walls
2019-08-08 17:38:00 +02:00
Nathan Lovato
5d335581d6
Move DrawingUtils to Autoload folder
2019-08-08 17:37:21 +02:00
Nathan Lovato
9ff09ff15a
Merge pull request #154 from razcore-art/fix-state_signals
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Get states to manage their own signal connections in enter/exit
2019-08-08 15:56:59 +02:00
Nathan Lovato
3ee46095fd
Update icon
2019-08-08 15:53:07 +02:00
Nathan Lovato
60f2b2afc9
Rename, remove, and reorganize assets
2019-08-08 15:27:28 +02:00
Nathan Lovato
9c684ede37
Remove unused Events signals
2019-08-08 15:23:47 +02:00
Răzvan C. Rădulescu
164f0f590f
Get states to manage their own signal connections in enter/exit
2019-08-08 16:21:56 +03:00
Nathan Lovato
87037136d2
Fix #150 : increase Air max speed based on the previous state's velocity
2019-08-08 12:26:35 +02:00
Henrique Campos
0a0950d829
Fix PassThrough not working ( #147 )
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* Fix PassThrough not working
* Move PassThrough logic to Move
Also Remove PassThrough.gd from the project.
2019-08-08 11:48:29 +02:00
Nathan Lovato
8423575c7a
Move StateMachine to the Main folder
2019-08-07 19:38:01 +02:00
Nathan Lovato
685f2dda83
Merge pull request #149 from razcore-art/feature_backtracking
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Add ability to travel through portals from level to level
2019-08-07 15:49:02 +02:00
Nathan Lovato
ebcf566ab3
Close #148 : Remove unused camera anchor detector dependency on Player
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All the other onready var are in use
2019-08-07 14:36:27 +02:00