Nathan Lovato
a281242b16
Fix incorrect signal connection on the hook
...
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.
2020-01-11 17:23:45 +01:00
Nathan Lovato
9e1797dd3a
Add missing newline at the end of a file
2020-01-11 17:23:18 +01:00
Nathan Lovato
67ffa4ccb2
Fix wrong type hint on a variable
2020-01-11 15:59:26 +01:00
Nathan Lovato
dac4ff1bd7
Fix comments after converting docstrings
...
Some files were not converted properly, leaving the game in a broken state.
2020-01-11 15:58:11 +01:00
Nathan Lovato
865c7cefaa
Replace multiline comments with comment blocks
2020-01-02 23:40:57 +01:00
Brad Borne
d9f438633c
Add levels 1 and 2
2019-12-24 10:34:33 +01:00
Nathan Lovato
e24388a778
Cast value to State, add missing newline
2019-12-24 10:34:33 +01:00
Nathan Lovato
1e73557106
Update README.org
2019-12-16 09:45:06 +01:00
Nathan Lovato
366835285f
Update README.org
2019-12-16 09:44:05 +01:00
Nathan Lovato
70c8ca8d37
Use parentheses for all asserts
2019-11-28 09:19:52 +01:00
Răzvan C. Rădulescu
0b5869e847
First pass at integrating art ( #168 )
...
* 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
2019-11-28 09:09:07 +01:00
Francois Belair
1761a4cd51
Player not moving with moving platforms fixed, and example platform added to Level1.
2019-11-04 11:31:26 -05:00
Nathan Lovato
7db49ca80e
Fix #166 : use delta time in steering calculations
2019-10-30 11:16:03 +01:00
Nathan Lovato
e2380b2d68
Restore gamepad aim
2019-10-09 09:44:40 +02:00
Nathan Lovato
13f090df51
Merge pull request #165 from GDquest/features/heatmap-pathfinding
...
Heatmap pathfinding for many agents
2019-10-05 08:19:04 +02:00
Francois Belair
2bb898d9dd
Moved gitignore stuff to git exclude.
2019-10-04 15:40:47 -04:00
Francois Belair
764a9dfa65
godot-cpp submodule added, SConstruct script file added to source. Visual studio solution added.
2019-10-04 14:51:07 -04:00
Francois Belair
f92db19323
Moved to a floodfill algorithm, and put it all in a GDNative C++ class.
2019-10-04 10:39:18 -04:00
Francois Belair
44a833794b
Moved everything into a C++ GDNative class, and changed it to a floodfill algorithm.
2019-10-03 16:05:34 -04:00
Francois Belair
399d8eec03
Heatmap pathfinding for many agents
...
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.
2019-09-30 11:59:28 -04:00
Nathan Lovato
39b3c79a82
Merge pull request #164 from GDquest/features/player-enemy-interaction
...
Enemy-Player interaction while hooking
2019-09-26 13:41:32 +02:00
Francois Belair
6ac88fa2ee
New enemy type, a hopper who jumps back and forth. Invulnerability flag added to Stats, and a function to do so with a timer.
2019-09-25 14:02:35 -04:00
Nathan Lovato
0dfc7a7ca1
Merge pull request #163 from GDquest/features/hookable-enemies
...
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.
...
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.
...
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 )
...
* 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
...
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
...
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
...
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
...
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