Big_update

This commit is contained in:
Yadciel
2022-11-27 20:47:03 +01:00
parent 58f6f31446
commit 044a36de7a
24 changed files with 986 additions and 272 deletions

48
Objects/Bullet.tscn Normal file
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[gd_scene load_steps=4 format=2]
[ext_resource path="res://box.png" type="Texture" id=1]
[sub_resource type="GDScript" id=3]
resource_name = "Bullet"
script/source = "extends KinematicBody2D
var velocity = Vector2(0,-1)
var speed = 300
var hit_power = 2
# Declare member variables here. Examples:
# var a = 2
# var b = \"text\"
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
func _physics_process(delta):
move_and_collide(velocity.normalized() * delta * speed)
pass
"
[sub_resource type="RectangleShape2D" id=2]
extents = Vector2( 3.33333, 3.33333 )
[node name="Bullet" type="KinematicBody2D"]
scale = Vector2( 1.5, 1.5 )
z_index = 1
script = SubResource( 3 )
[node name="Sprite" type="Sprite" parent="."]
texture = ExtResource( 1 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2( 3.73522e-06, -3.41733e-06 )
scale = Vector2( 1.1, 1.1 )
shape = SubResource( 2 )
[node name="Area2D" type="Area2D" parent="." groups=["Bullet"]]
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
position = Vector2( 5.96046e-08, -5.96046e-08 )
shape = SubResource( 2 )

107
Objects/Entity.tscn Normal file
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[gd_scene load_steps=6 format=2]
[ext_resource path="res://enemy.png" type="Texture" id=1]
[ext_resource path="res://Font/super-legend-boy-font/SuperLegendBoy-4w8Y.ttf" type="DynamicFontData" id=2]
[sub_resource type="GDScript" id=1]
script/source = "extends KinematicBody2D
var pre_bullet_hit = preload(\"res://Objects/bullet_hit.tscn\")
var velocity = Vector2(0,1)
var speed = 50
var life = 2
var rng = RandomNumberGenerator.new()
signal on_Death
# Called when the node enters the scene tree for the first time.
func _ready():
rng.randomize()
var text = rng.randi_range(life/2, life)
life = text
$Label.text = (text) as String
if(life > 9):
pass
var Progressbars = get_tree().get_nodes_in_group(\"XP\")
for Progressbar in Progressbars:
self.connect(\"on_Death\",Progressbar, \"on_Death_listed\")
pass # Replace with function body.
func _physics_process(delta):
move_and_collide(velocity.normalized() * delta * speed)
pass
func _on_Area2D_area_entered(area):
if area.is_in_group(\"Bullet\"):
var Bullet = area.get_parent()
var text = $Label.text as int
var value = 1
var bullet_hit = pre_bullet_hit.instance()
var GameNode = find_parent(\"Game\")
if text >= Bullet.hit_power:
if text > Bullet.hit_power:
$Label.text = (text-Bullet.hit_power) as String
GameNode.add_child(bullet_hit)
bullet_hit.global_position = Bullet.global_position
bullet_hit.play()
Bullet.queue_free()
if text == Bullet.hit_power:
GameNode.add_child(bullet_hit)
bullet_hit.global_position = Bullet.global_position
bullet_hit.play()
emit_signal(\"on_Death\", value)
Bullet.queue_free()
queue_free()
else:
GameNode.add_child(bullet_hit)
bullet_hit.global_position = Bullet.global_position
bullet_hit.play()
Bullet.hit_power -= life
emit_signal(\"on_Death\", value)
queue_free()
if area.is_in_group(\"Border\"):
area.get_node(\"LifeBar\").value -= $Label.text as int
queue_free()
pass # Replace with function body.
"
[sub_resource type="RectangleShape2D" id=2]
extents = Vector2( 4, 4 )
[sub_resource type="DynamicFont" id=3]
size = 12
font_data = ExtResource( 2 )
[node name="Entity" type="KinematicBody2D" groups=["Enemy"]]
position = Vector2( 64, 64 )
scale = Vector2( 12, 12 )
script = SubResource( 1 )
[node name="Sprite" type="Sprite" parent="."]
texture = ExtResource( 1 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
scale = Vector2( 0.9, 0.9 )
shape = SubResource( 2 )
[node name="Area2D" type="Area2D" parent="."]
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
shape = SubResource( 2 )
[node name="Label" type="Label" parent="."]
margin_left = -3.33333
margin_top = -4.0
margin_right = 8.66667
margin_bottom = 10.0
grow_horizontal = 2
grow_vertical = 2
rect_min_size = Vector2( 8, 8 )
rect_scale = Vector2( 0.545, 0.639 )
custom_colors/font_color = Color( 1, 0, 0, 1 )
custom_colors/font_outline_modulate = Color( 0, 0, 0, 1 )
custom_colors/font_color_shadow = Color( 0, 0, 0, 1 )
custom_fonts/font = SubResource( 3 )
text = "1"
[connection signal="area_entered" from="Area2D" to="." method="_on_Area2D_area_entered"]

74
Objects/Overlay.tscn Normal file
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[gd_scene load_steps=5 format=2]
[ext_resource path="res://Font/super-legend-boy-font/SuperLegendBoy-4w8Y.ttf" type="DynamicFontData" id=1]
[sub_resource type="GDScript" id=1]
script/source = "extends Control
onready var pBar = $CanvasLayer/ProgressBar
signal full_bar
signal score
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
if ($CanvasLayer/Score.text as int % 100) == 0:
emit_signal(\"score\")
if pBar.value == pBar.max_value:
var value = 0.5
emit_signal(\"full_bar\", value)
pBar.value = 0
pBar.max_value *= 2
pass
func on_Death_listed(value):
pBar.value += value
var score = $CanvasLayer/Score.text as int
$CanvasLayer/Score.text = (score+1) as String
"
[sub_resource type="DynamicFont" id=2]
font_data = ExtResource( 1 )
[sub_resource type="DynamicFont" id=3]
size = 24
font_data = ExtResource( 1 )
[node name="Overlay" type="Control" groups=["XP"]]
anchor_right = 1.0
anchor_bottom = 1.0
margin_bottom = -1040.0
grow_horizontal = 2
grow_vertical = 2
script = SubResource( 1 )
[node name="CanvasLayer" type="CanvasLayer" parent="."]
[node name="ProgressBar" type="ProgressBar" parent="CanvasLayer"]
modulate = Color( 0, 1, 0.972549, 1 )
anchor_left = 0.5
anchor_right = 0.5
margin_left = -144.0
margin_top = 48.0
margin_right = 48.0
margin_bottom = 62.0
rect_scale = Vector2( 1.5, 1.5 )
custom_fonts/font = SubResource( 2 )
max_value = 16.0
[node name="Score" type="Label" parent="CanvasLayer"]
margin_left = 256.0
margin_top = 16.0
margin_right = 296.0
margin_bottom = 39.0
grow_horizontal = 2
grow_vertical = 2
custom_fonts/font = SubResource( 3 )
text = "0"
align = 1
valign = 1

135
Objects/Panzer.tscn Normal file
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[gd_scene load_steps=6 format=2]
[ext_resource path="res://assets/Tank Town V2.png" type="Texture" id=1]
[sub_resource type="GDScript" id=1]
script/source = "extends Node2D
var Time = 0
const bulletPath = preload(\"res:///Objects/Bullet.tscn\")
var speed = 3
onready var old_slot = null
onready var GameNode
var PanzerType = null
var hit_power = 2
func _ready():
GameNode = find_parent(\"Game\")
GameNode.connect(\"speed_shoot\", self, \"set_shoot_speed\")
pass
func _process(delta):
if get_parent().is_class(\"Panel\"):
old_slot = get_parent()
PanzerType(PanzerType)
Time += delta
if Time > speed and get_parent() != GameNode: #wenn er nicht gehoben wird dann:
shoot()
Time = 0
pass
func shoot():
$Shoot.visible = true
$Shoot/AnimationPlayer.play(\"Shoot\")
var bullet = bulletPath.instance()
bullet.hit_power = hit_power
find_parent(\"Game\").add_child(bullet)
bullet.position = $Position2D.global_position
func set_shoot_speed(value):
if speed != 0.5:
speed -= value
print(speed)
pass
func PanzerType(PanzerType):
if PanzerType == null:
pass
if PanzerType == 1:
pass
if PanzerType == 2:
$Sprite.region_rect = Rect2(0, 64, 16, 16)
if PanzerType == 3:
$Sprite.region_rect = Rect2(0, 80, 16, 16)
if PanzerType == 4:
$Sprite.modulate = Color(0.875, 0, 1)
$Sprite.region_rect = Rect2(0, 80, 16, 16)
func _on_AnimationPlayer_shoot_finished(anim_name):
$Shoot.visible = false
pass # Replace with function body.
"
[sub_resource type="Animation" id=2]
length = 0.001
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 0,
"values": [ 60 ]
}
[sub_resource type="Animation" id=3]
resource_name = "Shoot"
length = 0.6
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.6 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 0,
"values": [ 60, 63 ]
}
[sub_resource type="RectangleShape2D" id=4]
extents = Vector2( 12, 12 )
[node name="ShooterObject" type="Node2D"]
position = Vector2( 64, 64 )
scale = Vector2( 2, 2 )
z_index = 1
script = SubResource( 1 )
[node name="Sprite" type="Sprite" parent="."]
scale = Vector2( 3, 3 )
texture = ExtResource( 1 )
region_enabled = true
region_rect = Rect2( 0, 48, 16, 16 )
[node name="Position2D" type="Position2D" parent="."]
position = Vector2( 0.5, -28 )
[node name="Shoot" type="Node2D" parent="."]
visible = false
position = Vector2( 0, -40 )
[node name="Sprite" type="Sprite" parent="Shoot"]
scale = Vector2( 2, 2 )
texture = ExtResource( 1 )
hframes = 10
vframes = 12
frame = 60
[node name="AnimationPlayer" type="AnimationPlayer" parent="Shoot"]
anims/RESET = SubResource( 2 )
anims/Shoot = SubResource( 3 )
[node name="panzerArea" type="Area2D" parent="." groups=["Panzer"]]
[node name="CollisionShape2D" type="CollisionShape2D" parent="panzerArea"]
shape = SubResource( 4 )
[connection signal="animation_finished" from="Shoot/AnimationPlayer" to="." method="_on_AnimationPlayer_shoot_finished"]

35
Objects/PanzerButton.tscn Normal file
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[gd_scene load_steps=4 format=2]
[ext_resource path="res://Font/super-legend-boy-font/SuperLegendBoy-4w8Y.ttf" type="DynamicFontData" id=1]
[sub_resource type="DynamicFont" id=5]
font_data = ExtResource( 1 )
[sub_resource type="GDScript" id=6]
script/source = "extends Button
var Panzer = preload(\"res://Objects/Panzer.tscn\")
# Declare member variables here. Examples:
# var a = 2
# var b = \"text\"
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass
"
[node name="PanzerButton" type="Button"]
margin_left = 132.0
margin_right = 260.0
margin_bottom = 128.0
rect_min_size = Vector2( 128, 128 )
custom_fonts/font = SubResource( 5 )
text = "Panzer"
script = SubResource( 6 )

45
Objects/Slot.gd Normal file
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extends Panel
var PanzerType = preload("res://Objects/Panzer.tscn")
var Panzer = null
var start_panzer = 0
func _process(delta):
if start_panzer > 0:
if randi() % 2 == 0:
Panzer = PanzerType.instance()
add_child(Panzer)
start_panzer -= 1
func pickFromSlot():
remove_child(Panzer)
var GameNode = find_parent("Game")
GameNode.add_child(Panzer)
Panzer = null
func putIntoSlot(new_panzer):
Panzer = new_panzer
Panzer.position = Vector2(64, 64)
var GameNode = find_parent("Game")
GameNode.remove_child(Panzer)
add_child(Panzer)
func upgradePanzerInSlot():
Panzer.hit_power *= 2
if Panzer.PanzerType != null:
Panzer.PanzerType += 1
else:
Panzer.PanzerType = 2
pass
func _set_start_panzer(value):
start_panzer += value
func _on_slotshape_area_entered(area):
if area.is_in_group("Panzer"):
var GameNode = find_parent("Game")
if GameNode.holding_item != null:
GameNode.hover = self
pass # Replace with function body.

27
Objects/Slot.tscn Normal file
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[gd_scene load_steps=5 format=2]
[ext_resource path="res://Objects/Slot.gd" type="Script" id=1]
[ext_resource path="res://box.png" type="Texture" id=2]
[sub_resource type="StyleBoxTexture" id=2]
texture = ExtResource( 2 )
region_rect = Rect2( 0, 0, 8, 8 )
[sub_resource type="RectangleShape2D" id=3]
extents = Vector2( 56, 56 )
[node name="Slot" type="Panel"]
margin_right = 128.0
margin_bottom = 128.0
rect_min_size = Vector2( 128, 128 )
rect_pivot_offset = Vector2( 64, 64 )
custom_styles/panel = SubResource( 2 )
script = ExtResource( 1 )
[node name="slotshape" type="Area2D" parent="."]
[node name="CollisionShape2D" type="CollisionShape2D" parent="slotshape"]
position = Vector2( 64, 64 )
shape = SubResource( 3 )
[connection signal="area_entered" from="slotshape" to="." method="_on_slotshape_area_entered"]

47
Objects/Spawner.gd Normal file
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extends Panel
var enemy_pre = preload("res://Objects/Entity.tscn")
var item_pre = preload("res://Objects/item.tscn")
var enemy = null
var item = null
var e_speed = 50
var e_life = 2
var spawn_rate = 4
var rng = RandomNumberGenerator.new()
var Time = 0
# Called when the node enters the scene tree for the first time.
func _ready():
rng.randomize()
if rng.randi_range(0, spawn_rate) == 0:
enemy = enemy_pre.instance()
add_child(enemy)
var Progressbars = get_tree().get_nodes_in_group("XP")
for Progressbar in Progressbars:
Progressbar.connect("full_bar", self, "set_spawn_values")
pass
func _process(delta):
Time += delta
if Time > 3.5:
rng.randomize()
if rng.randi_range(0, spawn_rate) == 0:
if rng.randi_range(0, 10) != 0:
enemy = enemy_pre.instance()
enemy.speed = e_speed
enemy.life = e_life
add_child(enemy)
else:
item = item_pre.instance()
item.speed = e_speed
add_child(item)
Time = 0
func set_spawn_values(value):
e_speed += value
e_life *= 2
if (spawn_rate > 2):
spawn_rate -= 1
pass

88
Objects/bullet_hit.tscn Normal file
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[gd_scene load_steps=5 format=2]
[ext_resource path="res://assets/Tank Town V2.png" type="Texture" id=1]
[sub_resource type="GDScript" id=3]
script/source = "extends Node2D
# Declare member variables here. Examples:
# var a = 2
# var b = \"text\"
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass
func play():
$AnimationPlayer.play(\"Hit\")
pass
func _on_AnimationPlayer_animation_finished(anim_name):
queue_free()
pass # Replace with function body.
"
[sub_resource type="Animation" id=1]
resource_name = "Hit"
length = 0.3
tracks/0/type = "value"
tracks/0/path = NodePath("Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.3 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 0,
"values": [ 70, 75 ]
}
[sub_resource type="Animation" id=2]
length = 0.001
tracks/0/type = "value"
tracks/0/path = NodePath("AnimationPlayer:reset_on_save")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 0,
"values": [ true ]
}
tracks/1/type = "value"
tracks/1/path = NodePath("Sprite:frame")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 0,
"values": [ 70 ]
}
[node name="bullet_hit" type="Node2D"]
script = SubResource( 3 )
[node name="Sprite" type="Sprite" parent="."]
scale = Vector2( 2, 2 )
texture = ExtResource( 1 )
hframes = 10
vframes = 12
frame = 70
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
anims/Hit = SubResource( 1 )
anims/RESET = SubResource( 2 )
[connection signal="animation_finished" from="AnimationPlayer" to="." method="_on_AnimationPlayer_animation_finished"]

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Objects/item.tscn Normal file
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[gd_scene load_steps=5 format=2]
[ext_resource path="res://assets/Tank Town V2.png" type="Texture" id=1]
[sub_resource type="GDScript" id=1]
script/source = "extends KinematicBody2D
var pre_bullet_hit = preload(\"res://Objects/bullet_hit.tscn\")
var velocity = Vector2(0,1)
var speed = 50
var life = 1
var rng = RandomNumberGenerator.new()
signal on_Death
signal badget
# Called when the node enters the scene tree for the first time.
func _ready():
rng.randomize()
var Progressbars = get_tree().get_nodes_in_group(\"XP\")
for Progressbar in Progressbars:
self.connect(\"on_Death\",Progressbar, \"on_Death_listed\")
var GameNode = find_parent(\"Game\")
connect(\"badget\", GameNode, \"_enable_Panzer\")
pass # Replace with function body.
func _physics_process(delta):
move_and_collide(velocity.normalized() * delta * speed)
pass
func _on_Area2D_area_entered(area):
var value = 1
var bullet_hit = pre_bullet_hit.instance()
var GameNode = find_parent(\"Game\")
if area.is_in_group(\"Bullet\"):
var Bullet = area.get_parent()
GameNode.add_child(bullet_hit)
bullet_hit.global_position = Bullet.global_position
bullet_hit.play()
emit_signal(\"on_Death\", value)
emit_signal(\"badget\", value)
queue_free()
pass # Replace with function body.
"
[sub_resource type="RectangleShape2D" id=3]
extents = Vector2( 7, 7 )
[sub_resource type="RectangleShape2D" id=2]
extents = Vector2( 7.83333, 7.83333 )
[node name="Item" type="KinematicBody2D"]
position = Vector2( 64, 64 )
scale = Vector2( 8, 8 )
script = SubResource( 1 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource( 3 )
[node name="Sprite" type="Sprite" parent="."]
texture = ExtResource( 1 )
hframes = 10
vframes = 12
frame = 48
[node name="Area2D" type="Area2D" parent="."]
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
shape = SubResource( 2 )
[connection signal="area_entered" from="Area2D" to="." method="_on_Area2D_area_entered"]