added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc.
96 lines
2.1 KiB
GDScript
96 lines
2.1 KiB
GDScript
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extends KinematicBody2D
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# member variables here, example:
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# var a=2
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# var b="textvar"
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const MAX_SPEED = 300.0
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const IDLE_SPEED = 10.0
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const ACCEL=5.0
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const VSCALE=0.5
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const SHOOT_INTERVAL=0.3
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var speed=Vector2()
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var current_anim=""
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var current_mirror=false
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var shoot_countdown=0
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func _input(ev):
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if (ev.type==InputEvent.MOUSE_BUTTON and ev.button_index==1 and ev.pressed and shoot_countdown<=0):
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var pos = get_canvas_transform().affine_inverse() * ev.pos
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var dir = (pos-get_global_pos()).normalized()
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var bullet = preload("res://shoot.scn").instance()
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bullet.advance_dir=dir
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bullet.set_pos( get_global_pos() + dir * 60 )
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get_parent().add_child(bullet)
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shoot_countdown=SHOOT_INTERVAL
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func _fixed_process(delta):
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shoot_countdown-=delta
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var dir = Vector2()
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if (Input.is_action_pressed("up")):
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dir+=Vector2(0,-1)
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if (Input.is_action_pressed("down")):
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dir+=Vector2(0,1)
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if (Input.is_action_pressed("left")):
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dir+=Vector2(-1,0)
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if (Input.is_action_pressed("right")):
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dir+=Vector2(1,0)
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if (dir!=Vector2()):
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dir=dir.normalized()
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speed = speed.linear_interpolate(dir*MAX_SPEED,delta*ACCEL)
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var motion = speed * delta
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motion.y*=VSCALE
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motion=move(motion)
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if (is_colliding()):
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var n = get_collision_normal()
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motion=n.slide(motion)
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move(motion)
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var next_anim=""
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var next_mirror=false
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if (dir==Vector2() and speed.length()<IDLE_SPEED):
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next_anim="idle"
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next_mirror=false
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elif (speed.length()>IDLE_SPEED*0.1):
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var angle = atan2(abs(speed.x),speed.y)
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next_mirror = speed.x>0
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if (angle<PI/8):
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next_anim="bottom"
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next_mirror=false
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elif (angle<PI/4+PI/8):
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next_anim="bottom_left"
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elif (angle<PI*2/4+PI/8):
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next_anim="left"
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elif (angle<PI*3/4+PI/8):
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next_anim="top_left"
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else:
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next_anim="top"
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next_mirror=false
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if (next_anim!=current_anim or next_mirror!=current_mirror):
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get_node("frames").set_flip_h(next_mirror)
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get_node("anim").play(next_anim)
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current_anim=next_anim
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current_mirror=next_mirror
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func _ready():
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# Initialization here
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set_fixed_process(true)
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set_process_input(true)
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pass
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