Added fall zones

This commit is contained in:
gemdude46 2023-01-28 09:25:49 +00:00
parent d02d369c13
commit c257f9c1ad
8 changed files with 64 additions and 7 deletions

View file

@ -56,6 +56,7 @@ enum MapElemType {
SMALL_SLOPE_RIGHT_1,
SMALL_SLOPE_RIGHT_2,
LEDGE,
OOB_LOWER,
}
enum SpriteClass {
@ -162,6 +163,7 @@ const TILE_SET_MAP_ELEMS = {
MapElemType.SMALL_SLOPE_RIGHT_1: [12],
MapElemType.SMALL_SLOPE_RIGHT_2: [13, 14],
MapElemType.LEDGE: [19, 20, 21, 22],
MapElemType.OOB_LOWER: [23],
},
}

View file

@ -59,7 +59,8 @@ func init_stage_grid(tilemap : TileMap):
Constants.MapElemType.SMALL_SLOPE_LEFT_2,
Constants.MapElemType.SMALL_SLOPE_RIGHT_1,
Constants.MapElemType.SMALL_SLOPE_RIGHT_2,
Constants.MapElemType.LEDGE]:
Constants.MapElemType.LEDGE,
Constants.MapElemType.OOB_LOWER]:
for test_cell_v in Constants.TILE_SET_MAP_ELEMS[scene.tile_set_name][test_map_elem_type]:
if test_cell_v == cellv:
map_elem_type = test_map_elem_type
@ -131,6 +132,8 @@ func init_stage_grid(tilemap : TileMap):
insert_grid_collider(stage_x, stage_y, Constants.Direction.UP, 1, map_elem_type)
Constants.MapElemType.LEDGE:
insert_grid_collider(stage_x, stage_y, Constants.Direction.DOWN, 1, map_elem_type)
Constants.MapElemType.OOB_LOWER:
insert_grid_collider(stage_x, stage_y, Constants.Direction.DOWN, 1, map_elem_type)
func insert_grid_collider(stage_x, stage_y, direction : int, fractional_height : float, map_elem_type : int):
var check_colliders = []

View file

@ -51,7 +51,7 @@ func _ready():
for node_name in Constants.UNIT_SPRITES[unit_type][sprite_class][1]:
sprite_class_nodes[sprite_class].append(get_node(node_name))
pos = Vector2(position.x / Constants.GRID_SIZE, -1 * position.y / Constants.GRID_SIZE)
pos = Vector2(position.x / Constants.GRID_SIZE, position.y / -Constants.GRID_SIZE)
position.x = position.x * Constants.SCALE_FACTOR
position.y = position.y * Constants.SCALE_FACTOR
scale.x = Constants.SCALE_FACTOR
@ -266,7 +266,7 @@ func react(delta):
pos.x = pos.x + h_speed * delta
pos.y = pos.y + v_speed * delta
position.x = pos.x * Constants.GRID_SIZE * Constants.SCALE_FACTOR
position.y = -1 * pos.y * Constants.GRID_SIZE * Constants.SCALE_FACTOR
position.y = pos.y * Constants.GRID_SIZE *-Constants.SCALE_FACTOR
func hit(dir : int):
# implemented in subclass

View file

@ -46,6 +46,10 @@ func process_unit(delta, time_elapsed : float):
facing = Constants.Direction.RIGHT
actions[Constants.ActionType.MOVE] = true
# Check if fallen off
if last_contacted_map_elem_type == Constants.MapElemType.OOB_LOWER:
oob_lower()
# Fine tune the player's speed
if get_current_action() == Constants.UnitCurrentAction.RECOILING:
@ -140,3 +144,25 @@ func landed():
return
target_move_speed += boost
boost = 0
func oob_lower():
# Called when the player falls in a hole
# Calculate respawn point
var tilemap : TileMap = get_node("../Stage")
var tile : Vector2 = pos.floor()
tile.y *= -1
while tilemap.get_cellv(tile) == 23 or tilemap.get_cellv(tile) < 0:
tile += Vector2.RIGHT
while tilemap.get_cellv(tile) >= 0:
tile += Vector2.UP
pos = tile
pos.x += 0.5
pos.y *= -1
last_contacted_map_elem_type = Constants.MapElemType.SLOPE_LEFT
# =======================
# reset speed
# should other things be done here?
h_speed = 0