Compare commits
4 Commits
21c800d772
...
fc5f9630bd
Author | SHA1 | Date |
---|---|---|
gemdude46 | fc5f9630bd | |
gemdude46 | 599dbb66e4 | |
gemdude46 | 63a7788709 | |
gemdude46 | f4bbcb9bfb |
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -6,6 +6,7 @@ var letty_snow = load("res://BGM/Letty_Snow_-_Utsuho.mp3")
|
|||
var score_end = load("res://BGM/Score_End_-_Utsuho.mp3")
|
||||
|
||||
var player : AudioStreamPlayer
|
||||
var difficulty: String = "Easy"
|
||||
|
||||
|
||||
func _ready():
|
||||
|
|
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
|
@ -61,6 +61,18 @@ enum MapElemType {
|
|||
OOB_LOWER,
|
||||
}
|
||||
|
||||
const ELEM_TYPE_SLOPE = [
|
||||
2,
|
||||
0,
|
||||
4,
|
||||
1,
|
||||
1,
|
||||
3,
|
||||
3,
|
||||
2,
|
||||
2,
|
||||
]
|
||||
|
||||
enum SpriteClass {
|
||||
IDLE,
|
||||
WALK,
|
||||
|
@ -269,3 +281,27 @@ const SPAWN_DISTANCE = 20
|
|||
|
||||
# specialized constants
|
||||
const FLASH_CYCLE = 0.15
|
||||
|
||||
const SLOPE_SPEED = [
|
||||
0.0,
|
||||
0.0,
|
||||
3.5,
|
||||
7.3 * 1.118,
|
||||
9.2 * 1.414,
|
||||
]
|
||||
|
||||
const SLOPE_ACCEL = [
|
||||
0.0,
|
||||
0.0,
|
||||
1.0,
|
||||
2.2 * 1.118,
|
||||
3.4 * 1.414,
|
||||
]
|
||||
|
||||
const SLOPE_DECEL = [
|
||||
5.0 * 1.414,
|
||||
3.5 * 1.118,
|
||||
0.3,
|
||||
0.2,
|
||||
0.1
|
||||
]
|
||||
|
|
|
@ -108,7 +108,7 @@ func _process(delta):
|
|||
if !stage_finished:
|
||||
time_elapsed_in_race += delta
|
||||
# 1 grid unit = 2ft, 1 grid unit / s = 1.36 mph
|
||||
player_speed_mph = player.h_speed * 1.36
|
||||
player_speed_mph = player.target_move_speed#player.h_speed * 1.36
|
||||
|
||||
if not race_over and player.pos.x >= finish_x_pos:
|
||||
race_over = true
|
||||
|
@ -192,7 +192,7 @@ func handle_player_input():
|
|||
|
||||
if input_table[Constants.PlayerInput.GBA_A][I_T_PRESSED]:
|
||||
if (player.get_current_action() == Constants.UnitCurrentAction.JUMPING
|
||||
or (player.get_current_action() == Constants.UnitCurrentAction.IDLE
|
||||
or ((player.get_current_action() == Constants.UnitCurrentAction.IDLE)
|
||||
and input_table[Constants.PlayerInput.GBA_A][I_T_JUST_PRESSED])):
|
||||
if player.unit_conditions[Constants.UnitCondition.IS_ON_GROUND] or player.get_current_action() == Constants.UnitCurrentAction.JUMPING:
|
||||
player.set_action(Constants.ActionType.JUMP)
|
||||
|
|
|
@ -2,7 +2,7 @@ extends Node
|
|||
class_name PlayerRecorder
|
||||
|
||||
var replay: ReplayRecording
|
||||
var this_frame: bool = true
|
||||
var this_frame: int = 0
|
||||
var sprite: int = 0
|
||||
var player: Node
|
||||
var scene: Node
|
||||
|
@ -20,15 +20,15 @@ func _ready():
|
|||
player.recorder = self
|
||||
scene = player.get_parent()
|
||||
|
||||
func _process(_delta):
|
||||
if this_frame:
|
||||
this_frame = false
|
||||
func _physics_process(_delta):
|
||||
if this_frame == 0:
|
||||
this_frame = 1
|
||||
replay.positions.append(player.pos)
|
||||
replay.sprites.append(sprite)
|
||||
replay.frames += 1
|
||||
|
||||
else:
|
||||
this_frame = true
|
||||
this_frame -= 1
|
||||
|
||||
func save():
|
||||
replay.save_to_uri(save_to)
|
||||
|
|
|
@ -160,10 +160,8 @@ func jump():
|
|||
v_speed = max(Constants.UNIT_TYPE_JUMP_SPEEDS[unit_type], v_speed)
|
||||
else:
|
||||
# airborne
|
||||
print("airjump")
|
||||
print(v_speed)
|
||||
v_speed = max(Constants.UNIT_TYPE_JUMP_SPEEDS[unit_type], move_toward(v_speed, Constants.UNIT_TYPE_JUMP_SPEEDS[unit_type], get_process_delta_time() * Constants.GRAVITY))
|
||||
print(v_speed)
|
||||
|
||||
set_unit_condition(Constants.UnitCondition.IS_ON_GROUND, false)
|
||||
if get_current_action() == Constants.UnitCurrentAction.JUMPING and v_speed > 0:
|
||||
set_sprite(Constants.SpriteClass.JUMP, 0)
|
||||
|
|
|
@ -5,11 +5,13 @@ class_name DownhillAutoscrollerPlayer
|
|||
export var min_speed : float = 3
|
||||
export var max_speed : float = 11
|
||||
export var player_initiated_acceleration : float = 5
|
||||
export var boost_per_second : float = 6 / 1.36 # 6 mph
|
||||
export var boost_per_second : float = 4 / 1.36 # 6 mph
|
||||
|
||||
var last_contacted_map_elem_type : int = Constants.MapElemType.SQUARE
|
||||
|
||||
var boost : float = 0 # to movement speed
|
||||
var boost_effect: float = 0
|
||||
var instant_accel: bool = false
|
||||
|
||||
var respawn_pos : Vector2
|
||||
|
||||
|
@ -94,77 +96,59 @@ func handle_idle():
|
|||
if boost == 0:
|
||||
.handle_idle()
|
||||
|
||||
func handle_speed(delta):
|
||||
if get_current_action() == Constants.UnitCurrentAction.RECOILING:
|
||||
target_move_speed = min_speed
|
||||
return
|
||||
|
||||
if scene.input_table[Constants.PlayerInput.LEFT][scene.I_T_PRESSED]:
|
||||
target_move_speed = move_toward(target_move_speed, min_speed, player_initiated_acceleration * delta)
|
||||
boost_effect = 0.0
|
||||
return
|
||||
|
||||
var slope: int = Constants.ELEM_TYPE_SLOPE[last_contacted_map_elem_type]
|
||||
|
||||
var speed_limit: float = Constants.SLOPE_SPEED[slope]
|
||||
var accel: float = player_initiated_acceleration
|
||||
|
||||
if not get_condition(Constants.UnitCondition.IS_ON_GROUND, true):
|
||||
speed_limit = target_move_speed
|
||||
if scene.input_table[Constants.PlayerInput.RIGHT][scene.I_T_PRESSED] and speed_limit < Constants.UNIT_TYPE_MOVE_SPEEDS[unit_type]:
|
||||
speed_limit = Constants.UNIT_TYPE_MOVE_SPEEDS[unit_type]
|
||||
|
||||
speed_limit = max(min_speed, speed_limit)
|
||||
|
||||
if get_condition(Constants.UnitCondition.IS_ON_GROUND, true):
|
||||
if scene.input_table[Constants.PlayerInput.RIGHT][scene.I_T_PRESSED]:
|
||||
speed_limit += 1.0
|
||||
|
||||
if boost_effect > 0:
|
||||
speed_limit += boost_effect
|
||||
|
||||
if target_move_speed < boost_effect:
|
||||
boost_effect = 0.0
|
||||
|
||||
elif slope < 2:
|
||||
boost_effect -= delta
|
||||
|
||||
accel = (Constants.SLOPE_ACCEL if target_move_speed < speed_limit else Constants.SLOPE_DECEL)[slope]
|
||||
|
||||
target_move_speed = move_toward(target_move_speed, speed_limit, accel * delta)
|
||||
if target_move_speed > speed_limit + 4.0:
|
||||
target_move_speed -= speed_limit
|
||||
target_move_speed *= pow(0.5, delta)
|
||||
target_move_speed += speed_limit
|
||||
|
||||
func process_unit(delta, time_elapsed : float):
|
||||
# always be movin'
|
||||
facing = Constants.Direction.RIGHT
|
||||
actions[Constants.ActionType.MOVE] = true
|
||||
|
||||
# Fine tune the player's speed
|
||||
handle_speed(delta)
|
||||
|
||||
print(last_contacted_map_elem_type)
|
||||
if boost_effect > 0:
|
||||
boost_effect -= delta
|
||||
|
||||
if get_current_action() == Constants.UnitCurrentAction.RECOILING:
|
||||
target_move_speed = min_speed
|
||||
else:
|
||||
# override player input so that leftward movement is deceleration,
|
||||
# right movement is acceleration
|
||||
if scene.input_table[Constants.PlayerInput.LEFT][scene.I_T_PRESSED]:
|
||||
target_move_speed = move_toward(target_move_speed, min_speed, player_initiated_acceleration * delta)
|
||||
else:
|
||||
if not get_condition(Constants.UnitCondition.IS_ON_GROUND, true):
|
||||
if (target_move_speed < Constants.UNIT_TYPE_MOVE_SPEEDS[unit_type]
|
||||
and scene.input_table[Constants.PlayerInput.RIGHT][scene.I_T_PRESSED]):
|
||||
target_move_speed = move_toward(target_move_speed, Constants.UNIT_TYPE_MOVE_SPEEDS[unit_type], player_initiated_acceleration * delta)
|
||||
if target_move_speed > max_speed:
|
||||
target_move_speed = move_toward(target_move_speed, max_speed, player_initiated_acceleration * delta)
|
||||
else:
|
||||
# shallow slope: arctan(.5) = 27 degrees, sin(27) = 0.45
|
||||
# steep slope: sin(45) = 0.71
|
||||
var ground_influenced_acceleration = 0
|
||||
var is_decel : bool = false
|
||||
if (last_contacted_map_elem_type == Constants.MapElemType.SMALL_SLOPE_RIGHT_1
|
||||
or last_contacted_map_elem_type == Constants.MapElemType.SMALL_SLOPE_RIGHT_2
|
||||
or last_contacted_map_elem_type == Constants.MapElemType.SMALL_SLOPE_LEFT_1
|
||||
or last_contacted_map_elem_type == Constants.MapElemType.SMALL_SLOPE_LEFT_2):
|
||||
ground_influenced_acceleration = Constants.GRAVITY * 0.45
|
||||
if (last_contacted_map_elem_type == Constants.MapElemType.SMALL_SLOPE_LEFT_1
|
||||
or last_contacted_map_elem_type == Constants.MapElemType.SMALL_SLOPE_LEFT_2):
|
||||
is_decel = true
|
||||
elif (last_contacted_map_elem_type == Constants.MapElemType.SLOPE_RIGHT
|
||||
or last_contacted_map_elem_type == Constants.MapElemType.SLOPE_LEFT):
|
||||
ground_influenced_acceleration = Constants.GRAVITY * 0.71
|
||||
if last_contacted_map_elem_type == Constants.MapElemType.SLOPE_LEFT:
|
||||
is_decel = true
|
||||
if is_decel or ground_influenced_acceleration == 0:
|
||||
var end_speed
|
||||
if ground_influenced_acceleration == 0:
|
||||
# flat ground
|
||||
if scene.input_table[Constants.PlayerInput.RIGHT][scene.I_T_PRESSED]:
|
||||
end_speed = max(min(target_move_speed, max_speed), Constants.UNIT_TYPE_MOVE_SPEEDS[unit_type])
|
||||
else:
|
||||
end_speed = min(target_move_speed, max_speed)
|
||||
else:
|
||||
# incline
|
||||
if scene.input_table[Constants.PlayerInput.RIGHT][scene.I_T_PRESSED]:
|
||||
end_speed = Constants.UNIT_TYPE_MOVE_SPEEDS[unit_type]
|
||||
else:
|
||||
end_speed = min_speed
|
||||
if target_move_speed < end_speed:
|
||||
target_move_speed = move_toward(target_move_speed, end_speed, player_initiated_acceleration * delta)
|
||||
else:
|
||||
if ground_influenced_acceleration > 0:
|
||||
target_move_speed = move_toward(target_move_speed, end_speed, ground_influenced_acceleration * delta)
|
||||
else:
|
||||
target_move_speed = move_toward(target_move_speed, end_speed, player_initiated_acceleration * delta)
|
||||
else:
|
||||
var acceleration = ground_influenced_acceleration
|
||||
if scene.input_table[Constants.PlayerInput.RIGHT][scene.I_T_PRESSED]:
|
||||
acceleration = max(acceleration, player_initiated_acceleration)
|
||||
if target_move_speed < max_speed:
|
||||
target_move_speed = move_toward(target_move_speed, max_speed, acceleration * delta)
|
||||
else:
|
||||
target_move_speed = move_toward(target_move_speed, max_speed, player_initiated_acceleration * delta)
|
||||
|
||||
.process_unit(delta, time_elapsed)
|
||||
|
||||
# treat all collisions as right-side collisions
|
||||
|
@ -204,8 +188,8 @@ func landed():
|
|||
return
|
||||
if boost > 0:
|
||||
scene.find_node("CanvasLayer").flash_boost = true
|
||||
h_speed += boost
|
||||
target_move_speed = h_speed
|
||||
boost_effect += boost
|
||||
target_move_speed += boost
|
||||
boost = 0
|
||||
|
||||
func react(delta):
|
||||
|
@ -249,7 +233,13 @@ func react(delta):
|
|||
|
||||
func respawn_from_pit():
|
||||
pos = respawn_pos
|
||||
hit(Constants.Direction.RIGHT)
|
||||
#hit(Constants.Direction.RIGHT)
|
||||
set_unit_condition_with_timer(Constants.UnitCondition.IS_INVINCIBLE)
|
||||
start_flash()
|
||||
get_node("SpinningSprite").visible = false
|
||||
get_node("SpinningSprite").rotation = 0
|
||||
hit_audiostream_player.play()
|
||||
boost = 0
|
||||
boost_effect = 0
|
||||
get_node("Camera2D").make_current()
|
||||
|
||||
|
|
|
@ -7,7 +7,7 @@ export var replay_file: String
|
|||
func _ready():
|
||||
._ready()
|
||||
replay = ReplayRecording.new()
|
||||
replay.load_from_uri(replay_file)
|
||||
replay.load_from_uri(replay_file % MusicController.difficulty)
|
||||
|
||||
|
||||
func process_unit(delta : float, time_elapsed : float):
|
||||
|
|
|
@ -15,6 +15,7 @@ extents = Vector2( 9, 34 )
|
|||
z_index = 1
|
||||
collision_layer = 0
|
||||
script = ExtResource( 1 )
|
||||
unit_type = 1
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
||||
position = Vector2( 0, -36 )
|
||||
|
|
|
@ -14,6 +14,7 @@ extents = Vector2( 9, 34 )
|
|||
z_index = 1
|
||||
collision_layer = 0
|
||||
script = ExtResource( 1 )
|
||||
unit_type = 1
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
||||
position = Vector2( 0, -36 )
|
||||
|
|
|
@ -63,7 +63,7 @@ _global_script_class_icons={
|
|||
[application]
|
||||
|
||||
config/name="Moriya's Wanton Winter Wager"
|
||||
run/main_scene="res://Scenes/DownhillAutoscroller.tscn"
|
||||
run/main_scene="res://Scenes/DownhillAutoscroller2.tscn"
|
||||
config/icon="res://icon.png"
|
||||
|
||||
[autoload]
|
||||
|
|
Loading…
Reference in New Issue