feat: change boat collision and improve overall code

This commit is contained in:
Zacharie Guet 2025-03-22 20:43:05 +01:00
parent d0ad5f4fe5
commit ac556e3715
9 changed files with 108 additions and 91 deletions

View File

@ -8,8 +8,11 @@
position = Vector2(568, 324)
script = ExtResource("1_41a5u")
[node name="Player" parent="." instance=ExtResource("1_geqht")]
position = Vector2(-812, -518)
[node name="Boat" parent="." instance=ExtResource("2_qmvsn")]
position = Vector2(-865, -442)
position = Vector2(-15, 40)
[node name="Player" parent="." node_paths=PackedStringArray("boat") instance=ExtResource("1_geqht")]
position = Vector2(-67, 6)
boat = NodePath("../Boat")
[connection signal="is_dead" from="Player" to="Boat" method="_on_player_is_dead"]

View File

@ -54,3 +54,8 @@ ui_down={
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
[layer_names]
2d_physics/layer_1="Barrière"
2d_physics/layer_2="Joueur"

View File

@ -1,27 +1,7 @@
[gd_scene load_steps=4 format=3 uid="uid://crxp1lat0mj1n"]
[gd_scene load_steps=2 format=3 uid="uid://crxp1lat0mj1n"]
[sub_resource type="Gradient" id="Gradient_7c5k4"]
offsets = PackedFloat32Array(0, 0.00371747, 0.736059, 0.754647, 1)
colors = PackedColorArray(0, 0, 0, 1, 0.94902, 0.0509804, 0.0509804, 1, 0.15042, 0.503262, 0.834652, 1, 0.117488, 0.521912, 0.866968, 1, 0.94902, 0.0509804, 0.0509804, 1)
[sub_resource type="RectangleShape2D" id="RectangleShape2D_exqad"]
size = Vector2(128, 128)
[sub_resource type="GradientTexture2D" id="GradientTexture2D_eesv4"]
gradient = SubResource("Gradient_7c5k4")
fill_from = Vector2(1, 0)
fill_to = Vector2(0, 1)
[sub_resource type="SegmentShape2D" id="SegmentShape2D_dliv6"]
a = Vector2(9.78128e-07, 0.256411)
b = Vector2(9.78128e-07, 33.0769)
[node name="Barrier" type="StaticBody2D"]
[node name="Sprite2D" type="Sprite2D" parent="."]
position = Vector2(5.96046e-08, 0)
scale = Vector2(0.203125, 2.01563)
texture = SubResource("GradientTexture2D_eesv4")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(-3.8147e-06, -65)
scale = Vector2(3.9, 3.9)
shape = SubResource("SegmentShape2D_dliv6")
one_way_collision_margin = 51.0
[node name="Barrier" type="CollisionShape2D"]
shape = SubResource("RectangleShape2D_exqad")

View File

@ -3,5 +3,11 @@
[ext_resource type="Script" uid="uid://bvejqjdvu7eb1" path="res://scripts/boat.gd" id="1_brclq"]
[node name="Boat" type="Node2D"]
position = Vector2(-1, 0)
script = ExtResource("1_brclq")
[node name="Area2D" type="Area2D" parent="."]
unique_name_in_owner = true
[node name="StaticBody2D" type="StaticBody2D" parent="."]
[connection signal="body_entered" from="Area2D" to="." method="_on_area_2d_body_entered"]

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=4 format=3 uid="uid://dy71gkll44btc"]
[gd_scene load_steps=5 format=3 uid="uid://dy71gkll44btc"]
[ext_resource type="Script" uid="uid://ceijb6ltpgsy1" path="res://scripts/player.gd" id="1_jlots"]
[ext_resource type="Texture2D" uid="uid://s4iiumvei5wc" path="res://assets/triangle.svg" id="2_jjceo"]
@ -6,11 +6,15 @@
[sub_resource type="CircleShape2D" id="CircleShape2D_g2els"]
radius = 6.0
[sub_resource type="CircleShape2D" id="CircleShape2D_qhqgy"]
[node name="Player" type="CharacterBody2D"]
collision_layer = 2
motion_mode = 1
script = ExtResource("1_jlots")
[node name="Sprite2D2" type="Sprite2D" parent="."]
z_index = 100
position = Vector2(5, 0)
rotation = -1.5708
scale = Vector2(0.230709, 0.642787)
@ -18,3 +22,9 @@ texture = ExtResource("2_jjceo")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_g2els")
[node name="Area2D" type="Area2D" parent="."]
collision_layer = 2
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
shape = SubResource("CircleShape2D_qhqgy")

View File

@ -5,6 +5,7 @@
[node name="Tile" type="Node2D"]
[node name="Sprite2D" type="Sprite2D" parent="."]
modulate = Color(1, 1, 1, 0.337255)
position = Vector2(0, 2.28882e-05)
scale = Vector2(0.074, 0.0740913)
texture = ExtResource("1_bgcjk")

View File

@ -17,9 +17,9 @@ func _ready():
func spawn_boat_tiles():
tiles.clear()
for y in range(boatSize):
for x in range(boatSize):
var row = []
for x in range(boatSize):
for y in range(boatSize):
if test_broken_tiles && randf() < 0.7 || (x == floor(boatSize/2) && y == floor(boatSize/2)): # 70% de chance de spawn une tuile pour tester les bateaux incomplets
var tile = tile_scene.instantiate()
add_child(tile)
@ -29,6 +29,13 @@ func spawn_boat_tiles():
(x - ((boatSize - 1) * 0.5)) * tile_size,
(y - ((boatSize - 1) * 0.5)) * tile_size
)
var collision_shape = barrier_scene.instantiate()
$Area2D.add_child(collision_shape)
collision_shape.position = Vector2(
(x - ((boatSize - 1) * 0.5)) * tile_size,
(y - ((boatSize - 1) * 0.5)) * tile_size
)
row.append(tile)
else:
@ -37,35 +44,31 @@ func spawn_boat_tiles():
func spawn_boat_barriers():
for x in range(tiles.size()):
for y in range(tiles[x].size()):
if tiles[x][y]:
var x_pos = [null,null,null,null];
var y_pos = [null,null,null,null];
var rotations = [90, 180, 270, 360]
if x == 0 || !tiles[x-1][y]:
x_pos[0] = tiles[x][y].position.x
y_pos[0] = tiles[x][y].position.y - (tile_size/2) - barrierOffset
if y == 0 || !tiles[x][y-1]:
x_pos[1] = tiles[x][y].position.x - (tile_size/2) - barrierOffset
y_pos[1] = tiles[x][y].position.y
if x == tiles.size()-1 || !tiles[x+1][y]:
x_pos[2] = tiles[x][y].position.x
y_pos[2] = tiles[x][y].position.y + (tile_size/2) + barrierOffset
if y == tiles[x].size()-1 || !tiles[x][y+1]:
x_pos[3] = tiles[x][y].position.x + (tile_size/2) + barrierOffset
y_pos[3] = tiles[x][y].position.y
for z in range(4):
if x_pos[z] != null && y_pos[z] != null:
var barrier = barrier_scene.instantiate()
add_child(barrier)
barrier.position = Vector2(
x_pos[z],
y_pos[z]
)
# On applique la rotation à la barrière
barrier.rotation = deg_to_rad(rotations[z])
var collider_range = range(tiles.size())
collider_range.append_array([-1, boatSize])
for x in collider_range:
for y in collider_range:
if not has_tile(x, y):
var barrier = barrier_scene.instantiate()
$StaticBody2D.add_child(barrier)
barrier.position = Vector2(
(x - ((boatSize - 1) * 0.5)) * tile_size,
(y - ((boatSize - 1) * 0.5)) * tile_size
)
func has_tile(x : int, y : int):
if x >= 0 and y >= 0 and x < boatSize and y < boatSize:
return tiles[x][y] != null
else : return false
func _physics_process(delta):
#Just spinning
rotation += delta/6
func _on_player_is_dead():
print("Est mort")
func _on_area_2d_body_entered(body):
pass # Replace with function body.

View File

@ -6,22 +6,22 @@ extends Node2D
var player_instance: CharacterBody2D
var boat_instance: Node2D
func _ready():
#func _ready():
# On enlève les scènes par défaut
var default_boat = $Boat
var default_player = $Player
if default_boat:
default_boat.queue_free()
if default_player:
default_player.queue_free()
#var default_boat = $Boat
#var default_player = $Player
#if default_boat:
#default_boat.queue_free()
#if default_player:
#default_player.queue_free()
# On instancie les scènes que l'on veut garder
boat_instance = boat_scene.instantiate()
player_instance = player_scene.instantiate()
#boat_instance = boat_scene.instantiate()
#player_instance = player_scene.instantiate()
# On ajoue les scènes essentielles à la scène principale
add_child(boat_instance)
add_child(player_instance)
#add_child(boat_instance)
#add_child(player_instance)
# Et on assigne le bateau au joueur
player_instance.boat = boat_instance
#player_instance.boat = boat_instance

View File

@ -8,6 +8,8 @@ var relative_position_on_boat = Vector2(0, 0)
var is_on_boat = true
var last_boat_rotation = 0.0
signal is_dead
func _ready():
if boat:
relative_position_on_boat = position - boat.position
@ -38,6 +40,7 @@ func _physics_process(_delta):
last_boat_rotation = boat.rotation
else:
emit_signal("is_dead")
# Pour l'instant, hors du bateau, le joueur nage 4 * moins vite qu'il ne court
velocity.x = Input.get_axis("ui_left", "ui_right") * SPEED / 4
velocity.y = Input.get_axis("ui_up", "ui_down") * SPEED / 4
@ -50,21 +53,27 @@ func _physics_process(_delta):
var debug_positions = []
func get_on_boat():
var node_pos = boat.to_local(position)
var tile_size = 128.0
for x in range(boat.tiles.size()):
for y in range(boat.tiles[x].size()):
var tile = boat.tiles[x][y]
if tile:
var tile_pos = tile.global_position
var relative_tile_pos = tile_pos - boat.global_position
relative_tile_pos = relative_tile_pos.rotated(-boat.rotation)
if (
abs(relative_tile_pos.x) <= tile_size / 2 and
abs(relative_tile_pos.y) <= tile_size / 2
):
return true
for area in $Area2D.get_overlapping_areas():
if area in boat.get_children():
return true
return false
#var node_pos = boat.to_local(position)
#var tile_size = 128.0
#
#for x in range(boat.tiles.size()):
#for y in range(boat.tiles[x].size()):
#var tile = boat.tiles[x][y]
#if tile:
#var tile_pos = tile.global_position
#var relative_tile_pos = tile_pos - boat.global_position
#relative_tile_pos = relative_tile_pos.rotated(-boat.rotation)
#
#if (
#abs(relative_tile_pos.x) <= tile_size / 2 and
#abs(relative_tile_pos.y) <= tile_size / 2
#):
#return true
#
#return false