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Feature-fi
...
main
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16
game.tscn
16
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@ -12,50 +12,5 @@ config_version=5
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[layer_names]
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2d_physics/layer_1="Barrière"
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2d_physics/layer_2="Joueur"
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|
||||||
[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"]
|
|
||||||
@ -1,30 +0,0 @@
|
|||||||
[gd_scene load_steps=6 format=3 uid="uid://c0s77m0ea3sey"]
|
|
||||||
|
|
||||||
[ext_resource type="Script" path="res://scripts/game.gd" id="1_g5flc"]
|
|
||||||
[ext_resource type="PackedScene" uid="uid://dy71gkll44btc" path="res://scenes/player.tscn" id="2_3msrq"]
|
|
||||||
[ext_resource type="PackedScene" uid="uid://c7todenm3hn4d" path="res://scenes/boat.tscn" id="3_5kild"]
|
|
||||||
[ext_resource type="PackedScene" uid="uid://bmxg7u37aon0o" path="res://scenes/tile.tscn" id="4_cd0bw"]
|
|
||||||
|
|
||||||
[sub_resource type="SegmentShape2D" id="SegmentShape2D_dliv6"]
|
|
||||||
|
|
||||||
[node name="Game" type="Node2D"]
|
|
||||||
position = Vector2(552, 300)
|
|
||||||
script = ExtResource("1_g5flc")
|
|
||||||
|
|
||||||
[node name="Player" parent="." instance=ExtResource("2_3msrq")]
|
|
||||||
z_index = 1
|
|
||||||
position = Vector2(-546, -300)
|
|
||||||
|
|
||||||
[node name="Boat" parent="." instance=ExtResource("3_5kild")]
|
|
||||||
position = Vector2(-548, -304)
|
|
||||||
|
|
||||||
[node name="Tile" parent="Boat" instance=ExtResource("4_cd0bw")]
|
|
||||||
position = Vector2(6, 6)
|
|
||||||
|
|
||||||
[node name="Barrier" type="StaticBody2D" parent="Boat"]
|
|
||||||
|
|
||||||
[node name="Sprite2D" type="Sprite2D" parent="Boat/Barrier"]
|
|
||||||
|
|
||||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Boat/Barrier"]
|
|
||||||
shape = SubResource("SegmentShape2D_dliv6")
|
|
||||||
one_way_collision_margin = 63.0
|
|
||||||
@ -1,20 +0,0 @@
|
|||||||
[gd_scene load_steps=3 format=3 uid="uid://dy71gkll44btc"]
|
|
||||||
|
|
||||||
[ext_resource type="Script" path="res://scripts/player.gd" id="1_jlots"]
|
|
||||||
[ext_resource type="Texture2D" uid="uid://s4iiumvei5wc" path="res://assets/triangle.svg" id="2_jjceo"]
|
|
||||||
|
|
||||||
[node name="Player" type="CharacterBody2D"]
|
|
||||||
motion_mode = 1
|
|
||||||
script = ExtResource("1_jlots")
|
|
||||||
|
|
||||||
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="."]
|
|
||||||
position = Vector2(-14, 2.86102e-06)
|
|
||||||
rotation = 1.58969
|
|
||||||
scale = Vector2(0.998311, 1.01563)
|
|
||||||
polygon = PackedVector2Array(-9.03255, -0.816984, -0.51107, -26.5797, 8.99469, -1.15189)
|
|
||||||
|
|
||||||
[node name="Sprite2D2" type="Sprite2D" parent="."]
|
|
||||||
position = Vector2(0, -9.53674e-07)
|
|
||||||
rotation = -1.5708
|
|
||||||
scale = Vector2(0.230709, 0.642787)
|
|
||||||
texture = ExtResource("2_jjceo")
|
|
||||||
@ -1,20 +0,0 @@
|
|||||||
[gd_scene load_steps=3 format=3 uid="uid://dy71gkll44btc"]
|
|
||||||
|
|
||||||
[ext_resource type="Script" path="res://scripts/player.gd" id="1_jlots"]
|
|
||||||
[ext_resource type="Texture2D" uid="uid://s4iiumvei5wc" path="res://assets/triangle.svg" id="2_jjceo"]
|
|
||||||
|
|
||||||
[node name="Player" type="CharacterBody2D"]
|
|
||||||
motion_mode = 1
|
|
||||||
script = ExtResource("1_jlots")
|
|
||||||
|
|
||||||
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="."]
|
|
||||||
position = Vector2(-14, 2.86102e-06)
|
|
||||||
rotation = 1.58969
|
|
||||||
scale = Vector2(0.998311, 1.01563)
|
|
||||||
polygon = PackedVector2Array(-9.03255, -0.816984, -0.51107, -26.5797, 8.99469, -1.15189)
|
|
||||||
|
|
||||||
[node name="Sprite2D2" type="Sprite2D" parent="."]
|
|
||||||
position = Vector2(0, -9.53674e-07)
|
|
||||||
rotation = -1.5708
|
|
||||||
scale = Vector2(0.230709, 0.642787)
|
|
||||||
texture = ExtResource("2_jjceo")
|
|
||||||
@ -1,20 +0,0 @@
|
|||||||
[gd_scene load_steps=3 format=3 uid="uid://dy71gkll44btc"]
|
|
||||||
|
|
||||||
[ext_resource type="Script" path="res://scripts/player.gd" id="1_jlots"]
|
|
||||||
[ext_resource type="Texture2D" uid="uid://s4iiumvei5wc" path="res://assets/triangle.svg" id="2_jjceo"]
|
|
||||||
|
|
||||||
[node name="Player" type="CharacterBody2D"]
|
|
||||||
motion_mode = 1
|
|
||||||
script = ExtResource("1_jlots")
|
|
||||||
|
|
||||||
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="."]
|
|
||||||
position = Vector2(-14, 2.86102e-06)
|
|
||||||
rotation = 1.58969
|
|
||||||
scale = Vector2(0.998311, 1.01563)
|
|
||||||
polygon = PackedVector2Array(-9.03255, -0.816984, -0.51107, -26.5797, 8.99469, -1.15189)
|
|
||||||
|
|
||||||
[node name="Sprite2D2" type="Sprite2D" parent="."]
|
|
||||||
position = Vector2(0, -9.53674e-07)
|
|
||||||
rotation = -1.5708
|
|
||||||
scale = Vector2(0.230709, 0.642787)
|
|
||||||
texture = ExtResource("2_jjceo")
|
|
||||||
@ -1,30 +1,23 @@
|
|||||||
[gd_scene load_steps=5 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="Script" path="res://scripts/player.gd" id="1_jlots"]
|
||||||
[ext_resource type="Texture2D" uid="uid://s4iiumvei5wc" path="res://assets/triangle.svg" id="2_jjceo"]
|
|
||||||
|
|
||||||
[sub_resource type="CircleShape2D" id="CircleShape2D_g2els"]
|
[sub_resource type="RectangleShape2D" id="RectangleShape2D_scfaw"]
|
||||||
radius = 6.0
|
size = Vector2(80, 124)
|
||||||
|
|
||||||
[sub_resource type="CircleShape2D" id="CircleShape2D_qhqgy"]
|
[sub_resource type="Gradient" id="Gradient_pnm6c"]
|
||||||
|
colors = PackedColorArray(1, 1, 1, 1, 1, 1, 1, 1)
|
||||||
|
|
||||||
|
[sub_resource type="GradientTexture1D" id="GradientTexture1D_wyt1d"]
|
||||||
|
gradient = SubResource("Gradient_pnm6c")
|
||||||
|
|
||||||
[node name="Player" type="CharacterBody2D"]
|
[node name="Player" type="CharacterBody2D"]
|
||||||
collision_layer = 2
|
|
||||||
motion_mode = 1
|
motion_mode = 1
|
||||||
script = ExtResource("1_jlots")
|
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)
|
|
||||||
texture = ExtResource("2_jjceo")
|
|
||||||
|
|
||||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
||||||
shape = SubResource("CircleShape2D_g2els")
|
shape = SubResource("RectangleShape2D_scfaw")
|
||||||
|
|
||||||
[node name="Area2D" type="Area2D" parent="."]
|
[node name="Sprite2D" type="Sprite2D" parent="."]
|
||||||
collision_layer = 2
|
scale = Vector2(0.3125, 126)
|
||||||
|
texture = SubResource("GradientTexture1D_wyt1d")
|
||||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
|
|
||||||
shape = SubResource("CircleShape2D_qhqgy")
|
|
||||||
|
|||||||
@ -1,11 +0,0 @@
|
|||||||
[gd_scene load_steps=2 format=3 uid="uid://bmxg7u37aon0o"]
|
|
||||||
|
|
||||||
[ext_resource type="Texture2D" uid="uid://bhx36hs83ynqs" path="res://assets/Bordered_Black_Square.png" id="1_bgcjk"]
|
|
||||||
|
|
||||||
[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")
|
|
||||||
@ -1,74 +0,0 @@
|
|||||||
extends Node2D
|
|
||||||
|
|
||||||
@export var tile_scene: PackedScene = preload("res://scenes/tile.tscn")
|
|
||||||
@export var barrier_scene: PackedScene = preload("res://scenes/barrier.tscn")
|
|
||||||
var tiles = []
|
|
||||||
var tile_size = 128.0
|
|
||||||
var test_broken_tiles = true
|
|
||||||
const boatSize = 5
|
|
||||||
const barrierOffset = 2
|
|
||||||
var speed = 100
|
|
||||||
var velocity = Vector2()
|
|
||||||
|
|
||||||
func _ready():
|
|
||||||
spawn_boat_tiles()
|
|
||||||
spawn_boat_barriers()
|
|
||||||
|
|
||||||
func spawn_boat_tiles():
|
|
||||||
tiles.clear()
|
|
||||||
|
|
||||||
for x in range(boatSize):
|
|
||||||
var row = []
|
|
||||||
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)
|
|
||||||
|
|
||||||
#Positionner les tuiles pour que l'on spawne toujours au centre
|
|
||||||
tile.position = Vector2(
|
|
||||||
(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:
|
|
||||||
row.append(null) # On garde la structure mais on marque la tuile manquante
|
|
||||||
tiles.append(row)
|
|
||||||
|
|
||||||
|
|
||||||
func spawn_boat_barriers():
|
|
||||||
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.
|
|
||||||
@ -1 +0,0 @@
|
|||||||
uid://bvejqjdvu7eb1
|
|
||||||
@ -1,27 +0,0 @@
|
|||||||
extends Node2D
|
|
||||||
|
|
||||||
@export var player_scene: PackedScene = preload("res://scenes/player.tscn")
|
|
||||||
@export var boat_scene: PackedScene = preload("res://scenes/boat.tscn")
|
|
||||||
|
|
||||||
var player_instance: CharacterBody2D
|
|
||||||
var boat_instance: Node2D
|
|
||||||
|
|
||||||
#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()
|
|
||||||
|
|
||||||
# On instancie les scènes que l'on veut garder
|
|
||||||
#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)
|
|
||||||
|
|
||||||
# Et on assigne le bateau au joueur
|
|
||||||
#player_instance.boat = boat_instance
|
|
||||||
@ -1 +0,0 @@
|
|||||||
uid://cc6wo0ska0sem
|
|
||||||
@ -1,79 +1,10 @@
|
|||||||
extends CharacterBody2D
|
extends CharacterBody2D
|
||||||
|
|
||||||
const SPEED = 300.0
|
const SPEED = 300.0
|
||||||
@export var boat: Node2D
|
const JUMP_VELOCITY = -400.0
|
||||||
|
|
||||||
const TILE_SIZE = 128
|
func _physics_process(delta):
|
||||||
var relative_position_on_boat = Vector2(0, 0)
|
velocity.x = Input.get_axis("ui_left", "ui_right") * SPEED
|
||||||
var is_on_boat = true
|
velocity.y = Input.get_axis("ui_up", "ui_down") * SPEED
|
||||||
var last_boat_rotation = 0.0
|
|
||||||
|
|
||||||
signal is_dead
|
move_and_slide()
|
||||||
|
|
||||||
func _ready():
|
|
||||||
if boat:
|
|
||||||
relative_position_on_boat = position - boat.position
|
|
||||||
last_boat_rotation = boat.rotation
|
|
||||||
|
|
||||||
func _physics_process(_delta):
|
|
||||||
# Tourner le joueur vers la souris
|
|
||||||
var mouse_position = get_global_mouse_position()
|
|
||||||
look_at(mouse_position)
|
|
||||||
|
|
||||||
if boat:
|
|
||||||
is_on_boat = get_on_boat()
|
|
||||||
if is_on_boat:
|
|
||||||
# Calculer la diff de rotation entre deux appels
|
|
||||||
var delta_rotation = boat.rotation - last_boat_rotation
|
|
||||||
|
|
||||||
# Ajuster la position du joueur en fonvtion de la rotation du bateau
|
|
||||||
relative_position_on_boat = relative_position_on_boat.rotated(delta_rotation)
|
|
||||||
position = boat.position + relative_position_on_boat # Set player position relative to the boat's position
|
|
||||||
|
|
||||||
# On autorise le joueur à bouger lorsqu'il est sur le bateau
|
|
||||||
velocity.x = Input.get_axis("ui_left", "ui_right") * SPEED
|
|
||||||
velocity.y = Input.get_axis("ui_up", "ui_down") * SPEED
|
|
||||||
move_and_slide()
|
|
||||||
|
|
||||||
# Mettre à jour la position relative
|
|
||||||
relative_position_on_boat = position - boat.position
|
|
||||||
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
|
|
||||||
move_and_slide()
|
|
||||||
|
|
||||||
# Mettre à jour la position relative meme hors du bateau
|
|
||||||
relative_position_on_boat = position - boat.position
|
|
||||||
last_boat_rotation = boat.rotation
|
|
||||||
|
|
||||||
var debug_positions = []
|
|
||||||
|
|
||||||
func get_on_boat():
|
|
||||||
|
|
||||||
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
|
|
||||||
|
|||||||
@ -1 +0,0 @@
|
|||||||
uid://ceijb6ltpgsy1
|
|
||||||
Loading…
Reference in New Issue
Block a user