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33 changed files with 21 additions and 577 deletions

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[ext_resource type="PackedScene" uid="uid://c7todenm3hn4d" path="res://scenes/boat.tscn" id="2_qmvsn"]
[node name="Game" type="Node2D"]
position = Vector2(568, 324)
script = ExtResource("1_41a5u")
[node name="Boat" parent="." instance=ExtResource("2_qmvsn")]
position = Vector2(-15, 40)
[node name="Player" parent="." node_paths=PackedStringArray("boat") instance=ExtResource("1_geqht")]
position = Vector2(-67, 6)
boat = NodePath("../Boat")
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@ -12,50 +12,5 @@ config_version=5
config/name="BoatCoop"
run/main_scene="res://game.tscn"
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config/features=PackedStringArray("4.3", "Forward Plus")
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[layer_names]
2d_physics/layer_1="Barrière"
2d_physics/layer_2="Joueur"

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barrier_scene = null

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[ext_resource type="Script" path="res://scripts/boat.gd" id="1_brclq"]
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[gd_scene load_steps=2 format=3 uid="uid://bmxg7u37aon0o"]
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View File

@ -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.

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@ -1 +0,0 @@
uid://bvejqjdvu7eb1

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@ -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

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extends CharacterBody2D
const SPEED = 300.0
@export var boat: Node2D
const JUMP_VELOCITY = -400.0
const TILE_SIZE = 128
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
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
func _physics_process(delta):
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

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