add stomping
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=13 format=3 uid="uid://bqi5s710xb1ju"]
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[gd_scene load_steps=15 format=3 uid="uid://bqi5s710xb1ju"]
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[ext_resource type="Script" path="res://scripts/player.gd" id="1_8j4h4"]
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[ext_resource type="Texture2D" uid="uid://b7gp0gqvkv8j4" path="res://sprites/MrBrick_base.png" id="2_bc55y"]
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@@ -11,10 +11,14 @@
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[ext_resource type="Script" path="res://scripts/components/knockback.gd" id="9_rjyu4"]
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[ext_resource type="Script" path="res://scripts/components/brick_throw.gd" id="10_u0v3b"]
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[ext_resource type="PackedScene" uid="uid://bymro4t7angv5" path="res://objects/brick.tscn" id="11_qutq2"]
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[ext_resource type="Script" path="res://scripts/components/StompDamageComponent.gd" id="12_0nvxt"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_hdsg1"]
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size = Vector2(16, 31)
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_vad0t"]
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size = Vector2(16, 32)
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[node name="Brick Player" type="CharacterBody2D"]
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collision_layer = 4
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collision_mask = 11
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@@ -45,6 +49,14 @@ eye_left = NodePath("../Root/Left Eye")
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eye_right = NodePath("../Root/Right Eye")
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player_controller = NodePath("..")
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[node name="StompDamageArea" type="Area2D" parent="."]
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collision_layer = 0
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collision_mask = 8
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[node name="CollisionShape2D" type="CollisionShape2D" parent="StompDamageArea"]
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position = Vector2(0, 1)
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shape = SubResource("RectangleShape2D_vad0t")
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[node name="CoyoteTimer" type="Timer" parent="."]
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[node name="CanPickUpComponent" type="Node" parent="."]
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@@ -73,5 +85,11 @@ timer = NodePath("../ThrowTimer")
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[node name="ThrowTimer" type="Timer" parent="."]
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[node name="StompDamageComponent" type="Node" parent="." node_paths=PackedStringArray("area2d", "root")]
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script = ExtResource("12_0nvxt")
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damage = 4.0
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area2d = NodePath("../StompDamageArea")
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root = NodePath("..")
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[connection signal="on_death" from="HealthComponent" to="PlayerDeathComponent" method="_on_health_component_on_death"]
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[connection signal="on_health_change" from="HealthComponent" to="KnockbackComponent" method="_on_health_component_on_health_change"]
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38
scripts/components/stomp_damage_component.gd
Normal file
38
scripts/components/stomp_damage_component.gd
Normal file
@@ -0,0 +1,38 @@
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class_name StompDamageComponent
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extends Node
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@export var damage: float = 0.25
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@export var area2d: Area2D
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@export var root: Node2D
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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if not area2d:
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printerr("No area2d assigned!")
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return
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if not root:
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printerr("No root assigned!")
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return
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area2d.body_entered.connect(on_area2d_body_entered)
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func deal_damage(target: HealthComponent) -> void:
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target.decrease_health(damage)
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func on_area2d_body_entered(body: Node2D) -> void:
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if body.has_node("HealthComponent"):
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var health_component: HealthComponent = body.get_node("HealthComponent")
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if not health_component:
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printerr("No HealthComponent assigned!")
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return
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if root.global_position.y < body.global_position.y:
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if root is PlayerController:
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var velocity: Vector2 = root.previous_velocity
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print("Velocity: ", velocity)
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if velocity.y > 0.0:
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deal_damage(health_component)
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print("Dealt damage to ", body)
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@@ -5,6 +5,7 @@ extends CharacterBody2D
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var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
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var last_direction: Vector2 = Vector2.RIGHT
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var previous_velocity: Vector2 = Vector2.ZERO
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@onready var root = $Root
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@onready var coyote_timer: Timer = $CoyoteTimer
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@@ -62,6 +63,7 @@ func _physics_process(delta):
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else:
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velocity.x = move_toward(velocity.x, 0, speed)
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previous_velocity = velocity
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move_and_slide()
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func jump():
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