diff --git a/BoostParticle.tscn b/BoostParticle.tscn deleted file mode 100644 index b5a7236..0000000 --- a/BoostParticle.tscn +++ /dev/null @@ -1,32 +0,0 @@ -[gd_scene load_steps=5 format=2] - -[ext_resource path="res://boostParticle.gd" type="Script" id=1] -[ext_resource path="res://sprites/light.png" type="Texture" id=2] - -[sub_resource type="Curve" id=3] -_data = [ Vector2( 0, 0 ), 0.0, 0.0, 0, 0, Vector2( 0, 1 ), 0.0, 0.0, 0, 0, Vector2( 1, 0 ), 0.0, 0.0, 0, 0 ] - -[sub_resource type="Gradient" id=2] -offsets = PoolRealArray( 0.0913979, 0.27957, 1 ) -colors = PoolColorArray( 0.453125, 0.769287, 1, 1, 0, 0.578125, 1, 1, 0, 0, 0, 0 ) - -[node name="BoostParticle" type="Node2D"] -script = ExtResource( 1 ) - -[node name="Line2D" type="Line2D" parent="."] -light_mask = 0 -position = Vector2( 1, 0 ) -points = PoolVector2Array( 54.595, -0.290733, 53.1473, -9.5338, 41.6769, -12.5406, 20.9636, -9.75653, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ) -width = 5.0 -width_curve = SubResource( 3 ) -gradient = SubResource( 2 ) - -[node name="Light2D" type="Light2D" parent="."] -position = Vector2( 0.625366, -29.3632 ) -texture = ExtResource( 2 ) -texture_scale = 0.5 -color = Color( 0, 0.788235, 1, 1 ) -energy = 0.5 -shadow_enabled = true -shadow_color = Color( 0, 0, 0, 1 ) -shadow_gradient_length = 2.5 diff --git a/LICENSE b/Docs/LICENSE similarity index 100% rename from LICENSE rename to Docs/LICENSE diff --git a/Docs/Magic_Number_Observations.txt b/Docs/Magic_Number_Observations.txt new file mode 100644 index 0000000..5413996 --- /dev/null +++ b/Docs/Magic_Number_Observations.txt @@ -0,0 +1,17 @@ +Sonic collision shape (CapsuleShape2D) +radius = 10 +height = 20 + +if (abs (avgGPoint.y-position.y) < 21): - this *appears* to be "collison shape height + 1"? + +position = Vector2 (avgGPoint.x + 20 * sin (rotation), avgGPoint.y - 20 * cos (rotation)) - avgGPoint.x might be "collision shape radius * 2"? + +LeftCast.get_collision_point ().x + cos (rotation) * 8, - this appears to be unconnected to the collision shape values. + +Highest degree of confidence with "21", as it seems to be only y-component related. + +if (RSideCast.is_colliding () and RSideCast.get_collision_point ().distance_to (position+player_velocity) < 14 and player_velocity.x > 0): and position = RSideCast.get_collision_point () - Vector2 (14, 0) - what does the 14 represent? Where does it come from? This value is used with "handle left and right sideways collision". If the distance from colliding with a wall sideways to the position plus velocity is less than 14 pixels, then position is shifted by that collision point minus 14 (opposite way for left-hand sideways). It seems to be (collision radius * 1.4)? But this would result in very large gaps if the collision radius was, say, 20 or more. So is it collision radius + 4? This does seem more likely (at least, more likely than collision radius * 1.4 does...). + +Question is, then, why would it be collision radius + 4 (or even * 1.4)? The default distance from a wall for the player (say, the collison wall at the start of ChaosFestival.tscn) is 21 pixels. So where does the 14 come into it, why the 7 difference? Things seem to be dealt with in multiples of 7? Sideways collision appears to be 14 pixels. Wall collision is 21 pixels. + +It feels like I'm approaching all of this from the wrong direction. We shall see. diff --git a/Docs/README.md b/Docs/README.md new file mode 100644 index 0000000..e83ec79 --- /dev/null +++ b/Docs/README.md @@ -0,0 +1,5 @@ +# Flow Engine + +By [Coderman64](https://github.com/coderman64). + +This is an engine to make mainly Sonic Rush-styled games. diff --git a/Docs/Structure.txt b/Docs/Structure.txt new file mode 100644 index 0000000..6ad4f47 --- /dev/null +++ b/Docs/Structure.txt @@ -0,0 +1,46 @@ +Use sub-dirs named by character, concept, usage etc. + + - project root. + Builds - executable builds are created here. + Docs - design notes and the like are kept in here. + Resources - Raw resources for assets used by the project. NOT used directly by the project source. + Source - the source files for the project. The project.godot file is in here. + addons - do not use directly; used for external Godot addons that are NOT GDNative. + Assets - All physical assets - graphics, models, shaders, music etc. Store by category/usage. + Audio - All sound files. + Ambient - all looped sound effects. Filenames should include loop offset. + Jingles - non-looped music files to be used for stings and things like starting a new game, ending an act, game over etc. + Music - all looped music. Filenames should include loop offset. + Sound - all non-looped sound effects. + Common - non-audio, non-font assets used by multiple things. + Fonts - fonts used throughout the game. + Graphics - All graphical elements here, including shaders. + Other - any other resource that might not fit any of the other categories. + UI - Theme definitions for the user interface are stored here. + GDNative - do not use directly; used for external Godot addons that ARE GDNative (e.g. external libraries, bindings for other languages), in separate folders for each. + Scenes - all the "scenes" used in the game. Should mirror Scripts. + Singletons - non-game(play) related scenes. For autoload/general-purpose singletons that contain nodes/scripts for convenience use. + Scripts - all the scripts used in the game. Should mirror Scenes. + Singletons - non-game(play) related scripts. For autoload/general-purpose singletons that contain nodes/scripts for convenience use. + +Audio bus structure: +Master + Jingles + Music + SFX - unlooped sound effects. + Ambient - looped sound effects. +DON'T add effects to Jingles/Music/SFX directly - create separate buses as needed for this! + +Default physics/rendering layers: +2D rendering: 1 = layer_render_default +2D physics: 1 = layer_physics_default; 20 = layer_physics_disabled + +For functions called by/connected to signals, use the function name styled as _on_, e.g. btnQuit_on_press + +Autoload bus structure: + helper_functions + random_helpers + sound_player + music_player + jingle_player + config_helper diff --git a/Docs/Template.md b/Docs/Template.md new file mode 100644 index 0000000..12e58e6 --- /dev/null +++ b/Docs/Template.md @@ -0,0 +1,25 @@ +# The template structure + +Most of the template is covered in [the project structure document](Structure.txt). Won't cover how they work - they're fairly sufficiently documented to hopefully make it obvious. This covers the most basic stuff already in the template and what it's for, including `Scripts\Singletons` `Scenes\Singletons`. + +## random_helpers + +A `Node` script allowing random numbers to be generated as if they were "rolled" by dice, and allows the total to be added to or subtracted from. May contain other random-related functions too. + +## helper_functions + +A `Node` script, for non-game(play) related settings (resolution, detail, volume etc). Contains convenience functions for adding, creating and switching to nodes/scenes and a function to run code only once. + +## *_player (jingle/music/sound) + +These are all sound players using `AudioStreamPlayer`. Jingles are non-looped (usually short) pieces of music. Music is obvious, and sounds are looped sounds (ambient) or non-looped. They're set up to use the respective audio buses. Should cover most basic use cases between them. `sound_player` should be used just for non-looped effects; looped sounds should be handled directly. + +These are all non-positional; use the appropriate stream players in a scene as required. + +## Assets/Fonts/OpenSans-Regular.ttf + +Used as a default font for the UI theme. + +## Assets/UI/Default.tres + +Used as a default UI/HUD theme for the game. \ No newline at end of file diff --git a/LevelItems/AirRing.tscn b/LevelItems/AirRing.tscn deleted file mode 100644 index 6bed71e..0000000 --- a/LevelItems/AirRing.tscn +++ /dev/null @@ -1,40 +0,0 @@ -[gd_scene load_steps=6 format=2] - -[ext_resource path="res://sprites/StageElements/BoostRing.png" type="Texture" id=1] -[ext_resource path="res://audio/SFX/airBoostRing.wav" type="AudioStream" id=2] -[ext_resource path="res://scripts/Spring.gd" type="Script" id=3] - -[sub_resource type="SpriteFrames" id=1] -animations = [ { -"frames": [ ExtResource( 1 ) ], -"loop": true, -"name": "default", -"speed": 5.0 -} ] - -[sub_resource type="RectangleShape2D" id=2] -extents = Vector2( 26.2442, 6.21687 ) - -[node name="AirRing" type="Area2D"] -light_mask = 0 -monitorable = false -collision_layer = 7 -collision_mask = 7 -script = ExtResource( 3 ) -DIRECTED = true -ringScale = true - -[node name="AnimatedSprite" type="AnimatedSprite" parent="."] -light_mask = 0 -frames = SubResource( 1 ) -playing = true - -[node name="CollisionShape2D" type="CollisionShape2D" parent="."] -position = Vector2( -7.62939e-06, 6.32981 ) -shape = SubResource( 2 ) - -[node name="AudioStreamPlayer" type="AudioStreamPlayer" parent="."] -stream = ExtResource( 2 ) -volume_db = -3.176 - -[connection signal="area_entered" from="." to="." method="_on_Area2D_area_entered"] diff --git a/LevelItems/BounceRing.tscn b/LevelItems/BounceRing.tscn deleted file mode 100644 index cdb82a8..0000000 --- a/LevelItems/BounceRing.tscn +++ /dev/null @@ -1,101 +0,0 @@ -[gd_scene load_steps=22 format=2] - -[ext_resource path="res://scripts/BounceRing.gd" type="Script" id=1] -[ext_resource path="res://sprites/StageElements/Rings_sparkle.png" type="Texture" id=2] -[ext_resource path="res://sprites/StageElements/Rings.png" type="Texture" id=3] -[ext_resource path="res://audio/SFX/ring.wav" type="AudioStream" id=4] - -[sub_resource type="AtlasTexture" id=1] -atlas = ExtResource( 3 ) -region = Rect2( 0, 0, 30, 30 ) - -[sub_resource type="AtlasTexture" id=2] -atlas = ExtResource( 3 ) -region = Rect2( 30, 0, 30, 30 ) - -[sub_resource type="AtlasTexture" id=3] -atlas = ExtResource( 3 ) -region = Rect2( 60, 0, 30, 30 ) - -[sub_resource type="AtlasTexture" id=4] -atlas = ExtResource( 3 ) -region = Rect2( 90, 0, 30, 30 ) - -[sub_resource type="AtlasTexture" id=5] -atlas = ExtResource( 3 ) -region = Rect2( 120, 0, 30, 30 ) - -[sub_resource type="AtlasTexture" id=6] -atlas = ExtResource( 3 ) -region = Rect2( 150, 0, 30, 30 ) - -[sub_resource type="AtlasTexture" id=7] -atlas = ExtResource( 3 ) -region = Rect2( 180, 0, 30, 30 ) - -[sub_resource type="AtlasTexture" id=8] -atlas = ExtResource( 3 ) -region = Rect2( 210, 0, 30, 30 ) - -[sub_resource type="AtlasTexture" id=9] -atlas = ExtResource( 2 ) -region = Rect2( 0, 0, 32, 32 ) - -[sub_resource type="AtlasTexture" id=10] -atlas = ExtResource( 2 ) -region = Rect2( 32, 0, 32, 32 ) - -[sub_resource type="AtlasTexture" id=11] -atlas = ExtResource( 2 ) -region = Rect2( 64, 0, 32, 32 ) - -[sub_resource type="AtlasTexture" id=12] -atlas = ExtResource( 2 ) -region = Rect2( 96, 0, 32, 32 ) - -[sub_resource type="AtlasTexture" id=13] -atlas = ExtResource( 2 ) -region = Rect2( 128, 0, 32, 32 ) - -[sub_resource type="AtlasTexture" id=14] -atlas = ExtResource( 2 ) -region = Rect2( 160, 0, 32, 32 ) - -[sub_resource type="AtlasTexture" id=15] -atlas = ExtResource( 2 ) -region = Rect2( 192, 0, 32, 32 ) - -[sub_resource type="SpriteFrames" id=16] -animations = [ { -"frames": [ SubResource( 1 ), SubResource( 2 ), SubResource( 3 ), SubResource( 4 ), SubResource( 5 ), SubResource( 6 ), SubResource( 7 ), SubResource( 8 ) ], -"loop": true, -"name": "default", -"speed": 10.0 -}, { -"frames": [ SubResource( 9 ), SubResource( 10 ), SubResource( 11 ), SubResource( 12 ), SubResource( 13 ), SubResource( 14 ), SubResource( 15 ) ], -"loop": true, -"name": "Sparkle", -"speed": 20.0 -} ] - -[sub_resource type="CircleShape2D" id=17] - -[node name="BounceRing" type="Area2D"] -collision_layer = 1048575 -collision_mask = 1048575 -script = ExtResource( 1 ) - -[node name="AnimatedSprite" type="AnimatedSprite" parent="."] -frames = SubResource( 16 ) -playing = true - -[node name="CollisionShape2D" type="CollisionShape2D" parent="."] -shape = SubResource( 17 ) - -[node name="AudioStreamPlayer" type="AudioStreamPlayer" parent="."] -stream = ExtResource( 4 ) - -[node name="DownCast" type="RayCast2D" parent="."] -enabled = true - -[connection signal="area_entered" from="." to="." method="_on_Ring_area_entered"] diff --git a/LevelItems/EggPawn.tscn b/LevelItems/EggPawn.tscn deleted file mode 100644 index 00fa9e1..0000000 --- a/LevelItems/EggPawn.tscn +++ /dev/null @@ -1,62 +0,0 @@ -[gd_scene load_steps=13 format=2] - -[ext_resource path="res://sprites/enemies/pawnWalk.png" type="Texture" id=1] -[ext_resource path="res://scripts/EggPawn.gd" type="Script" id=2] -[ext_resource path="res://audio/SFX/boom.wav" type="AudioStream" id=3] -[ext_resource path="res://BoostParticle.tscn" type="PackedScene" id=4] - -[sub_resource type="AtlasTexture" id=1] -atlas = ExtResource( 1 ) -region = Rect2( 0, 0, 64, 64 ) - -[sub_resource type="AtlasTexture" id=2] -atlas = ExtResource( 1 ) -region = Rect2( 64, 0, 64, 64 ) - -[sub_resource type="AtlasTexture" id=3] -atlas = ExtResource( 1 ) -region = Rect2( 128, 0, 64, 64 ) - -[sub_resource type="AtlasTexture" id=4] -atlas = ExtResource( 1 ) -region = Rect2( 192, 0, 64, 64 ) - -[sub_resource type="AtlasTexture" id=5] -atlas = ExtResource( 1 ) -region = Rect2( 256, 0, 64, 64 ) - -[sub_resource type="AtlasTexture" id=6] -atlas = ExtResource( 1 ) -region = Rect2( 320, 0, 64, 64 ) - -[sub_resource type="SpriteFrames" id=7] -animations = [ { -"frames": [ SubResource( 1 ), SubResource( 2 ), SubResource( 3 ), SubResource( 4 ), SubResource( 5 ), SubResource( 6 ) ], -"loop": true, -"name": "default", -"speed": 5.0 -} ] - -[sub_resource type="CapsuleShape2D" id=8] -height = 17.8989 - -[node name="EggPawn" type="Area2D"] -position = Vector2( 14.3136, -17.476 ) -collision_layer = 1048575 -collision_mask = 1048575 -script = ExtResource( 2 ) -boostParticle = ExtResource( 4 ) - -[node name="AnimatedSprite" type="AnimatedSprite" parent="."] -frames = SubResource( 7 ) -frame = 3 -playing = true - -[node name="CollisionShape2D" type="CollisionShape2D" parent="."] -position = Vector2( 0.187286, -2.24746 ) -shape = SubResource( 8 ) - -[node name="BoomSound" type="AudioStreamPlayer2D" parent="."] -stream = ExtResource( 3 ) - -[connection signal="area_entered" from="." to="." method="_on_EggPawn_area_entered"] diff --git a/LevelItems/FallingParticles.tscn b/LevelItems/FallingParticles.tscn deleted file mode 100644 index 198a682..0000000 --- a/LevelItems/FallingParticles.tscn +++ /dev/null @@ -1,31 +0,0 @@ -[gd_scene load_steps=4 format=2] - -[sub_resource type="Curve" id=1] -_data = [ Vector2( 0, 0 ), 0.0, 0.0, 0, 0, Vector2( 0.0790698, 1 ), 0.0, 0.0, 0, 0, Vector2( 1, 0 ), 0.0, 0.0, 0, 0 ] - -[sub_resource type="CurveTexture" id=2] -curve = SubResource( 1 ) - -[sub_resource type="ParticlesMaterial" id=3] -emission_shape = 2 -emission_box_extents = Vector3( 300, 300, 0 ) -flag_disable_z = true -direction = Vector3( 0, 1, 0 ) -spread = 0.0 -gravity = Vector3( 0, 98, 0 ) -initial_velocity_random = 1.0 -orbit_velocity = 0.0 -orbit_velocity_random = 0.0 -linear_accel_random = 1.0 -angle = 720.0 -angle_random = 1.0 -scale = 10.0 -scale_random = 1.0 -scale_curve = SubResource( 2 ) -color = Color( 0.533333, 0.905882, 0.0862745, 1 ) - -[node name="Particles2D" type="Particles2D"] -amount = 50 -randomness = 1.0 -local_coords = false -process_material = SubResource( 3 ) diff --git a/LevelItems/LayerSwitch.tscn b/LevelItems/LayerSwitch.tscn deleted file mode 100644 index 0419ec4..0000000 --- a/LevelItems/LayerSwitch.tscn +++ /dev/null @@ -1,16 +0,0 @@ -[gd_scene load_steps=3 format=2] - -[ext_resource path="res://scripts/Flipper.gd" type="Script" id=1] - -[sub_resource type="RectangleShape2D" id=1] -extents = Vector2( 32, 32 ) - -[node name="LayerSwitch" type="Area2D"] -collision_layer = 4 -collision_mask = 4 -script = ExtResource( 1 ) -function = "toggle" - -[node name="CollisionShape2D" type="CollisionShape2D" parent="."] -shape = SubResource( 1 ) -[connection signal="area_entered" from="." to="." method="_tripped"] diff --git a/LevelItems/Player.tscn b/LevelItems/Player.tscn deleted file mode 100644 index 8a43bb7..0000000 --- a/LevelItems/Player.tscn +++ /dev/null @@ -1,387 +0,0 @@ -[gd_scene load_steps=102 format=2] - -[ext_resource path="res://sprites/sonic/sonic_run4_7.png" type="Texture" id=1] -[ext_resource path="res://sprites/effects/sonic_boost_2.png" type="Texture" id=2] -[ext_resource path="res://sprites/sonic/sonic_run4_3.png" type="Texture" id=3] -[ext_resource path="res://sprites/sonic/spindash.png" type="Texture" id=4] -[ext_resource path="res://sprites/sonic/sonic_run4_6.png" type="Texture" id=5] -[ext_resource path="res://sprites/sonic/roll.png" type="Texture" id=6] -[ext_resource path="res://sprites/sonic/sonic_run4_2.png" type="Texture" id=7] -[ext_resource path="res://sprites/effects/sonic_boost_1.png" type="Texture" id=8] -[ext_resource path="res://sprites/sonic/sonic_run4_4.png" type="Texture" id=9] -[ext_resource path="res://sprites/sonic/sonic_run4_1.png" type="Texture" id=10] -[ext_resource path="res://sprites/sonic/Crouch.png" type="Texture" id=11] -[ext_resource path="res://sprites/sonic/grind.png" type="Texture" id=12] -[ext_resource path="res://sprites/effects/sonic_boost_0.png" type="Texture" id=13] -[ext_resource path="res://sprites/sonic/sonic_run4_5.png" type="Texture" id=14] -[ext_resource path="res://sprites/effects/sonic_boost_3.png" type="Texture" id=15] -[ext_resource path="res://audio/SFX/stomping.wav" type="AudioStream" id=16] -[ext_resource path="res://audio/SFX/Boost.wav" type="AudioStream" id=17] -[ext_resource path="res://audio/SFX/stomping_land.wav" type="AudioStream" id=18] -[ext_resource path="res://scripts/Player_v2.gd" type="Script" id=19] -[ext_resource path="res://sprites/sonic/sonic_run2_6.png" type="Texture" id=20] -[ext_resource path="res://sprites/sonic/Sonic_run31.png" type="Texture" id=21] -[ext_resource path="res://sprites/sonic/sonic_walk_3.png" type="Texture" id=22] -[ext_resource path="res://sprites/sonic/sonic_run2_1.png" type="Texture" id=23] -[ext_resource path="res://sprites/sonic/Sonic_run32.png" type="Texture" id=24] -[ext_resource path="res://sprites/sonic/sonic_idle6.png" type="Texture" id=25] -[ext_resource path="res://sprites/sonic/sonic_walk_0.png" type="Texture" id=26] -[ext_resource path="res://sprites/sonic/sonic_walk_2.png" type="Texture" id=27] -[ext_resource path="res://sprites/sonic/sonic_walk_4.png" type="Texture" id=28] -[ext_resource path="res://sprites/sonic/sonic_walk_5.png" type="Texture" id=29] -[ext_resource path="res://sprites/sonic/sonic_walk_6.png" type="Texture" id=30] -[ext_resource path="res://sprites/sonic/sonic_walk_7.png" type="Texture" id=31] -[ext_resource path="res://sprites/sonic/sonic_idle5.png" type="Texture" id=32] -[ext_resource path="res://sprites/sonic/sonic_idle7.png" type="Texture" id=33] -[ext_resource path="res://sprites/sonic/sonic_run2_0.png" type="Texture" id=34] -[ext_resource path="res://sprites/sonic/sonic_run2_2.png" type="Texture" id=35] -[ext_resource path="res://sprites/sonic/sonic_run2_4.png" type="Texture" id=36] -[ext_resource path="res://sprites/sonic/sonic_run2_5.png" type="Texture" id=37] -[ext_resource path="res://sprites/sonic/sonic_idle2.png" type="Texture" id=38] -[ext_resource path="res://sprites/sonic/sonic_idle4.png" type="Texture" id=39] -[ext_resource path="res://sprites/sonic/sonic_idle0.png" type="Texture" id=40] -[ext_resource path="res://sprites/sonic/sonic_run2_7.png" type="Texture" id=41] -[ext_resource path="res://sprites/sonic/sonic_idle3.png" type="Texture" id=42] -[ext_resource path="res://sprites/sonic/Sonic_run30.png" type="Texture" id=43] -[ext_resource path="res://sprites/sonic/sonic_walk_1.png" type="Texture" id=44] -[ext_resource path="res://sprites/sonic/sonic_run2_3.png" type="Texture" id=45] -[ext_resource path="res://sprites/sonic/sonic_idle1.png" type="Texture" id=46] -[ext_resource path="res://sprites/sonic/Sonic_run33.png" type="Texture" id=47] -[ext_resource path="res://sprites/sonic/Sonic_run34.png" type="Texture" id=48] -[ext_resource path="res://sprites/sonic/sonic_run4_0.png" type="Texture" id=49] -[ext_resource path="res://sprites/sonic/Sonic_run35.png" type="Texture" id=50] -[ext_resource path="res://sprites/sonic/Sonic_run36.png" type="Texture" id=51] -[ext_resource path="res://sprites/sonic/Sonic_run37.png" type="Texture" id=52] -[ext_resource path="res://audio/SFX/rail.wav" type="AudioStream" id=53] -[ext_resource path="res://sprites/sonic/hurt.png" type="Texture" id=54] -[ext_resource path="res://LevelItems/BounceRing.tscn" type="PackedScene" id=55] -[ext_resource path="res://sprites/sonic/railFlip.png" type="Texture" id=56] -[ext_resource path="res://BoostParticle.tscn" type="PackedScene" id=57] -[ext_resource path="res://LevelItems/voices.gd" type="Script" id=58] -[ext_resource path="res://audio/sonic/hurt/08_V_SNC_007_b.wav" type="AudioStream" id=59] -[ext_resource path="res://audio/sonic/effort/14_V_SNC_013_a.wav" type="AudioStream" id=60] -[ext_resource path="res://audio/sonic/hurt/07_V_SNC_006_a.wav" type="AudioStream" id=61] -[ext_resource path="res://audio/sonic/effort/18_V_SNC_033_c.wav" type="AudioStream" id=62] -[ext_resource path="res://audio/sonic/hurt/21_V_SNC_035_c.wav" type="AudioStream" id=63] -[ext_resource path="res://audio/sonic/effort/01_V_SNC_002_a.wav" type="AudioStream" id=64] -[ext_resource path="res://audio/sonic/effort/01_V_SNC_000_b.wav" type="AudioStream" id=65] -[ext_resource path="res://audio/sonic/hurt/16_V_SNC_030_b.wav" type="AudioStream" id=66] -[ext_resource path="res://audio/sonic/hurt/08_V_SNC_008_c.wav" type="AudioStream" id=67] - -[sub_resource type="CapsuleShape2D" id=1] - -[sub_resource type="AtlasTexture" id=2] -atlas = ExtResource( 54 ) -region = Rect2( 0, 0, 40, 40 ) - -[sub_resource type="AtlasTexture" id=3] -atlas = ExtResource( 54 ) -region = Rect2( 40, 0, 40, 40 ) - -[sub_resource type="AtlasTexture" id=4] -atlas = ExtResource( 54 ) -region = Rect2( 80, 0, 40, 40 ) - -[sub_resource type="AtlasTexture" id=5] -atlas = ExtResource( 54 ) -region = Rect2( 120, 0, 40, 40 ) - -[sub_resource type="AtlasTexture" id=6] -atlas = ExtResource( 54 ) -region = Rect2( 160, 0, 40, 40 ) - -[sub_resource type="AtlasTexture" id=7] -atlas = ExtResource( 4 ) -region = Rect2( 120, 0, 40, 40 ) - -[sub_resource type="AtlasTexture" id=8] -atlas = ExtResource( 4 ) -region = Rect2( 80, 0, 40, 40 ) - -[sub_resource type="AtlasTexture" id=9] -atlas = ExtResource( 4 ) -region = Rect2( 40, 0, 40, 40 ) - -[sub_resource type="AtlasTexture" id=10] -atlas = ExtResource( 4 ) -region = Rect2( 0, 0, 40, 40 ) - -[sub_resource type="AtlasTexture" id=11] -atlas = ExtResource( 56 ) -region = Rect2( 0, 0, 40, 45 ) - -[sub_resource type="AtlasTexture" id=12] -atlas = ExtResource( 56 ) -region = Rect2( 40, 0, 40, 45 ) - -[sub_resource type="AtlasTexture" id=13] -atlas = ExtResource( 56 ) -region = Rect2( 80, 0, 40, 45 ) - -[sub_resource type="AtlasTexture" id=14] -atlas = ExtResource( 56 ) -region = Rect2( 120, 0, 40, 45 ) - -[sub_resource type="AtlasTexture" id=15] -atlas = ExtResource( 56 ) -region = Rect2( 160, 0, 40, 45 ) - -[sub_resource type="AtlasTexture" id=16] -atlas = ExtResource( 56 ) -region = Rect2( 200, 0, 40, 45 ) - -[sub_resource type="AtlasTexture" id=17] -atlas = ExtResource( 56 ) -region = Rect2( 240, 0, 40, 45 ) - -[sub_resource type="AtlasTexture" id=18] -atlas = ExtResource( 11 ) -region = Rect2( 0, 0, 40, 40 ) - -[sub_resource type="AtlasTexture" id=19] -atlas = ExtResource( 11 ) -region = Rect2( 40, 0, 40, 40 ) - -[sub_resource type="AtlasTexture" id=20] -atlas = ExtResource( 11 ) -region = Rect2( 120, 0, 40, 40 ) - -[sub_resource type="AtlasTexture" id=21] -atlas = ExtResource( 11 ) -region = Rect2( 80, 0, 40, 40 ) - -[sub_resource type="AtlasTexture" id=22] -atlas = ExtResource( 6 ) -region = Rect2( 0, 0, 40, 40 ) - -[sub_resource type="AtlasTexture" id=23] -atlas = ExtResource( 6 ) -region = Rect2( 40, 0, 40, 40 ) - -[sub_resource type="AtlasTexture" id=24] -atlas = ExtResource( 6 ) -region = Rect2( 80, 0, 40, 40 ) - -[sub_resource type="AtlasTexture" id=25] -atlas = ExtResource( 6 ) -region = Rect2( 120, 0, 40, 40 ) - -[sub_resource type="AtlasTexture" id=26] -atlas = ExtResource( 12 ) -region = Rect2( 33, 0, 33, 35 ) - -[sub_resource type="SpriteFrames" id=27] -animations = [ { -"frames": [ ExtResource( 40 ), ExtResource( 46 ), ExtResource( 38 ), ExtResource( 42 ), ExtResource( 39 ), ExtResource( 32 ), ExtResource( 25 ), ExtResource( 33 ) ], -"loop": true, -"name": "idle", -"speed": 5.0 -}, { -"frames": [ SubResource( 2 ), SubResource( 3 ), SubResource( 4 ), SubResource( 5 ), SubResource( 6 ) ], -"loop": false, -"name": "hurt", -"speed": 10.0 -}, { -"frames": [ ExtResource( 49 ), ExtResource( 10 ), ExtResource( 7 ), ExtResource( 3 ), ExtResource( 9 ), ExtResource( 14 ), ExtResource( 5 ), ExtResource( 1 ) ], -"loop": true, -"name": "Run4", -"speed": 26.0 -}, { -"frames": [ ExtResource( 34 ), ExtResource( 23 ), ExtResource( 35 ), ExtResource( 45 ), ExtResource( 36 ), ExtResource( 37 ), ExtResource( 20 ), ExtResource( 41 ) ], -"loop": true, -"name": "Run2", -"speed": 15.0 -}, { -"frames": [ ExtResource( 43 ), ExtResource( 21 ), ExtResource( 24 ), ExtResource( 47 ), ExtResource( 48 ), ExtResource( 50 ), ExtResource( 51 ), ExtResource( 52 ) ], -"loop": true, -"name": "Run3", -"speed": 18.0 -}, { -"frames": [ SubResource( 7 ), SubResource( 8 ), SubResource( 9 ), SubResource( 10 ) ], -"loop": true, -"name": "Spindash", -"speed": 15.0 -}, { -"frames": [ ExtResource( 26 ), ExtResource( 44 ), ExtResource( 27 ), ExtResource( 22 ), ExtResource( 28 ), ExtResource( 29 ), ExtResource( 30 ), ExtResource( 31 ) ], -"loop": true, -"name": "Walk", -"speed": 8.0 -}, { -"frames": [ SubResource( 11 ), SubResource( 12 ), SubResource( 13 ), SubResource( 14 ), SubResource( 15 ), SubResource( 16 ), SubResource( 17 ) ], -"loop": true, -"name": "railTrick", -"speed": 20.0 -}, { -"frames": [ SubResource( 18 ), SubResource( 19 ), SubResource( 20 ), SubResource( 21 ), SubResource( 20 ), SubResource( 19 ), SubResource( 18 ) ], -"loop": true, -"name": "Crouch", -"speed": 10.0 -}, { -"frames": [ SubResource( 22 ), SubResource( 23 ), SubResource( 24 ), SubResource( 25 ) ], -"loop": true, -"name": "Roll", -"speed": 16.0 -}, { -"frames": [ SubResource( 26 ) ], -"loop": true, -"name": "Grind", -"speed": 5.0 -} ] - -[sub_resource type="Gradient" id=28] -offsets = PoolRealArray( 0.0927152, 0.390728 ) -colors = PoolColorArray( 0.00990295, 0.0960615, 0.230469, 0, 0, 0.320313, 1, 1 ) - -[sub_resource type="SpriteFrames" id=29] -animations = [ { -"frames": [ ExtResource( 13 ), ExtResource( 8 ), ExtResource( 2 ), ExtResource( 15 ) ], -"loop": true, -"name": "default", -"speed": 25.0 -} ] - -[sub_resource type="Gradient" id=30] -offsets = PoolRealArray( 0, 0.0180723, 0.46988 ) -colors = PoolColorArray( 0.99295, 1, 0.871094, 1, 0.945313, 1, 0, 1, 1, 0, 0, 1 ) - -[sub_resource type="GradientTexture" id=31] -gradient = SubResource( 30 ) - -[sub_resource type="Curve" id=32] -_data = [ Vector2( 0, 0 ), 0.0, 0.0, 0, 0, Vector2( 0.0899471, 1 ), 0.0, 0.0, 0, 0, Vector2( 0.374359, 0 ), 0.0, 0.0, 0, 0 ] - -[sub_resource type="CurveTexture" id=33] -curve = SubResource( 32 ) - -[sub_resource type="ParticlesMaterial" id=34] -lifetime_randomness = 1.0 -trail_divisor = 3 -flag_align_y = true -flag_disable_z = true -direction = Vector3( 0, -20, 0 ) -spread = 76.15 -gravity = Vector3( 0, 0, 0 ) -initial_velocity = 100.0 -initial_velocity_random = 1.0 -orbit_velocity = 0.0 -orbit_velocity_random = 1.0 -damping = 90.38 -damping_random = 1.0 -scale = 4.0 -scale_random = 1.0 -scale_curve = SubResource( 33 ) -color_ramp = SubResource( 31 ) - -[node name="Player" type="Area2D"] -collision_layer = 4 -collision_mask = 4 -script = ExtResource( 19 ) -boost_sfx = ExtResource( 17 ) -stomp_sfx = ExtResource( 16 ) -stomp_land_sfx = ExtResource( 18 ) -bounceRing = ExtResource( 55 ) -boostParticle = ExtResource( 57 ) -SKID_ACCEL = 0.1 -JUMP_VELOCITY = 4.0 - -[node name="playerCollider" type="CollisionShape2D" parent="."] -shape = SubResource( 1 ) - -[node name="Camera2D" type="Camera2D" parent="."] -position = Vector2( 0, -1.05945 ) -current = true -zoom = Vector2( 0.5, 0.5 ) -drag_margin_h_enabled = true -drag_margin_v_enabled = true -smoothing_enabled = true -smoothing_speed = 20.0 -drag_margin_left = 0.0 -drag_margin_top = 0.0 -drag_margin_right = 0.0 -drag_margin_bottom = 0.0 - -[node name="RichTextLabel" type="RichTextLabel" parent="Camera2D"] -visible = false -margin_left = -50.1209 -margin_top = -48.7575 -margin_right = -10.1209 -margin_bottom = -8.75748 -scroll_active = false -__meta__ = { -"_edit_use_anchors_": false -} - -[node name="PlayerSprites" type="AnimatedSprite" parent="."] -frames = SubResource( 27 ) -animation = "idle" -frame = 4 -playing = true -flip_h = true - -[node name="LeftCast" type="RayCast2D" parent="."] -position = Vector2( -6, -10 ) -enabled = true - -[node name="LeftCastTop" type="RayCast2D" parent="."] -position = Vector2( -8, 10 ) -enabled = true -cast_to = Vector2( 0, -70 ) - -[node name="RightCast" type="RayCast2D" parent="."] -position = Vector2( 6, -10 ) -enabled = true - -[node name="RightCastTop" type="RayCast2D" parent="."] -position = Vector2( 8, 10 ) -enabled = true -cast_to = Vector2( 0, -70 ) - -[node name="LSideCast" type="RayCast2D" parent="."] -position = Vector2( 6, 0 ) -enabled = true -cast_to = Vector2( -50, 0 ) - -[node name="RSideCast" type="RayCast2D" parent="."] -position = Vector2( -6, 0 ) -enabled = true -cast_to = Vector2( 50, 0 ) - -[node name="BoostLine" type="Line2D" parent="."] -visible = false -light_mask = 0 -z_index = -2 -points = PoolVector2Array( 0, 0, -200, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ) -width = 20.0 -default_color = Color( 0.4, 0.501961, 1, 0 ) -gradient = SubResource( 28 ) -texture_mode = 4124 -joint_mode = 2 - -[node name="BoostSprite" type="AnimatedSprite" parent="."] -visible = false -modulate = Color( 1, 1, 1, 0.78451 ) -light_mask = 0 -frames = SubResource( 29 ) -frame = 1 -playing = true - -[node name="BoostSound" type="AudioStreamPlayer" parent="."] -stream = ExtResource( 17 ) -volume_db = -3.0 - -[node name="RailSound" type="AudioStreamPlayer" parent="."] -stream = ExtResource( 53 ) -volume_db = 3.438 - -[node name="GrindParticles" type="Particles2D" parent="."] -light_mask = 0 -position = Vector2( 1.38243, 13.8875 ) -amount = 500 -randomness = 1.0 -local_coords = false -process_material = SubResource( 34 ) - -[node name="Voice" type="AudioStreamPlayer2D" parent="."] -script = ExtResource( 58 ) -hurt = [ ExtResource( 61 ), ExtResource( 59 ), ExtResource( 67 ), ExtResource( 66 ), ExtResource( 63 ) ] -effort = [ ExtResource( 65 ), ExtResource( 64 ), ExtResource( 60 ), ExtResource( 62 ) ] diff --git a/LevelItems/Rail.tscn b/LevelItems/Rail.tscn deleted file mode 100644 index 10863b9..0000000 --- a/LevelItems/Rail.tscn +++ /dev/null @@ -1,31 +0,0 @@ -[gd_scene load_steps=4 format=2] - -[ext_resource path="res://sprites/StageElements/rail.png" type="Texture" id=1] -[ext_resource path="res://scripts/Rail.gd" type="Script" id=2] - -[sub_resource type="Curve2D" id=1] -_data = { -"points": PoolVector2Array( 0, 0, 0, 0, 56.7782, -41.2391, -63.6396, -0.707107, 63.6396, 0.707107, 162.844, -39.8249, -59.397, -7.15256e-07, 59.397, 7.15256e-07, 288.709, -132.456, -98.2878, -3.53553, 98.2878, 3.53553, 421.925, -40.2635, 0, 0, 0, 0, 648.199, -39.5564 ) -} - -[node name="Rail" type="Path2D"] -curve = SubResource( 1 ) -script = ExtResource( 2 ) - -[node name="Line2D" type="Line2D" parent="."] -points = PoolVector2Array( 0, 0, 20, 0 ) -width = 4.0 -default_color = Color( 1, 0.423529, 0, 1 ) -texture = ExtResource( 1 ) -texture_mode = 1 -joint_mode = 1 - -[node name="Area2D" type="Area2D" parent="."] -collision_layer = 1048575 -collision_mask = 1048575 - -[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Area2D"] -build_mode = 1 -polygon = PoolVector2Array( 0, 0, 0, 0, 0, 0 ) -one_way_collision_margin = 2.2 -[connection signal="area_entered" from="Area2D" to="." method="_on_Area2D_area_entered"] diff --git a/LevelItems/Ring.tscn b/LevelItems/Ring.tscn deleted file mode 100644 index 59b12e7..0000000 --- a/LevelItems/Ring.tscn +++ /dev/null @@ -1,98 +0,0 @@ -[gd_scene load_steps=22 format=2] - -[ext_resource path="res://scripts/Ring.gd" type="Script" id=1] -[ext_resource path="res://sprites/StageElements/Rings_sparkle.png" type="Texture" id=2] -[ext_resource path="res://sprites/StageElements/Rings.png" type="Texture" id=3] -[ext_resource path="res://audio/SFX/ring.wav" type="AudioStream" id=4] - -[sub_resource type="AtlasTexture" id=1] -atlas = ExtResource( 3 ) -region = Rect2( 0, 0, 30, 30 ) - -[sub_resource type="AtlasTexture" id=2] -atlas = ExtResource( 3 ) -region = Rect2( 30, 0, 30, 30 ) - -[sub_resource type="AtlasTexture" id=3] -atlas = ExtResource( 3 ) -region = Rect2( 60, 0, 30, 30 ) - -[sub_resource type="AtlasTexture" id=4] -atlas = ExtResource( 3 ) -region = Rect2( 90, 0, 30, 30 ) - -[sub_resource type="AtlasTexture" id=5] -atlas = ExtResource( 3 ) -region = Rect2( 120, 0, 30, 30 ) - -[sub_resource type="AtlasTexture" id=6] -atlas = ExtResource( 3 ) -region = Rect2( 150, 0, 30, 30 ) - -[sub_resource type="AtlasTexture" id=7] -atlas = ExtResource( 3 ) -region = Rect2( 180, 0, 30, 30 ) - -[sub_resource type="AtlasTexture" id=8] -atlas = ExtResource( 3 ) -region = Rect2( 210, 0, 30, 30 ) - -[sub_resource type="AtlasTexture" id=9] -atlas = ExtResource( 2 ) -region = Rect2( 0, 0, 32, 32 ) - -[sub_resource type="AtlasTexture" id=10] -atlas = ExtResource( 2 ) -region = Rect2( 32, 0, 32, 32 ) - -[sub_resource type="AtlasTexture" id=11] -atlas = ExtResource( 2 ) -region = Rect2( 64, 0, 32, 32 ) - -[sub_resource type="AtlasTexture" id=12] -atlas = ExtResource( 2 ) -region = Rect2( 96, 0, 32, 32 ) - -[sub_resource type="AtlasTexture" id=13] -atlas = ExtResource( 2 ) -region = Rect2( 128, 0, 32, 32 ) - -[sub_resource type="AtlasTexture" id=14] -atlas = ExtResource( 2 ) -region = Rect2( 160, 0, 32, 32 ) - -[sub_resource type="AtlasTexture" id=15] -atlas = ExtResource( 2 ) -region = Rect2( 192, 0, 32, 32 ) - -[sub_resource type="SpriteFrames" id=16] -animations = [ { -"frames": [ SubResource( 1 ), SubResource( 2 ), SubResource( 3 ), SubResource( 4 ), SubResource( 5 ), SubResource( 6 ), SubResource( 7 ), SubResource( 8 ) ], -"loop": true, -"name": "default", -"speed": 10.0 -}, { -"frames": [ SubResource( 9 ), SubResource( 10 ), SubResource( 11 ), SubResource( 12 ), SubResource( 13 ), SubResource( 14 ), SubResource( 15 ) ], -"loop": true, -"name": "Sparkle", -"speed": 20.0 -} ] - -[sub_resource type="CircleShape2D" id=17] - -[node name="Ring" type="Area2D"] -collision_layer = 1048575 -collision_mask = 1048575 -script = ExtResource( 1 ) - -[node name="AnimatedSprite" type="AnimatedSprite" parent="."] -frames = SubResource( 16 ) -frame = 1 -playing = true - -[node name="CollisionShape2D" type="CollisionShape2D" parent="."] -shape = SubResource( 17 ) - -[node name="AudioStreamPlayer" type="AudioStreamPlayer" parent="."] -stream = ExtResource( 4 ) -[connection signal="area_entered" from="." to="." method="_on_Ring_area_entered"] diff --git a/LevelItems/RingSpawner.tscn b/LevelItems/RingSpawner.tscn deleted file mode 100644 index fe17747..0000000 --- a/LevelItems/RingSpawner.tscn +++ /dev/null @@ -1,10 +0,0 @@ -[gd_scene load_steps=3 format=2] - -[ext_resource path="res://LevelItems/Ring.tscn" type="PackedScene" id=1] -[ext_resource path="res://scripts/RingArray.gd" type="Script" id=2] - -[node name="RingSpawner" type="Node2D"] -position = Vector2( -1844.38, -21.6713 ) -script = ExtResource( 2 ) -count = 4 -ringSource = ExtResource( 1 ) diff --git a/LevelItems/Spring.tscn b/LevelItems/Spring.tscn deleted file mode 100644 index 173df2e..0000000 --- a/LevelItems/Spring.tscn +++ /dev/null @@ -1,51 +0,0 @@ -[gd_scene load_steps=10 format=2] - -[ext_resource path="res://scripts/Spring.gd" type="Script" id=1] -[ext_resource path="res://sprites/StageElements/Spring1.png" type="Texture" id=2] -[ext_resource path="res://audio/SFX/spring.wav" type="AudioStream" id=3] - -[sub_resource type="AtlasTexture" id=1] -atlas = ExtResource( 2 ) -region = Rect2( 0, 0, 32, 64 ) - -[sub_resource type="AtlasTexture" id=2] -atlas = ExtResource( 2 ) -region = Rect2( 32, 0, 32, 64 ) - -[sub_resource type="AtlasTexture" id=3] -atlas = ExtResource( 2 ) -region = Rect2( 64, 0, 32, 64 ) - -[sub_resource type="AtlasTexture" id=4] -atlas = ExtResource( 2 ) -region = Rect2( 96, 0, 32, 64 ) - -[sub_resource type="SpriteFrames" id=5] -animations = [ { -"frames": [ SubResource( 1 ), SubResource( 2 ), SubResource( 3 ), SubResource( 4 ) ], -"loop": false, -"name": "default", -"speed": 20.0 -} ] - -[sub_resource type="RectangleShape2D" id=6] -extents = Vector2( 12.068, 12 ) - -[node name="Spring" type="Area2D"] -monitorable = false -collision_layer = 7 -collision_mask = 7 -script = ExtResource( 1 ) - -[node name="AnimatedSprite" type="AnimatedSprite" parent="."] -frames = SubResource( 5 ) -frame = 3 -playing = true - -[node name="CollisionShape2D" type="CollisionShape2D" parent="."] -position = Vector2( 0, 20 ) -shape = SubResource( 6 ) - -[node name="AudioStreamPlayer" type="AudioStreamPlayer" parent="."] -stream = ExtResource( 3 ) -[connection signal="area_entered" from="." to="." method="_on_Area2D_area_entered"] diff --git a/LevelItems/lamp.tscn b/LevelItems/lamp.tscn deleted file mode 100644 index d6651e0..0000000 --- a/LevelItems/lamp.tscn +++ /dev/null @@ -1,15 +0,0 @@ -[gd_scene load_steps=3 format=2] - -[ext_resource path="res://sprites/lamp2.png" type="Texture" id=1] -[ext_resource path="res://sprites/light.png" type="Texture" id=2] - -[node name="lamp" type="Sprite"] -texture = ExtResource( 1 ) - -[node name="Light2D" type="Light2D" parent="."] -position = Vector2( 0.625366, -29.3632 ) -texture = ExtResource( 2 ) -color = Color( 1, 0.964706, 0.803922, 1 ) -shadow_enabled = true -shadow_color = Color( 0, 0, 0, 1 ) -shadow_gradient_length = 2.5 diff --git a/LevelItems/voices.gd b/LevelItems/voices.gd deleted file mode 100644 index 8cebae5..0000000 --- a/LevelItems/voices.gd +++ /dev/null @@ -1,29 +0,0 @@ -extends AudioStreamPlayer2D - - -export(Array, AudioStream) var hurt - -export(Array, AudioStream) var effort - -# Declare member variables here. Examples: -# var a = 2 -# var b = "text" - - -# Called when the node enters the scene tree for the first time. -func _ready(): - randomize() - - -# Called every frame. 'delta' is the elapsed time since the previous frame. -#func _process(delta): -# pass - - -func play_hurt(): - stream = hurt[floor(hurt.size()*randf())] - play(0) - -func play_effort(): - stream = effort[floor(effort.size()*randf())] - play(0) diff --git a/Resources/Godot_the_Hedgehog.svg b/Resources/Godot_the_Hedgehog.svg new file mode 100644 index 0000000..b294095 --- /dev/null +++ b/Resources/Godot_the_Hedgehog.svg @@ -0,0 +1,100 @@ + + + + + + image/svg+xml + + + + + + + + + + + + + + + + + + diff --git a/Resources/Raw/Flow_Engine_banner.svg b/Resources/Raw/Flow_Engine_banner.svg new file mode 100644 index 0000000..9b0b436 --- /dev/null +++ b/Resources/Raw/Flow_Engine_banner.svg @@ -0,0 +1,132 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Resources/Raw/Monitor_boxes/Blank.svg b/Resources/Raw/Monitor_boxes/Blank.svg new file mode 100644 index 0000000..c108c89 --- /dev/null +++ b/Resources/Raw/Monitor_boxes/Blank.svg @@ -0,0 +1,123 @@ + + + Item Monitor (blank) + + + + + + image/svg+xml + + + + Stuart Moore + + + Item Monitor (blank) + + + + + + + + + + + + + + + + diff --git a/Resources/Raw/Monitor_boxes/Interference.svg b/Resources/Raw/Monitor_boxes/Interference.svg new file mode 100644 index 0000000..b42c696 --- /dev/null +++ b/Resources/Raw/Monitor_boxes/Interference.svg @@ -0,0 +1,166 @@ + + + Item Monitor (interference) + + + + + + + + + + + + + + + + + + image/svg+xml + + + + Stuart Moore + + + Item Monitor (interference) + + + + + + + + + + + + + + + + diff --git a/Resources/Raw/Monitor_boxes/Rings.svg b/Resources/Raw/Monitor_boxes/Rings.svg new file mode 100644 index 0000000..ff6b383 --- /dev/null +++ b/Resources/Raw/Monitor_boxes/Rings.svg @@ -0,0 +1,127 @@ + + + Item Monitor (rings) + + + + + + image/svg+xml + + + + Stuart Moore + + + Item Monitor (rings) + + + + + + + + + + + + + + + + + diff --git a/Resources/Raw/Monitor_boxes/Robotnik.svg b/Resources/Raw/Monitor_boxes/Robotnik.svg new file mode 100644 index 0000000..8253a9f --- /dev/null +++ b/Resources/Raw/Monitor_boxes/Robotnik.svg @@ -0,0 +1,137 @@ + + + Item Monitor (Robotnik box) + + + + + + image/svg+xml + + + + Stuart Moore + + + Item Monitor (Robotnik box) + + + + + + + + + + + + + + + + + + + + diff --git a/Resources/Raw/Monitor_boxes/Shield.svg b/Resources/Raw/Monitor_boxes/Shield.svg new file mode 100644 index 0000000..09bf912 --- /dev/null +++ b/Resources/Raw/Monitor_boxes/Shield.svg @@ -0,0 +1,153 @@ + + + Items Monitor (normal shield) + + + + + + + + + + + + image/svg+xml + + + + Stuart Moore + + + Items Monitor (normal shield) + + + + + + + + + + + + + + + + + diff --git a/Resources/Raw/Monitor_boxes/Shield_Lightning.svg b/Resources/Raw/Monitor_boxes/Shield_Lightning.svg new file mode 100644 index 0000000..e87412f --- /dev/null +++ b/Resources/Raw/Monitor_boxes/Shield_Lightning.svg @@ -0,0 +1,208 @@ + + + Items Monitor (lightning shield) + + + + + + + + + + + + + + + + + + + + + + image/svg+xml + + + + Stuart Moore + + + Items Monitor (lightning shield) + + + + + + + + + + + + + + + + + + + diff --git a/Resources/Raw/Monitor_boxes/Shield_Water.svg b/Resources/Raw/Monitor_boxes/Shield_Water.svg new file mode 100644 index 0000000..1814c77 --- /dev/null +++ b/Resources/Raw/Monitor_boxes/Shield_Water.svg @@ -0,0 +1,163 @@ + + + Items Monitor (water shield) + + + + + + + + + + + + image/svg+xml + + + + Stuart Moore + + + Items Monitor (water shield) + + + + + + + + + + + + + + + + + + + + diff --git a/Resources/Raw/NiseSegaSonic.ttf b/Resources/Raw/NiseSegaSonic.ttf new file mode 100644 index 0000000..dbf9cb9 Binary files /dev/null and b/Resources/Raw/NiseSegaSonic.ttf differ diff --git a/Resources/Raw/Test_Zone-logo.svg b/Resources/Raw/Test_Zone-logo.svg new file mode 100644 index 0000000..5aad968 --- /dev/null +++ b/Resources/Raw/Test_Zone-logo.svg @@ -0,0 +1,99 @@ + + + + + + + + + + + + + TEST + ZONE + + + diff --git a/Resources/Raw/UI/Game_Over.svg b/Resources/Raw/UI/Game_Over.svg new file mode 100644 index 0000000..2bdbbb0 --- /dev/null +++ b/Resources/Raw/UI/Game_Over.svg @@ -0,0 +1,31 @@ + + + + + + + + + image/svg+xml + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/Resources/Raw/UI/HUD/Lives_Icon.svg b/Resources/Raw/UI/HUD/Lives_Icon.svg new file mode 100644 index 0000000..58bd422 --- /dev/null +++ b/Resources/Raw/UI/HUD/Lives_Icon.svg @@ -0,0 +1,92 @@ + + + Sonic Head + + + + image/svg+xml + + Sonic Head + + + SEGA + + + + + SEGA + + + + + + + + + + + + + + diff --git a/Resources/Raw/UI/HUD/Rings.svg b/Resources/Raw/UI/HUD/Rings.svg new file mode 100644 index 0000000..5df3e16 --- /dev/null +++ b/Resources/Raw/UI/HUD/Rings.svg @@ -0,0 +1,125 @@ + + + Rings + + + + + + image/svg+xml + + Rings + + + + + + + + + + + + + + + + + + + + diff --git a/Resources/Raw/UI/HUD/Score.svg b/Resources/Raw/UI/HUD/Score.svg new file mode 100644 index 0000000..e32d697 --- /dev/null +++ b/Resources/Raw/UI/HUD/Score.svg @@ -0,0 +1,93 @@ + + + Score + + + + + + image/svg+xml + + Score + + + Stuart "Sslaxx" Moore + + + + + + + + + + + + + + + diff --git a/Resources/Raw/UI/HUD/Time.svg b/Resources/Raw/UI/HUD/Time.svg new file mode 100644 index 0000000..d6b61b2 --- /dev/null +++ b/Resources/Raw/UI/HUD/Time.svg @@ -0,0 +1,120 @@ + + + Time + + + + + + image/svg+xml + + Time + + + Stuart "Sslaxx" Moore + + + + + + + + + + + + + + + + + + + + diff --git a/Resources/Raw/UI/HUD/boost_bar.svg b/Resources/Raw/UI/HUD/boost_bar.svg new file mode 100644 index 0000000..3c09128 --- /dev/null +++ b/Resources/Raw/UI/HUD/boost_bar.svg @@ -0,0 +1,94 @@ + + + + + + + + + + + + + + + image/svg+xml + + + + + + + + + diff --git a/Resources/Raw/UI/HUD/boost_bar_backing.svg b/Resources/Raw/UI/HUD/boost_bar_backing.svg new file mode 100644 index 0000000..e55aee1 --- /dev/null +++ b/Resources/Raw/UI/HUD/boost_bar_backing.svg @@ -0,0 +1,80 @@ + + + + + + + + image/svg+xml + + + + + + + + + BOOST + + + diff --git a/Resources/Raw/UI/HUD/boost_bar_over.svg b/Resources/Raw/UI/HUD/boost_bar_over.svg new file mode 100644 index 0000000..1e7e300 --- /dev/null +++ b/Resources/Raw/UI/HUD/boost_bar_over.svg @@ -0,0 +1,94 @@ + + + Boost + + + + + + image/svg+xml + + Boost + + + Stuart "Sslaxx" Moore + + + + + + + + + + + + + + + + diff --git a/Resources/Raw/UI/HUD/boost_bar_under.svg b/Resources/Raw/UI/HUD/boost_bar_under.svg new file mode 100644 index 0000000..df9b06e --- /dev/null +++ b/Resources/Raw/UI/HUD/boost_bar_under.svg @@ -0,0 +1,102 @@ + + + + + + + + + + + + + + + + + + image/svg+xml + + + + + + + + + diff --git a/Resources/Raw/UI/Loading.svg b/Resources/Raw/UI/Loading.svg new file mode 100644 index 0000000..241ede5 --- /dev/null +++ b/Resources/Raw/UI/Loading.svg @@ -0,0 +1,91 @@ + + + + + + + + image/svg+xml + + + + + + + + + + + + + + + + + diff --git a/Resources/Raw/UI/Time_Over.svg b/Resources/Raw/UI/Time_Over.svg new file mode 100644 index 0000000..593db46 --- /dev/null +++ b/Resources/Raw/UI/Time_Over.svg @@ -0,0 +1,118 @@ + + + Time Over + + + + + + image/svg+xml + + Time Over + + + Stuart "Sslaxx" Moore + + + + + + + + + + + + + + + + + + + + + + diff --git a/Resources/Raw/die.png b/Resources/Raw/die.png new file mode 100644 index 0000000..71f535c Binary files /dev/null and b/Resources/Raw/die.png differ diff --git a/Resources/Raw/drown.pxo b/Resources/Raw/drown.pxo new file mode 100644 index 0000000..ab378c1 Binary files /dev/null and b/Resources/Raw/drown.pxo differ diff --git a/Resources/Raw/item_checkpoint.png b/Resources/Raw/item_checkpoint.png new file mode 100644 index 0000000..6bcb914 Binary files /dev/null and b/Resources/Raw/item_checkpoint.png differ diff --git a/Resources/Raw/item_goalpost.svg b/Resources/Raw/item_goalpost.svg new file mode 100644 index 0000000..27d5733 --- /dev/null +++ b/Resources/Raw/item_goalpost.svg @@ -0,0 +1,139 @@ + + + + + + + + + + image/svg+xml + + + + Stuart "Sslaxx" Moore + + + + + + + + + Basic "goal post" for testing purposes. +POSTS - 0,0 and are 32x64 +SIGN - 33,0 and is 32x12 + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Resources/Raw/item_rings.png b/Resources/Raw/item_rings.png new file mode 100644 index 0000000..3e02f53 Binary files /dev/null and b/Resources/Raw/item_rings.png differ diff --git a/Resources/Raw/rainbowRing.png b/Resources/Raw/rainbowRing.png new file mode 100644 index 0000000..e8b36c6 Binary files /dev/null and b/Resources/Raw/rainbowRing.png differ diff --git a/Resources/Raw/sparkle_star.svg b/Resources/Raw/sparkle_star.svg new file mode 100644 index 0000000..339c648 --- /dev/null +++ b/Resources/Raw/sparkle_star.svg @@ -0,0 +1,74 @@ + + + + + + + + image/svg+xml + + + + + + + + + diff --git a/Resources/Raw/src_sheets/SRA_Rings.png b/Resources/Raw/src_sheets/SRA_Rings.png new file mode 100644 index 0000000..6293074 Binary files /dev/null and b/Resources/Raw/src_sheets/SRA_Rings.png differ diff --git a/Resources/Raw/src_sheets/Springs.png b/Resources/Raw/src_sheets/Springs.png new file mode 100644 index 0000000..8fb06f2 Binary files /dev/null and b/Resources/Raw/src_sheets/Springs.png differ diff --git a/Resources/Raw/src_sheets/snoc.png b/Resources/Raw/src_sheets/snoc.png new file mode 100644 index 0000000..ad4e179 Binary files /dev/null and b/Resources/Raw/src_sheets/snoc.png differ diff --git a/Resources/Raw/src_sheets/snocboost.png b/Resources/Raw/src_sheets/snocboost.png new file mode 100644 index 0000000..93a7807 Binary files /dev/null and b/Resources/Raw/src_sheets/snocboost.png differ diff --git a/Resources/Test_Zone-mockup.svg b/Resources/Test_Zone-mockup.svg new file mode 100644 index 0000000..399f4eb --- /dev/null +++ b/Resources/Test_Zone-mockup.svg @@ -0,0 +1,256 @@ + + + + + + + + + + + + + TEST + ZONE + + + + FLOWENGINE + + Appears at 128, 0Is 196x576Animates downwhen level starts,back up at startof gameplay + Appears whenbanner hasanimated down,stays for a second,then banner animatesback up + Zone logo is412x300, and isdetermined by alevel scene having thezone_logo property.If it isn't valid, the"Test Zone" logo willdisplay.Appears at 468, 138 + + diff --git a/Source/Assets/Audio/Ambient/delete.me.when.something.is.in.here b/Source/Assets/Audio/Ambient/delete.me.when.something.is.in.here new file mode 100644 index 0000000..e69de29 diff --git a/Source/Assets/Audio/Jingles/Extra_Life.ogg b/Source/Assets/Audio/Jingles/Extra_Life.ogg new file mode 100755 index 0000000..3551a23 Binary files /dev/null and b/Source/Assets/Audio/Jingles/Extra_Life.ogg differ diff --git a/Source/Assets/Audio/Jingles/Extra_Life.ogg.import b/Source/Assets/Audio/Jingles/Extra_Life.ogg.import new file mode 100644 index 0000000..14a3b6d --- /dev/null +++ b/Source/Assets/Audio/Jingles/Extra_Life.ogg.import @@ -0,0 +1,15 @@ +[remap] + +importer="ogg_vorbis" +type="AudioStreamOGGVorbis" +path="res://.import/Extra_Life.ogg-eea41f6e6ea6be3c95ffd5eb4e7dfe3b.oggstr" + +[deps] + +source_file="res://Assets/Audio/Jingles/Extra_Life.ogg" +dest_files=[ "res://.import/Extra_Life.ogg-eea41f6e6ea6be3c95ffd5eb4e7dfe3b.oggstr" ] + +[params] + +loop=false +loop_offset=0 diff --git a/Source/Assets/Audio/Jingles/Mission_Complete.ogg b/Source/Assets/Audio/Jingles/Mission_Complete.ogg new file mode 100755 index 0000000..a359acb Binary files /dev/null and b/Source/Assets/Audio/Jingles/Mission_Complete.ogg differ diff --git a/Source/Assets/Audio/Jingles/Mission_Complete.ogg.import b/Source/Assets/Audio/Jingles/Mission_Complete.ogg.import new file mode 100644 index 0000000..e5d78fc --- /dev/null +++ b/Source/Assets/Audio/Jingles/Mission_Complete.ogg.import @@ -0,0 +1,15 @@ +[remap] + +importer="ogg_vorbis" +type="AudioStreamOGGVorbis" +path="res://.import/Mission_Complete.ogg-88aada394623aa4482ed1ab2e8e96138.oggstr" + +[deps] + +source_file="res://Assets/Audio/Jingles/Mission_Complete.ogg" +dest_files=[ "res://.import/Mission_Complete.ogg-88aada394623aa4482ed1ab2e8e96138.oggstr" ] + +[params] + +loop=false +loop_offset=0 diff --git a/audio/GardianPalace3.ogg b/Source/Assets/Audio/Music/GardianPalace3.ogg similarity index 100% rename from audio/GardianPalace3.ogg rename to Source/Assets/Audio/Music/GardianPalace3.ogg diff --git a/Source/Assets/Audio/Music/GardianPalace3.ogg.import b/Source/Assets/Audio/Music/GardianPalace3.ogg.import new file mode 100644 index 0000000..2d3ae2d --- /dev/null +++ b/Source/Assets/Audio/Music/GardianPalace3.ogg.import @@ -0,0 +1,15 @@ +[remap] + +importer="ogg_vorbis" +type="AudioStreamOGGVorbis" +path="res://.import/GardianPalace3.ogg-e7db9cadbf29e418c7a2dcd73f010c84.oggstr" + +[deps] + +source_file="res://Assets/Audio/Music/GardianPalace3.ogg" +dest_files=[ "res://.import/GardianPalace3.ogg-e7db9cadbf29e418c7a2dcd73f010c84.oggstr" ] + +[params] + +loop=true +loop_offset=0 diff --git a/audio/JehJehRocket.ogg b/Source/Assets/Audio/Music/JehJehRocket.ogg similarity index 100% rename from audio/JehJehRocket.ogg rename to Source/Assets/Audio/Music/JehJehRocket.ogg diff --git a/Source/Assets/Audio/Music/JehJehRocket.ogg.import b/Source/Assets/Audio/Music/JehJehRocket.ogg.import new file mode 100644 index 0000000..b883ae3 --- /dev/null +++ b/Source/Assets/Audio/Music/JehJehRocket.ogg.import @@ -0,0 +1,15 @@ +[remap] + +importer="ogg_vorbis" +type="AudioStreamOGGVorbis" +path="res://.import/JehJehRocket.ogg-d652f43c1d77e49f267a4779ae8e7cac.oggstr" + +[deps] + +source_file="res://Assets/Audio/Music/JehJehRocket.ogg" +dest_files=[ "res://.import/JehJehRocket.ogg-d652f43c1d77e49f267a4779ae8e7cac.oggstr" ] + +[params] + +loop=true +loop_offset=13.25 diff --git a/Source/Assets/Audio/Music/MeepMeep.ogg b/Source/Assets/Audio/Music/MeepMeep.ogg new file mode 100644 index 0000000..6f0b5c7 Binary files /dev/null and b/Source/Assets/Audio/Music/MeepMeep.ogg differ diff --git a/Source/Assets/Audio/Music/MeepMeep.ogg.import b/Source/Assets/Audio/Music/MeepMeep.ogg.import new file mode 100644 index 0000000..95f487a --- /dev/null +++ b/Source/Assets/Audio/Music/MeepMeep.ogg.import @@ -0,0 +1,15 @@ +[remap] + +importer="ogg_vorbis" +type="AudioStreamOGGVorbis" +path="res://.import/MeepMeep.ogg-977bd66aa75409c9c8523ac4e9411958.oggstr" + +[deps] + +source_file="res://Assets/Audio/Music/MeepMeep.ogg" +dest_files=[ "res://.import/MeepMeep.ogg-977bd66aa75409c9c8523ac4e9411958.oggstr" ] + +[params] + +loop=true +loop_offset=0 diff --git a/Source/Assets/Audio/Sound/Enemies/boom.ogg b/Source/Assets/Audio/Sound/Enemies/boom.ogg new file mode 100644 index 0000000..1f1ff52 Binary files /dev/null and b/Source/Assets/Audio/Sound/Enemies/boom.ogg differ diff --git a/Source/Assets/Audio/Sound/Enemies/boom.ogg.import b/Source/Assets/Audio/Sound/Enemies/boom.ogg.import new file mode 100644 index 0000000..2233fd4 --- /dev/null +++ b/Source/Assets/Audio/Sound/Enemies/boom.ogg.import @@ -0,0 +1,15 @@ +[remap] + +importer="ogg_vorbis" +type="AudioStreamOGGVorbis" +path="res://.import/boom.ogg-762355b0fc37adf2e182f757a36922b4.oggstr" + +[deps] + +source_file="res://Assets/Audio/Sound/Enemies/boom.ogg" +dest_files=[ "res://.import/boom.ogg-762355b0fc37adf2e182f757a36922b4.oggstr" ] + +[params] + +loop=false +loop_offset=0 diff --git a/Source/Assets/Audio/Sound/LevelItems/Checkpoint.ogg b/Source/Assets/Audio/Sound/LevelItems/Checkpoint.ogg new file mode 100644 index 0000000..b22eee6 Binary files /dev/null and b/Source/Assets/Audio/Sound/LevelItems/Checkpoint.ogg differ diff --git a/Source/Assets/Audio/Sound/LevelItems/Checkpoint.ogg.import b/Source/Assets/Audio/Sound/LevelItems/Checkpoint.ogg.import new file mode 100644 index 0000000..e1d25c9 --- /dev/null +++ b/Source/Assets/Audio/Sound/LevelItems/Checkpoint.ogg.import @@ -0,0 +1,15 @@ +[remap] + +importer="ogg_vorbis" +type="AudioStreamOGGVorbis" +path="res://.import/Checkpoint.ogg-a01a8543ffc280c6438329a9597f439c.oggstr" + +[deps] + +source_file="res://Assets/Audio/Sound/LevelItems/Checkpoint.ogg" +dest_files=[ "res://.import/Checkpoint.ogg-a01a8543ffc280c6438329a9597f439c.oggstr" ] + +[params] + +loop=false +loop_offset=0 diff --git a/Source/Assets/Audio/Sound/LevelItems/airBoostRing.ogg b/Source/Assets/Audio/Sound/LevelItems/airBoostRing.ogg new file mode 100644 index 0000000..7497363 Binary files /dev/null and b/Source/Assets/Audio/Sound/LevelItems/airBoostRing.ogg differ diff --git a/Source/Assets/Audio/Sound/LevelItems/airBoostRing.ogg.import b/Source/Assets/Audio/Sound/LevelItems/airBoostRing.ogg.import new file mode 100644 index 0000000..d2243db --- /dev/null +++ b/Source/Assets/Audio/Sound/LevelItems/airBoostRing.ogg.import @@ -0,0 +1,15 @@ +[remap] + +importer="ogg_vorbis" +type="AudioStreamOGGVorbis" +path="res://.import/airBoostRing.ogg-55789cc3d0cc92b971fb086f2a1957d5.oggstr" + +[deps] + +source_file="res://Assets/Audio/Sound/LevelItems/airBoostRing.ogg" +dest_files=[ "res://.import/airBoostRing.ogg-55789cc3d0cc92b971fb086f2a1957d5.oggstr" ] + +[params] + +loop=false +loop_offset=0 diff --git a/Source/Assets/Audio/Sound/LevelItems/goal_post.ogg b/Source/Assets/Audio/Sound/LevelItems/goal_post.ogg new file mode 100644 index 0000000..3be1dc6 Binary files /dev/null and b/Source/Assets/Audio/Sound/LevelItems/goal_post.ogg differ diff --git a/Source/Assets/Audio/Sound/LevelItems/goal_post.ogg.import b/Source/Assets/Audio/Sound/LevelItems/goal_post.ogg.import new file mode 100644 index 0000000..1ca06dc --- /dev/null +++ b/Source/Assets/Audio/Sound/LevelItems/goal_post.ogg.import @@ -0,0 +1,15 @@ +[remap] + +importer="ogg_vorbis" +type="AudioStreamOGGVorbis" +path="res://.import/goal_post.ogg-d92aa33979f24de814fd96fa4dde622b.oggstr" + +[deps] + +source_file="res://Assets/Audio/Sound/LevelItems/goal_post.ogg" +dest_files=[ "res://.import/goal_post.ogg-d92aa33979f24de814fd96fa4dde622b.oggstr" ] + +[params] + +loop=false +loop_offset=0 diff --git a/Source/Assets/Audio/Sound/LevelItems/rail.ogg b/Source/Assets/Audio/Sound/LevelItems/rail.ogg new file mode 100644 index 0000000..75eec47 Binary files /dev/null and b/Source/Assets/Audio/Sound/LevelItems/rail.ogg differ diff --git a/Source/Assets/Audio/Sound/LevelItems/rail.ogg.import b/Source/Assets/Audio/Sound/LevelItems/rail.ogg.import new file mode 100644 index 0000000..2b791bd --- /dev/null +++ b/Source/Assets/Audio/Sound/LevelItems/rail.ogg.import @@ -0,0 +1,15 @@ +[remap] + +importer="ogg_vorbis" +type="AudioStreamOGGVorbis" +path="res://.import/rail.ogg-eb8aebc1d3e8a648494e8cf681c84de0.oggstr" + +[deps] + +source_file="res://Assets/Audio/Sound/LevelItems/rail.ogg" +dest_files=[ "res://.import/rail.ogg-eb8aebc1d3e8a648494e8cf681c84de0.oggstr" ] + +[params] + +loop=true +loop_offset=0 diff --git a/Source/Assets/Audio/Sound/LevelItems/ring.ogg b/Source/Assets/Audio/Sound/LevelItems/ring.ogg new file mode 100644 index 0000000..12310e3 Binary files /dev/null and b/Source/Assets/Audio/Sound/LevelItems/ring.ogg differ diff --git a/Source/Assets/Audio/Sound/LevelItems/ring.ogg.import b/Source/Assets/Audio/Sound/LevelItems/ring.ogg.import new file mode 100644 index 0000000..8319b05 --- /dev/null +++ b/Source/Assets/Audio/Sound/LevelItems/ring.ogg.import @@ -0,0 +1,15 @@ +[remap] + +importer="ogg_vorbis" +type="AudioStreamOGGVorbis" +path="res://.import/ring.ogg-f6c9bc6b6d48cae2c8e5ec70568b4ee9.oggstr" + +[deps] + +source_file="res://Assets/Audio/Sound/LevelItems/ring.ogg" +dest_files=[ "res://.import/ring.ogg-f6c9bc6b6d48cae2c8e5ec70568b4ee9.oggstr" ] + +[params] + +loop=false +loop_offset=0 diff --git a/Source/Assets/Audio/Sound/LevelItems/spring.ogg b/Source/Assets/Audio/Sound/LevelItems/spring.ogg new file mode 100644 index 0000000..c8ab87f Binary files /dev/null and b/Source/Assets/Audio/Sound/LevelItems/spring.ogg differ diff --git a/Source/Assets/Audio/Sound/LevelItems/spring.ogg.import b/Source/Assets/Audio/Sound/LevelItems/spring.ogg.import new file mode 100644 index 0000000..94bc2e5 --- /dev/null +++ b/Source/Assets/Audio/Sound/LevelItems/spring.ogg.import 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b/Source/Assets/Graphics/Player/Sonic/Sonic_run30.png.import @@ -0,0 +1,35 @@ +[remap] + +importer="texture" +type="StreamTexture" +path="res://.import/Sonic_run30.png-b2938d423a5ceab64cbf663a401f4d00.stex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://Assets/Graphics/Player/Sonic/Sonic_run30.png" +dest_files=[ "res://.import/Sonic_run30.png-b2938d423a5ceab64cbf663a401f4d00.stex" ] + +[params] + +compress/mode=0 +compress/lossy_quality=0.7 +compress/hdr_mode=0 +compress/bptc_ldr=0 +compress/normal_map=0 +flags/repeat=0 +flags/filter=false +flags/mipmaps=false +flags/anisotropic=false +flags/srgb=2 +process/fix_alpha_border=true +process/premult_alpha=false +process/HDR_as_SRGB=false +process/invert_color=false +process/normal_map_invert_y=false +stream=false +size_limit=0 +detect_3d=true +svg/scale=1.0 diff --git a/Source/Assets/Graphics/Player/Sonic/Sonic_run31.png b/Source/Assets/Graphics/Player/Sonic/Sonic_run31.png new file mode 100644 index 0000000..66a9f84 Binary files /dev/null and b/Source/Assets/Graphics/Player/Sonic/Sonic_run31.png differ diff --git a/Source/Assets/Graphics/Player/Sonic/Sonic_run31.png.import b/Source/Assets/Graphics/Player/Sonic/Sonic_run31.png.import new file mode 100644 index 0000000..1ce86d5 --- /dev/null +++ b/Source/Assets/Graphics/Player/Sonic/Sonic_run31.png.import @@ -0,0 +1,35 @@ +[remap] + +importer="texture" +type="StreamTexture" +path="res://.import/Sonic_run31.png-f161b4d6bced17f62428d91f5e1101a9.stex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://Assets/Graphics/Player/Sonic/Sonic_run31.png" +dest_files=[ "res://.import/Sonic_run31.png-f161b4d6bced17f62428d91f5e1101a9.stex" ] + +[params] + +compress/mode=0 +compress/lossy_quality=0.7 +compress/hdr_mode=0 +compress/bptc_ldr=0 +compress/normal_map=0 +flags/repeat=0 +flags/filter=false +flags/mipmaps=false +flags/anisotropic=false +flags/srgb=2 +process/fix_alpha_border=true +process/premult_alpha=false +process/HDR_as_SRGB=false +process/invert_color=false +process/normal_map_invert_y=false +stream=false +size_limit=0 +detect_3d=true +svg/scale=1.0 diff --git a/Source/Assets/Graphics/Player/Sonic/Sonic_run32.png b/Source/Assets/Graphics/Player/Sonic/Sonic_run32.png new file mode 100644 index 0000000..1a8012c Binary files /dev/null and b/Source/Assets/Graphics/Player/Sonic/Sonic_run32.png differ diff --git a/Source/Assets/Graphics/Player/Sonic/Sonic_run32.png.import b/Source/Assets/Graphics/Player/Sonic/Sonic_run32.png.import new file mode 100644 index 0000000..a9f1295 --- /dev/null +++ b/Source/Assets/Graphics/Player/Sonic/Sonic_run32.png.import @@ -0,0 +1,35 @@ +[remap] + +importer="texture" +type="StreamTexture" +path="res://.import/Sonic_run32.png-095d1b0080755ed82c2ba91151974302.stex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://Assets/Graphics/Player/Sonic/Sonic_run32.png" +dest_files=[ "res://.import/Sonic_run32.png-095d1b0080755ed82c2ba91151974302.stex" ] + +[params] + 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a/Source/Assets/Graphics/Player/Sonic/roll.png.import b/Source/Assets/Graphics/Player/Sonic/roll.png.import new file mode 100644 index 0000000..76a5bc5 --- /dev/null +++ b/Source/Assets/Graphics/Player/Sonic/roll.png.import @@ -0,0 +1,35 @@ +[remap] + +importer="texture" +type="StreamTexture" +path="res://.import/roll.png-c388078a1325ebbce9cb2e232a5b7146.stex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://Assets/Graphics/Player/Sonic/roll.png" +dest_files=[ "res://.import/roll.png-c388078a1325ebbce9cb2e232a5b7146.stex" ] + +[params] + +compress/mode=0 +compress/lossy_quality=0.7 +compress/hdr_mode=0 +compress/bptc_ldr=0 +compress/normal_map=0 +flags/repeat=0 +flags/filter=false +flags/mipmaps=false +flags/anisotropic=false +flags/srgb=2 +process/fix_alpha_border=true +process/premult_alpha=false +process/HDR_as_SRGB=false +process/invert_color=false +process/normal_map_invert_y=false +stream=false +size_limit=0 +detect_3d=true +svg/scale=1.0 diff --git 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+process/HDR_as_SRGB=false +process/invert_color=false +process/normal_map_invert_y=false +stream=false +size_limit=0 +detect_3d=true +svg/scale=1.0 diff --git a/Source/Assets/Graphics/Player/Sonic/sonic_run4_4.png b/Source/Assets/Graphics/Player/Sonic/sonic_run4_4.png new file mode 100644 index 0000000..e44aeac Binary files /dev/null and b/Source/Assets/Graphics/Player/Sonic/sonic_run4_4.png differ diff --git a/Source/Assets/Graphics/Player/Sonic/sonic_run4_4.png.import b/Source/Assets/Graphics/Player/Sonic/sonic_run4_4.png.import new file mode 100644 index 0000000..90d180f --- /dev/null +++ b/Source/Assets/Graphics/Player/Sonic/sonic_run4_4.png.import @@ -0,0 +1,35 @@ +[remap] + +importer="texture" +type="StreamTexture" +path="res://.import/sonic_run4_4.png-1543e1db2fb0ca13ac2edefe46e57544.stex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://Assets/Graphics/Player/Sonic/sonic_run4_4.png" +dest_files=[ 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+process/HDR_as_SRGB=false +process/invert_color=false +process/normal_map_invert_y=false +stream=false +size_limit=0 +detect_3d=true +svg/scale=1.0 diff --git a/Source/Assets/Graphics/Player/Sonic/sonic_run4_7.png b/Source/Assets/Graphics/Player/Sonic/sonic_run4_7.png new file mode 100644 index 0000000..d14f240 Binary files /dev/null and b/Source/Assets/Graphics/Player/Sonic/sonic_run4_7.png differ diff --git a/Source/Assets/Graphics/Player/Sonic/sonic_run4_7.png.import b/Source/Assets/Graphics/Player/Sonic/sonic_run4_7.png.import new file mode 100644 index 0000000..ac5954a --- /dev/null +++ b/Source/Assets/Graphics/Player/Sonic/sonic_run4_7.png.import @@ -0,0 +1,35 @@ +[remap] + +importer="texture" +type="StreamTexture" +path="res://.import/sonic_run4_7.png-1b2713e2990303e9f4ed8c689541623a.stex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://Assets/Graphics/Player/Sonic/sonic_run4_7.png" +dest_files=[ 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b/Source/Assets/Graphics/Player/Sonic/sonic_walk_0.png.import @@ -0,0 +1,35 @@ +[remap] + +importer="texture" +type="StreamTexture" +path="res://.import/sonic_walk_0.png-e5bf00a6476bae1f51e051f94fdc080c.stex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://Assets/Graphics/Player/Sonic/sonic_walk_0.png" +dest_files=[ "res://.import/sonic_walk_0.png-e5bf00a6476bae1f51e051f94fdc080c.stex" ] + +[params] + +compress/mode=0 +compress/lossy_quality=0.7 +compress/hdr_mode=0 +compress/bptc_ldr=0 +compress/normal_map=0 +flags/repeat=0 +flags/filter=false +flags/mipmaps=false +flags/anisotropic=false +flags/srgb=2 +process/fix_alpha_border=true +process/premult_alpha=false +process/HDR_as_SRGB=false +process/invert_color=false +process/normal_map_invert_y=false +stream=false +size_limit=0 +detect_3d=true +svg/scale=1.0 diff --git a/Source/Assets/Graphics/Player/Sonic/sonic_walk_1.png b/Source/Assets/Graphics/Player/Sonic/sonic_walk_1.png new file mode 100644 index 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+process/HDR_as_SRGB=false +process/invert_color=false +process/normal_map_invert_y=false +stream=false +size_limit=0 +detect_3d=true +svg/scale=1.0 diff --git a/Source/Assets/Graphics/Player/Sonic/sonic_walk_2.png b/Source/Assets/Graphics/Player/Sonic/sonic_walk_2.png new file mode 100644 index 0000000..ee94735 Binary files /dev/null and b/Source/Assets/Graphics/Player/Sonic/sonic_walk_2.png differ diff --git a/Source/Assets/Graphics/Player/Sonic/sonic_walk_2.png.import b/Source/Assets/Graphics/Player/Sonic/sonic_walk_2.png.import new file mode 100644 index 0000000..3c2ae3e --- /dev/null +++ b/Source/Assets/Graphics/Player/Sonic/sonic_walk_2.png.import @@ -0,0 +1,35 @@ +[remap] + +importer="texture" +type="StreamTexture" +path="res://.import/sonic_walk_2.png-59866e27b1fc81f1e3bbab7e2962ec4e.stex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://Assets/Graphics/Player/Sonic/sonic_walk_2.png" +dest_files=[ 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+process/HDR_as_SRGB=false +process/invert_color=false +process/normal_map_invert_y=false +stream=false +size_limit=0 +detect_3d=true +svg/scale=1.0 diff --git a/Source/Assets/Graphics/Player/Sonic/sonic_walk_5.png b/Source/Assets/Graphics/Player/Sonic/sonic_walk_5.png new file mode 100644 index 0000000..bd743b6 Binary files /dev/null and b/Source/Assets/Graphics/Player/Sonic/sonic_walk_5.png differ diff --git a/Source/Assets/Graphics/Player/Sonic/sonic_walk_5.png.import b/Source/Assets/Graphics/Player/Sonic/sonic_walk_5.png.import new file mode 100644 index 0000000..90d960d --- /dev/null +++ b/Source/Assets/Graphics/Player/Sonic/sonic_walk_5.png.import @@ -0,0 +1,35 @@ +[remap] + +importer="texture" +type="StreamTexture" +path="res://.import/sonic_walk_5.png-82d19e5a1af3d82a162576e941ee3617.stex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://Assets/Graphics/Player/Sonic/sonic_walk_5.png" +dest_files=[ "res://.import/sonic_walk_5.png-82d19e5a1af3d82a162576e941ee3617.stex" ] + +[params] + +compress/mode=0 +compress/lossy_quality=0.7 +compress/hdr_mode=0 +compress/bptc_ldr=0 +compress/normal_map=0 +flags/repeat=0 +flags/filter=false +flags/mipmaps=false +flags/anisotropic=false +flags/srgb=2 +process/fix_alpha_border=true +process/premult_alpha=false +process/HDR_as_SRGB=false +process/invert_color=false +process/normal_map_invert_y=false +stream=false +size_limit=0 +detect_3d=true +svg/scale=1.0 diff --git a/Source/Assets/Graphics/Player/Sonic/sonic_walk_6.png b/Source/Assets/Graphics/Player/Sonic/sonic_walk_6.png new file mode 100644 index 0000000..3d9462e Binary files /dev/null and b/Source/Assets/Graphics/Player/Sonic/sonic_walk_6.png differ diff --git a/Source/Assets/Graphics/Player/Sonic/sonic_walk_6.png.import b/Source/Assets/Graphics/Player/Sonic/sonic_walk_6.png.import new file mode 100644 index 0000000..6d32e78 --- /dev/null +++ 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b/Source/Assets/UI/theme_default.tres new file mode 100644 index 0000000..9f82173 --- /dev/null +++ b/Source/Assets/UI/theme_default.tres @@ -0,0 +1,6 @@ +[gd_resource type="Theme" load_steps=2 format=2] + +[ext_resource path="res://Assets/Fonts/IBMPlexSans-Regular-16.tres" type="DynamicFont" id=1] + +[resource] +default_font = ExtResource( 1 ) diff --git a/Source/GDNative/delete.me.when.something.is.in.here b/Source/GDNative/delete.me.when.something.is.in.here new file mode 100644 index 0000000..e69de29 diff --git a/Source/LICENSE b/Source/LICENSE new file mode 100644 index 0000000..76eacc6 --- /dev/null +++ b/Source/LICENSE @@ -0,0 +1,29 @@ +BSD 3-Clause License + +Copyright (c) 2021, Coderman64 +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions are met: + +1. Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + +2. Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +3. Neither the name of the copyright holder nor the names of its + contributors may be used to endorse or promote products derived from + this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" +AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE +IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE +FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL +DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR +SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER +CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, +OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. diff --git a/Source/Scenes/Enemies/enemy_eggpawn.tscn b/Source/Scenes/Enemies/enemy_eggpawn.tscn new file mode 100644 index 0000000..cd573d6 --- /dev/null +++ b/Source/Scenes/Enemies/enemy_eggpawn.tscn @@ -0,0 +1,56 @@ +[gd_scene load_steps=12 format=2] + +[ext_resource path="res://Assets/Graphics/Enemies/Eggpawn/pawnWalk.png" type="Texture" id=1] +[ext_resource path="res://Scripts/Enemies/enemy_eggpawn.gd" type="Script" id=2] +[ext_resource path="res://Scenes/Player/boost_particle.tscn" type="PackedScene" id=4] + +[sub_resource type="AtlasTexture" id=1] +atlas = ExtResource( 1 ) +region = Rect2( 0, 0, 64, 64 ) + +[sub_resource type="AtlasTexture" id=2] +atlas = ExtResource( 1 ) +region = Rect2( 64, 0, 64, 64 ) + +[sub_resource type="AtlasTexture" id=3] +atlas = ExtResource( 1 ) +region = Rect2( 128, 0, 64, 64 ) + +[sub_resource type="AtlasTexture" id=4] +atlas = ExtResource( 1 ) +region = Rect2( 192, 0, 64, 64 ) + +[sub_resource type="AtlasTexture" id=5] +atlas = ExtResource( 1 ) +region = Rect2( 256, 0, 64, 64 ) + +[sub_resource type="AtlasTexture" id=6] +atlas = ExtResource( 1 ) +region = Rect2( 320, 0, 64, 64 ) + +[sub_resource type="SpriteFrames" id=7] +animations = [ { +"frames": [ SubResource( 1 ), SubResource( 2 ), SubResource( 3 ), SubResource( 4 ), SubResource( 5 ), SubResource( 6 ) ], +"loop": true, +"name": "default", +"speed": 5.0 +} ] + +[sub_resource type="CapsuleShape2D" id=8] +height = 17.8989 + +[node name="EggPawn" type="Area2D"] +position = Vector2( 14.3136, -17.476 ) +collision_layer = 1048575 +collision_mask = 1048575 +script = ExtResource( 2 ) +boostParticle = ExtResource( 4 ) + +[node name="AnimatedSprite" type="AnimatedSprite" parent="."] +frames = SubResource( 7 ) +frame = 1 +playing = true + +[node name="CollisionShape2D" type="CollisionShape2D" parent="."] +position = Vector2( 0.187286, -2.24746 ) +shape = SubResource( 8 ) diff --git a/Source/Scenes/LevelItems/air_furniture_ring.tscn b/Source/Scenes/LevelItems/air_furniture_ring.tscn new file mode 100644 index 0000000..5aa78bb --- /dev/null +++ b/Source/Scenes/LevelItems/air_furniture_ring.tscn @@ -0,0 +1,39 @@ +[gd_scene load_steps=6 format=2] + +[ext_resource path="res://Assets/Graphics/LevelItems/air_furniture_ring.png" type="Texture" id=1] +[ext_resource path="res://Assets/Audio/Sound/LevelItems/airBoostRing.ogg" type="AudioStream" id=2] +[ext_resource path="res://Scripts/LevelItems/air_furniture.gd" type="Script" id=3] + +[sub_resource type="SpriteFrames" id=1] +animations = [ { +"frames": [ ExtResource( 1 ) ], +"loop": true, +"name": "default", +"speed": 5.0 +} ] + +[sub_resource type="RectangleShape2D" id=2] +extents = Vector2( 26.2442, 6.21687 ) + +[node name="AirRing" type="Area2D"] +light_mask = 0 +monitorable = false +collision_layer = 7 +collision_mask = 7 +script = ExtResource( 3 ) +DIRECTED = true +ringScale = true + +[node name="AnimatedSprite" type="AnimatedSprite" parent="."] +light_mask = 0 +frames = SubResource( 1 ) +playing = true + +[node name="CollisionShape2D" type="CollisionShape2D" parent="."] +position = Vector2( -7.62939e-06, 6.32981 ) +shape = SubResource( 2 ) + +[node name="AudioStreamPlayer" type="AudioStreamPlayer" parent="."] +stream = ExtResource( 2 ) +volume_db = -3.176 +bus = "SFX" diff --git a/Source/Scenes/LevelItems/air_furniture_spring.tscn b/Source/Scenes/LevelItems/air_furniture_spring.tscn new file mode 100644 index 0000000..55d60ef --- /dev/null +++ b/Source/Scenes/LevelItems/air_furniture_spring.tscn @@ -0,0 +1,51 @@ +[gd_scene load_steps=10 format=2] + +[ext_resource path="res://Scripts/LevelItems/air_furniture.gd" type="Script" id=1] +[ext_resource path="res://Assets/Graphics/LevelItems/air_furniture_spring.png" type="Texture" id=2] +[ext_resource path="res://Assets/Audio/Sound/LevelItems/spring.ogg" type="AudioStream" id=3] + +[sub_resource type="AtlasTexture" id=1] +atlas = ExtResource( 2 ) +region = Rect2( 0, 0, 32, 64 ) + +[sub_resource type="AtlasTexture" id=2] +atlas = ExtResource( 2 ) +region = Rect2( 32, 0, 32, 64 ) + +[sub_resource type="AtlasTexture" id=3] +atlas = ExtResource( 2 ) +region = Rect2( 64, 0, 32, 64 ) + +[sub_resource type="AtlasTexture" id=4] +atlas = ExtResource( 2 ) +region = Rect2( 96, 0, 32, 64 ) + +[sub_resource type="SpriteFrames" id=5] +animations = [ { +"frames": [ SubResource( 1 ), SubResource( 2 ), SubResource( 3 ), SubResource( 4 ) ], +"loop": false, +"name": "default", +"speed": 20.0 +} ] + +[sub_resource type="RectangleShape2D" id=6] +extents = Vector2( 12.068, 12 ) + +[node name="Spring" type="Area2D"] +monitorable = false +collision_layer = 7 +collision_mask = 7 +script = ExtResource( 1 ) + +[node name="AnimatedSprite" type="AnimatedSprite" parent="."] +frames = SubResource( 5 ) +frame = 1 +playing = true + +[node name="CollisionShape2D" type="CollisionShape2D" parent="."] +position = Vector2( 0, 20 ) +shape = SubResource( 6 ) + +[node name="AudioStreamPlayer" type="AudioStreamPlayer" parent="."] +stream = ExtResource( 3 ) +bus = "SFX" diff --git a/Source/Scenes/LevelItems/death_plane.tscn b/Source/Scenes/LevelItems/death_plane.tscn new file mode 100644 index 0000000..b4df08c --- /dev/null +++ b/Source/Scenes/LevelItems/death_plane.tscn @@ -0,0 +1,15 @@ +[gd_scene load_steps=3 format=2] + +[ext_resource path="res://Scripts/LevelItems/death_plane.gd" type="Script" id=1] + +[sub_resource type="RectangleShape2D" id=1] +extents = Vector2( 10240, 128 ) + +[node name="death_plane" type="Area2D"] +position = Vector2( 4321.7, 489.486 ) +collision_layer = 1048575 +collision_mask = 1048575 +script = ExtResource( 1 ) + +[node name="CollisionShape2D" type="CollisionShape2D" parent="."] +shape = SubResource( 1 ) diff --git a/Source/Scenes/LevelItems/goal_post.tscn b/Source/Scenes/LevelItems/goal_post.tscn new file mode 100644 index 0000000..04a24f5 --- /dev/null +++ b/Source/Scenes/LevelItems/goal_post.tscn @@ -0,0 +1,63 @@ +[gd_scene load_steps=6 format=2] + +[ext_resource path="res://Assets/Graphics/LevelItems/item_goalpost.svg" type="Texture" id=1] +[ext_resource path="res://Scripts/LevelItems/goal_post.gd" type="Script" id=2] + +[sub_resource type="Animation" id=1] +length = 0.001 +tracks/0/type = "value" +tracks/0/path = NodePath("sign:position") +tracks/0/interp = 1 +tracks/0/loop_wrap = true +tracks/0/imported = false +tracks/0/enabled = true +tracks/0/keys = { +"times": PoolRealArray( 0 ), +"transitions": PoolRealArray( 1 ), +"update": 0, +"values": [ Vector2( 0, 52 ) ] +} + +[sub_resource type="Animation" id=2] +resource_name = "goal" +tracks/0/type = "value" +tracks/0/path = NodePath("sign:position") +tracks/0/interp = 1 +tracks/0/loop_wrap = true +tracks/0/imported = false +tracks/0/enabled = true +tracks/0/keys = { +"times": PoolRealArray( 0, 0.5 ), +"transitions": PoolRealArray( 1, 1 ), +"update": 0, +"values": [ Vector2( 0, 52 ), Vector2( 0, 0 ) ] +} + +[sub_resource type="RectangleShape2D" id=3] +extents = Vector2( 16, 32 ) + +[node name="goal_post" type="Area2D"] +collision_layer = 65535 +collision_mask = 65535 +script = ExtResource( 2 ) + +[node name="posts" type="Sprite" parent="."] +texture = ExtResource( 1 ) +centered = false +region_enabled = true +region_rect = Rect2( 0, 0, 32, 64 ) + +[node name="sign" type="Sprite" parent="."] +position = Vector2( 0, 52 ) +texture = ExtResource( 1 ) +centered = false +region_enabled = true +region_rect = Rect2( 33, 0, 32, 12 ) + +[node name="AnimationPlayer" type="AnimationPlayer" parent="."] +anims/RESET = SubResource( 1 ) +anims/goal = SubResource( 2 ) + +[node name="CollisionShape2D" type="CollisionShape2D" parent="."] +position = Vector2( 16, 32 ) +shape = SubResource( 3 ) diff --git a/Source/Scenes/LevelItems/grind_rail.tscn b/Source/Scenes/LevelItems/grind_rail.tscn new file mode 100644 index 0000000..db909e7 --- /dev/null +++ b/Source/Scenes/LevelItems/grind_rail.tscn @@ -0,0 +1,30 @@ +[gd_scene load_steps=4 format=2] + +[ext_resource path="res://Assets/Graphics/LevelItems/rail.png" type="Texture" id=1] +[ext_resource path="res://Scripts/LevelItems/grind_rail.gd" type="Script" id=2] + +[sub_resource type="Curve2D" id=1] +_data = { +"points": PoolVector2Array( 0, 0, 0, 0, 56.7782, -41.2391, -63.6396, -0.707107, 63.6396, 0.707107, 162.844, -39.8249, -59.397, -7.15256e-07, 59.397, 7.15256e-07, 288.709, -132.456, -98.2878, -3.53553, 98.2878, 3.53553, 421.925, -40.2635, 0, 0, 0, 0, 648.199, -39.5564 ) +} + +[node name="Rail" type="Path2D"] +curve = SubResource( 1 ) +script = ExtResource( 2 ) + +[node name="Line2D" type="Line2D" parent="."] +points = PoolVector2Array( 0, 0, 20, 0 ) +width = 4.0 +default_color = Color( 1, 0.423529, 0, 1 ) +texture = ExtResource( 1 ) +texture_mode = 1 +joint_mode = 1 + +[node name="Area2D" type="Area2D" parent="."] +collision_layer = 1048575 +collision_mask = 1048575 + +[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Area2D"] +build_mode = 1 +polygon = PoolVector2Array( 0, 0, 0, 0, 0, 0 ) +one_way_collision_margin = 2.2 diff --git a/Source/Scenes/LevelItems/item_checkpoint.tscn b/Source/Scenes/LevelItems/item_checkpoint.tscn new file mode 100644 index 0000000..9719b58 --- /dev/null +++ b/Source/Scenes/LevelItems/item_checkpoint.tscn @@ -0,0 +1,60 @@ +[gd_scene load_steps=6 format=2] + +[ext_resource path="res://Assets/Graphics/LevelItems/item_checkpoint.png" type="Texture" id=1] +[ext_resource path="res://Scripts/LevelItems/item_checkpoint.gd" type="Script" id=2] + +[sub_resource type="Animation" id=1] +resource_name = "spin_green" +length = 1.2 +loop = true +tracks/0/type = "value" +tracks/0/path = NodePath("Sprite:frame") +tracks/0/interp = 1 +tracks/0/loop_wrap = true +tracks/0/imported = false +tracks/0/enabled = true +tracks/0/keys = { +"times": PoolRealArray( 0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9, 1, 1.1 ), +"transitions": PoolRealArray( 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ), +"update": 1, +"values": [ 6, 7, 8, 9, 10, 11, 6, 7, 8, 9, 10, 11 ] +} + +[sub_resource type="Animation" id=2] +resource_name = "spin_red" +length = 1.2 +loop = true +tracks/0/type = "value" +tracks/0/path = NodePath("Sprite:frame") +tracks/0/interp = 1 +tracks/0/loop_wrap = true +tracks/0/imported = false +tracks/0/enabled = true +tracks/0/keys = { +"times": PoolRealArray( 0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9, 1, 1.1 ), +"transitions": PoolRealArray( 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 ), +"update": 1, +"values": [ 0, 1, 2, 3, 4, 5, 0, 1, 2, 3, 4, 5 ] +} + +[sub_resource type="CircleShape2D" id=3] +radius = 16.0 + +[node name="Checkpoint" type="Area2D"] +collision_layer = 1048575 +collision_mask = 1048575 +script = ExtResource( 2 ) + +[node name="AnimationPlayer" type="AnimationPlayer" parent="."] +autoplay = "spin_red" +anims/spin_green = SubResource( 1 ) +anims/spin_red = SubResource( 2 ) + +[node name="Sprite" type="Sprite" parent="."] +texture = ExtResource( 1 ) +hframes = 6 +vframes = 2 +frame = 4 + +[node name="CollisionShape2D" type="CollisionShape2D" parent="."] +shape = SubResource( 3 ) diff --git a/Source/Scenes/LevelItems/item_ring.tscn b/Source/Scenes/LevelItems/item_ring.tscn new file mode 100644 index 0000000..2c7a92a --- /dev/null +++ b/Source/Scenes/LevelItems/item_ring.tscn @@ -0,0 +1,93 @@ +[gd_scene load_steps=21 format=2] + +[ext_resource path="res://Scripts/LevelItems/item_ring.gd" type="Script" id=1] +[ext_resource path="res://Assets/Graphics/Effects/Sparkle.png" type="Texture" id=2] +[ext_resource path="res://Assets/Graphics/LevelItems/item_ring.png" type="Texture" id=3] + +[sub_resource type="AtlasTexture" id=1] +atlas = ExtResource( 3 ) +region = Rect2( 0, 0, 30, 30 ) + +[sub_resource type="AtlasTexture" id=2] +atlas = ExtResource( 3 ) +region = Rect2( 30, 0, 30, 30 ) + +[sub_resource type="AtlasTexture" id=3] +atlas = ExtResource( 3 ) +region = Rect2( 60, 0, 30, 30 ) + +[sub_resource type="AtlasTexture" id=4] +atlas = ExtResource( 3 ) +region = Rect2( 90, 0, 30, 30 ) + +[sub_resource type="AtlasTexture" id=5] +atlas = ExtResource( 3 ) +region = Rect2( 120, 0, 30, 30 ) + +[sub_resource type="AtlasTexture" id=6] +atlas = ExtResource( 3 ) +region = Rect2( 150, 0, 30, 30 ) + +[sub_resource type="AtlasTexture" id=7] +atlas = ExtResource( 3 ) +region = Rect2( 180, 0, 30, 30 ) + +[sub_resource type="AtlasTexture" id=8] +atlas = ExtResource( 3 ) +region = Rect2( 210, 0, 30, 30 ) + +[sub_resource type="AtlasTexture" id=9] +atlas = ExtResource( 2 ) +region = Rect2( 0, 0, 32, 32 ) + +[sub_resource type="AtlasTexture" id=10] +atlas = ExtResource( 2 ) +region = Rect2( 32, 0, 32, 32 ) + +[sub_resource type="AtlasTexture" id=11] +atlas = ExtResource( 2 ) +region = Rect2( 64, 0, 32, 32 ) + +[sub_resource type="AtlasTexture" id=12] +atlas = ExtResource( 2 ) +region = Rect2( 96, 0, 32, 32 ) + +[sub_resource type="AtlasTexture" id=13] +atlas = ExtResource( 2 ) +region = Rect2( 128, 0, 32, 32 ) + +[sub_resource type="AtlasTexture" id=14] +atlas = ExtResource( 2 ) +region = Rect2( 160, 0, 32, 32 ) + +[sub_resource type="AtlasTexture" id=15] +atlas = ExtResource( 2 ) +region = Rect2( 192, 0, 32, 32 ) + +[sub_resource type="SpriteFrames" id=16] +animations = [ { +"frames": [ SubResource( 1 ), SubResource( 2 ), SubResource( 3 ), SubResource( 4 ), SubResource( 5 ), SubResource( 6 ), SubResource( 7 ), SubResource( 8 ) ], +"loop": true, +"name": "default", +"speed": 10.0 +}, { +"frames": [ SubResource( 9 ), SubResource( 10 ), SubResource( 11 ), SubResource( 12 ), SubResource( 13 ), SubResource( 14 ), SubResource( 15 ) ], +"loop": true, +"name": "Sparkle", +"speed": 20.0 +} ] + +[sub_resource type="CircleShape2D" id=17] + +[node name="Ring" type="Area2D"] +collision_layer = 1048575 +collision_mask = 1048575 +script = ExtResource( 1 ) + +[node name="AnimatedSprite" type="AnimatedSprite" parent="."] +frames = SubResource( 16 ) +frame = 4 +playing = true + +[node name="CollisionShape2D" type="CollisionShape2D" parent="."] +shape = SubResource( 17 ) diff --git a/Source/Scenes/LevelItems/lamp.tscn b/Source/Scenes/LevelItems/lamp.tscn new file mode 100644 index 0000000..bb42ddd --- /dev/null +++ b/Source/Scenes/LevelItems/lamp.tscn @@ -0,0 +1,15 @@ +[gd_scene load_steps=3 format=2] + +[ext_resource path="res://Assets/Graphics/LevelItems/lamp2.png" type="Texture" id=1] +[ext_resource path="res://Assets/Graphics/Effects/light.png" type="Texture" id=2] + +[node name="lamp" type="Sprite"] +texture = ExtResource( 1 ) + +[node name="Light2D" type="Light2D" parent="."] +position = Vector2( 0.625366, -29.3632 ) +texture = ExtResource( 2 ) +color = Color( 1, 0.964706, 0.803922, 1 ) +shadow_enabled = true +shadow_color = Color( 0, 0, 0, 1 ) +shadow_gradient_length = 2.5 diff --git a/Source/Scenes/LevelItems/layers_switch.tscn b/Source/Scenes/LevelItems/layers_switch.tscn new file mode 100644 index 0000000..427a536 --- /dev/null +++ b/Source/Scenes/LevelItems/layers_switch.tscn @@ -0,0 +1,15 @@ +[gd_scene load_steps=3 format=2] + +[ext_resource path="res://Scripts/LevelItems/layers_switch.gd" type="Script" id=1] + +[sub_resource type="RectangleShape2D" id=1] +extents = Vector2( 32, 32 ) + +[node name="LayerSwitch" type="Area2D"] +collision_layer = 4 +collision_mask = 4 +script = ExtResource( 1 ) +function = "toggle" + +[node name="CollisionShape2D" type="CollisionShape2D" parent="."] +shape = SubResource( 1 ) diff --git a/Source/Scenes/LevelItems/rings_bouncing.tscn b/Source/Scenes/LevelItems/rings_bouncing.tscn new file mode 100644 index 0000000..fb4ce5c --- /dev/null +++ b/Source/Scenes/LevelItems/rings_bouncing.tscn @@ -0,0 +1,98 @@ +[gd_scene load_steps=21 format=2] + +[ext_resource path="res://Scripts/LevelItems/rings_bouncing.gd" type="Script" id=1] +[ext_resource path="res://Assets/Graphics/Effects/Sparkle.png" type="Texture" id=2] +[ext_resource path="res://Assets/Graphics/LevelItems/item_ring.png" type="Texture" id=3] + +[sub_resource type="AtlasTexture" id=1] +atlas = ExtResource( 3 ) +region = Rect2( 0, 0, 30, 30 ) + +[sub_resource type="AtlasTexture" id=2] +atlas = ExtResource( 3 ) +region = Rect2( 30, 0, 30, 30 ) + +[sub_resource type="AtlasTexture" id=3] +atlas = ExtResource( 3 ) +region = Rect2( 60, 0, 30, 30 ) + +[sub_resource type="AtlasTexture" id=4] +atlas = ExtResource( 3 ) +region = Rect2( 90, 0, 30, 30 ) + +[sub_resource type="AtlasTexture" id=5] +atlas = ExtResource( 3 ) +region = Rect2( 120, 0, 30, 30 ) + +[sub_resource type="AtlasTexture" id=6] +atlas = ExtResource( 3 ) +region = Rect2( 150, 0, 30, 30 ) + +[sub_resource type="AtlasTexture" id=7] +atlas = ExtResource( 3 ) +region = Rect2( 180, 0, 30, 30 ) + +[sub_resource type="AtlasTexture" id=8] +atlas = ExtResource( 3 ) +region = Rect2( 210, 0, 30, 30 ) + +[sub_resource type="AtlasTexture" id=9] +atlas = ExtResource( 2 ) +region = Rect2( 0, 0, 32, 32 ) + +[sub_resource type="AtlasTexture" id=10] +atlas = ExtResource( 2 ) +region = Rect2( 32, 0, 32, 32 ) + +[sub_resource type="AtlasTexture" id=11] +atlas = ExtResource( 2 ) +region = Rect2( 64, 0, 32, 32 ) + +[sub_resource type="AtlasTexture" id=12] +atlas = ExtResource( 2 ) +region = Rect2( 96, 0, 32, 32 ) + +[sub_resource type="AtlasTexture" id=13] +atlas = ExtResource( 2 ) +region = Rect2( 128, 0, 32, 32 ) + +[sub_resource type="AtlasTexture" id=14] +atlas = ExtResource( 2 ) +region = Rect2( 160, 0, 32, 32 ) + +[sub_resource type="AtlasTexture" id=15] +atlas = ExtResource( 2 ) +region = Rect2( 192, 0, 32, 32 ) + +[sub_resource type="SpriteFrames" id=16] +animations = [ { +"frames": [ SubResource( 1 ), SubResource( 2 ), SubResource( 3 ), SubResource( 4 ), SubResource( 5 ), SubResource( 6 ), SubResource( 7 ), SubResource( 8 ) ], +"loop": true, +"name": "default", +"speed": 10.0 +}, { +"frames": [ SubResource( 9 ), SubResource( 10 ), SubResource( 11 ), SubResource( 12 ), SubResource( 13 ), SubResource( 14 ), SubResource( 15 ) ], +"loop": true, +"name": "Sparkle", +"speed": 20.0 +} ] + +[sub_resource type="CircleShape2D" id=17] + +[node name="BounceRing" type="Area2D"] +collision_layer = 1048575 +collision_mask = 1048575 +script = ExtResource( 1 ) + +[node name="AnimatedSprite" type="AnimatedSprite" parent="."] +frames = SubResource( 16 ) +frame = 1 +playing = true + +[node name="CollisionShape2D" type="CollisionShape2D" parent="."] +shape = SubResource( 17 ) + +[node name="DownCast" type="RayCast2D" parent="."] +enabled = true + +[connection signal="area_entered" from="." to="." method="_on_Ring_area_entered"] diff --git a/Source/Scenes/LevelItems/rings_spawner.tscn b/Source/Scenes/LevelItems/rings_spawner.tscn new file mode 100644 index 0000000..a106181 --- /dev/null +++ b/Source/Scenes/LevelItems/rings_spawner.tscn @@ -0,0 +1,10 @@ +[gd_scene load_steps=3 format=2] + +[ext_resource path="res://Scenes/LevelItems/item_ring.tscn" type="PackedScene" id=1] +[ext_resource path="res://Scripts/LevelItems/rings_spawner.gd" type="Script" id=2] + +[node name="RingSpawner" type="Node2D"] +position = Vector2( -1844.38, -21.6713 ) +script = ExtResource( 2 ) +count = 4 +ringSource = ExtResource( 1 ) diff --git a/Source/Scenes/Levels/1.tscn b/Source/Scenes/Levels/1.tscn new file mode 100644 index 0000000..de03a77 --- /dev/null +++ b/Source/Scenes/Levels/1.tscn @@ -0,0 +1,191 @@ +[gd_scene load_steps=13 format=2] + +[ext_resource path="res://Scenes/LevelItems/item_checkpoint.tscn" type="PackedScene" id=1] +[ext_resource path="res://Scenes/LevelItems/layers_switch.tscn" type="PackedScene" id=2] +[ext_resource path="res://Scripts/Levels/1.gd" type="Script" id=4] +[ext_resource path="res://Scenes/LevelItems/grind_rail.tscn" type="PackedScene" id=6] +[ext_resource path="res://Scenes/LevelItems/death_plane.tscn" type="PackedScene" id=7] +[ext_resource path="res://Assets/Graphics/Tiles/leafStorm.tres" type="TileSet" id=50] +[ext_resource path="res://Assets/Graphics/Backgrounds/back.png" type="Texture" id=52] +[ext_resource path="res://Scenes/LevelItems/air_furniture_spring.tscn" type="PackedScene" id=56] + +[sub_resource type="RectangleShape2D" id=1] +extents = Vector2( 32, 32 ) + +[sub_resource type="RectangleShape2D" id=2] +extents = Vector2( 32, 32 ) + +[sub_resource type="Curve2D" id=3] +_data = { +"points": PoolVector2Array( 0, 0, 0, 0, 8.15796, -68.1965, -170.859, -2.66968, 170.859, 2.66968, 288.474, -65.5269, -49.3891, 30.7013, 49.3891, -30.7013, 504.718, -313.807, -177.534, 1.33484, 177.534, -1.33484, 675.579, -343.174, -90.7691, -37.3755, 90.7691, 37.3755, 818.406, -98.8978, 0, 0, 0, 0, 1152.12, -73.5359 ) +} + +[sub_resource type="Curve2D" id=4] +_data = { +"points": PoolVector2Array( 0, 0, 0, 0, -2656.84, -339.234, -429.921, -22.6274, 429.921, 22.6274, -1751.75, -435.401, -169.706, -42.4264, 169.706, 42.4264, -954.131, -226.097, -441.235, -113.137, 441.235, 113.137, -51.8643, -47.9061, -197.99, 0, 197.99, 0, 380.885, 362.216, 0, 0, 0, 0, 912.629, 359.387 ) +} + +[node name="Level" type="Node2D"] +script = ExtResource( 4 ) +music_file = "res://Assets/Audio/Music/JehJehRocket.ogg" + +[node name="TileMap" type="TileMap" parent="."] +tile_set = ExtResource( 50 ) +cell_custom_transform = Transform2D( 1, 0, 0, 1, 0, 0 ) +format = 1 +tile_data = PoolIntArray( -458758, 1610612749, 0, -458757, 1610612749, 0, -458756, 1610612749, 0, -458755, 1610612749, 0, -458754, 13, 0, -458753, 13, 0, -524288, 13, 0, -524287, 13, 0, -524286, 13, 0, -524285, 13, 0, -393222, 1610612749, 0, -393221, 1610612740, 0, -458750, -1073741820, 0, -458749, 13, 0, -327686, 1610612749, 0, -393213, 13, 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100644 index 0000000..1a4d745 --- /dev/null +++ b/Source/Scenes/Player/boost_particle.tscn @@ -0,0 +1,32 @@ +[gd_scene load_steps=5 format=2] + +[ext_resource path="res://Scripts/Player/boost_particle.gd" type="Script" id=1] +[ext_resource path="res://Assets/Graphics/Effects/light.png" type="Texture" id=2] + +[sub_resource type="Curve" id=1] +_data = [ Vector2( 0, 0 ), 0.0, 0.0, 0, 0, Vector2( 0, 1 ), 0.0, 0.0, 0, 0, Vector2( 1, 0 ), 0.0, 0.0, 0, 0 ] + +[sub_resource type="Gradient" id=2] +offsets = PoolRealArray( 0.0913979, 0.27957, 1 ) +colors = PoolColorArray( 0.453125, 0.769287, 1, 1, 0, 0.578125, 1, 1, 0, 0, 0, 0 ) + +[node name="BoostParticle" type="Node2D"] +script = ExtResource( 1 ) + +[node name="Line2D" type="Line2D" parent="."] +light_mask = 0 +position = Vector2( 1, 0 ) +points = PoolVector2Array( 54.595, -0.290733, 53.1473, -9.5338, 41.6769, -12.5406, 20.9636, -9.75653, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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SubResource( 4 ) + +[sub_resource type="Curve" id=6] +_data = [ Vector2( 0, 0 ), 0.0, 0.0, 0, 0, Vector2( 0.0899471, 1 ), 0.0, 0.0, 0, 0, Vector2( 0.374359, 0 ), 0.0, 0.0, 0, 0 ] + +[sub_resource type="CurveTexture" id=7] +curve = SubResource( 6 ) + +[sub_resource type="ParticlesMaterial" id=8] +lifetime_randomness = 1.0 +trail_divisor = 3 +flag_align_y = true +flag_disable_z = true +direction = Vector3( 0, -20, 0 ) +spread = 76.15 +gravity = Vector3( 0, 0, 0 ) +initial_velocity = 100.0 +initial_velocity_random = 1.0 +orbit_velocity = 0.0 +orbit_velocity_random = 1.0 +damping = 90.38 +damping_random = 1.0 +scale = 4.0 +scale_random = 1.0 +scale_curve = SubResource( 7 ) +color_ramp = SubResource( 5 ) + +[node name="Player" type="Area2D"] +collision_layer = 4 +collision_mask = 4 +script = ExtResource( 19 ) +boost_sfx = ExtResource( 17 ) +stomp_sfx = ExtResource( 16 ) +stomp_land_sfx = ExtResource( 18 ) +bounceRing = ExtResource( 55 ) +boostParticle = ExtResource( 57 ) +SKID_ACCEL = 0.1 +JUMP_VELOCITY = 4.0 +can_boost = true + +[node name="playerCollider" type="CollisionShape2D" parent="."] +shape = SubResource( 1 ) + +[node name="Camera2D" type="Camera2D" parent="."] +position = Vector2( 0, -1.05945 ) +current = true +zoom = Vector2( 0.5, 0.5 ) +drag_margin_h_enabled = true +drag_margin_v_enabled = true +smoothing_enabled = true +smoothing_speed = 20.0 +drag_margin_left = 0.0 +drag_margin_top = 0.0 +drag_margin_right = 0.0 +drag_margin_bottom = 0.0 + +[node name="RichTextLabel" type="RichTextLabel" parent="Camera2D"] +visible = false +margin_left = -50.1209 +margin_top = -48.7575 +margin_right = -10.1209 +margin_bottom = -8.75748 +scroll_active = false +__meta__ = { +"_edit_use_anchors_": false +} + +[node name="PlayerSprites" parent="." instance=ExtResource( 1 )] +frame = 1 + +[node name="LeftCast" type="RayCast2D" parent="."] +position = Vector2( -6, -10 ) +enabled = true + +[node name="LeftCastTop" type="RayCast2D" parent="."] +position = Vector2( -8, 10 ) +enabled = true +cast_to = Vector2( 0, -70 ) + +[node name="RightCast" type="RayCast2D" parent="."] +position = Vector2( 6, -10 ) +enabled = true + +[node name="RightCastTop" type="RayCast2D" parent="."] +position = Vector2( 8, 10 ) +enabled = true +cast_to = Vector2( 0, -70 ) + +[node name="LSideCast" type="RayCast2D" parent="."] +position = Vector2( 6, 0 ) +enabled = true +cast_to = Vector2( -50, 0 ) + +[node name="RSideCast" type="RayCast2D" parent="."] +position = Vector2( -6, 0 ) +enabled = true +cast_to = Vector2( 50, 0 ) + +[node name="BoostLine" type="Line2D" parent="."] +visible = false +light_mask = 0 +z_index = -2 +points = PoolVector2Array( 0, 0, -200, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ) +width = 20.0 +default_color = Color( 0.4, 0.501961, 1, 0 ) +gradient = SubResource( 2 ) +texture_mode = 4124 +joint_mode = 2 + +[node name="BoostSprite" parent="." instance=ExtResource( 2 )] +visible = false +frame = 1 + +[node name="sound_boost" type="AudioStreamPlayer" parent="."] +stream = ExtResource( 17 ) +volume_db = -3.0 +bus = "SFX" + +[node name="sound_rail" type="AudioStreamPlayer" parent="."] +stream = ExtResource( 53 ) +volume_db = 3.438 +bus = "SFX" + +[node name="GrindParticles" type="Particles2D" parent="."] +light_mask = 0 +position = Vector2( 1.38243, 13.8875 ) +amount = 500 +randomness = 1.0 +local_coords = false +process_material = SubResource( 8 ) + +[node name="sound_voice" type="AudioStreamPlayer2D" parent="."] +bus = "SFX" +script = ExtResource( 58 ) +hurt = [ ExtResource( 61 ), ExtResource( 59 ), ExtResource( 67 ), ExtResource( 66 ), ExtResource( 63 ) ] +effort = [ ExtResource( 65 ), ExtResource( 64 ), ExtResource( 60 ), ExtResource( 62 ) ] diff --git a/Source/Scenes/Player/sprite_boost.tscn b/Source/Scenes/Player/sprite_boost.tscn new file mode 100644 index 0000000..5572483 --- /dev/null +++ b/Source/Scenes/Player/sprite_boost.tscn @@ -0,0 +1,21 @@ +[gd_scene load_steps=6 format=2] + +[ext_resource path="res://Assets/Graphics/Effects/Boost/sonic_boost_1.png" type="Texture" id=1] +[ext_resource path="res://Assets/Graphics/Effects/Boost/sonic_boost_2.png" type="Texture" id=2] +[ext_resource path="res://Assets/Graphics/Effects/Boost/sonic_boost_0.png" type="Texture" id=3] +[ext_resource path="res://Assets/Graphics/Effects/Boost/sonic_boost_3.png" type="Texture" id=4] + +[sub_resource type="SpriteFrames" id=1] +animations = [ { +"frames": [ ExtResource( 3 ), ExtResource( 1 ), ExtResource( 2 ), ExtResource( 4 ) ], +"loop": true, +"name": "default", +"speed": 25.0 +} ] + +[node name="BoostSprite" type="AnimatedSprite"] +modulate = Color( 1, 1, 1, 0.78451 ) +light_mask = 0 +frames = SubResource( 1 ) +frame = 1 +playing = true diff --git a/Source/Scenes/Player/sprite_player_sonic.tscn b/Source/Scenes/Player/sprite_player_sonic.tscn new file mode 100644 index 0000000..b43c0ca --- /dev/null +++ b/Source/Scenes/Player/sprite_player_sonic.tscn @@ -0,0 +1,213 @@ +[gd_scene load_steps=73 format=2] + +[ext_resource path="res://Assets/Graphics/Player/Sonic/Crouch.png" type="Texture" id=1] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_run4_3.png" type="Texture" id=2] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_run4_4.png" type="Texture" id=3] +[ext_resource path="res://Assets/Graphics/Player/Sonic/spindash.png" type="Texture" id=4] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_run4_2.png" type="Texture" id=5] +[ext_resource path="res://Assets/Graphics/Player/Sonic/grind.png" type="Texture" id=6] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_idle3.png" type="Texture" id=7] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_run4_7.png" type="Texture" id=8] +[ext_resource path="res://Assets/Graphics/Player/Sonic/Sonic_run37.png" type="Texture" id=9] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_walk_1.png" type="Texture" id=10] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_walk_5.png" type="Texture" id=11] +[ext_resource path="res://Assets/Graphics/Player/Sonic/Sonic_run36.png" type="Texture" id=12] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_idle6.png" type="Texture" id=13] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_run2_1.png" type="Texture" id=14] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_walk_6.png" type="Texture" id=15] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_idle4.png" type="Texture" id=16] +[ext_resource path="res://Assets/Graphics/Player/Sonic/Sonic_run34.png" type="Texture" id=17] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_walk_2.png" type="Texture" id=18] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_idle5.png" type="Texture" id=19] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_run2_7.png" type="Texture" id=20] +[ext_resource path="res://Assets/Graphics/Player/Sonic/Sonic_run33.png" type="Texture" id=21] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_walk_0.png" type="Texture" id=22] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_run4_1.png" type="Texture" id=23] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_run4_5.png" type="Texture" id=24] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_walk_3.png" type="Texture" id=25] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_idle0.png" type="Texture" id=26] +[ext_resource path="res://Assets/Graphics/Player/Sonic/Sonic_run32.png" type="Texture" id=27] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_run2_4.png" type="Texture" id=28] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_run2_5.png" type="Texture" id=29] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_run2_6.png" type="Texture" id=30] +[ext_resource path="res://Assets/Graphics/Player/Sonic/hurt.png" type="Texture" id=31] +[ext_resource path="res://Assets/Graphics/Player/Sonic/Sonic_run30.png" type="Texture" id=32] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_run2_2.png" type="Texture" id=33] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_idle2.png" type="Texture" id=34] +[ext_resource path="res://Assets/Graphics/Player/Sonic/roll.png" type="Texture" id=35] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_walk_7.png" type="Texture" id=36] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_run4_0.png" type="Texture" id=37] +[ext_resource path="res://Assets/Graphics/Player/Sonic/Sonic_run35.png" type="Texture" id=38] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_idle7.png" type="Texture" id=39] +[ext_resource path="res://Assets/Graphics/Player/Sonic/railFlip.png" type="Texture" id=40] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_idle1.png" type="Texture" id=41] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_run2_3.png" type="Texture" id=42] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_run2_0.png" type="Texture" id=43] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_walk_4.png" type="Texture" id=44] +[ext_resource path="res://Assets/Graphics/Player/Sonic/sonic_run4_6.png" type="Texture" id=45] +[ext_resource path="res://Assets/Graphics/Player/Sonic/Sonic_run31.png" type="Texture" id=46] + +[sub_resource type="AtlasTexture" id=2] +atlas = ExtResource( 31 ) +region = Rect2( 0, 0, 40, 40 ) + +[sub_resource type="AtlasTexture" id=3] +atlas = ExtResource( 31 ) +region = Rect2( 40, 0, 40, 40 ) + +[sub_resource type="AtlasTexture" id=4] +atlas = ExtResource( 31 ) +region = Rect2( 80, 0, 40, 40 ) + +[sub_resource type="AtlasTexture" id=5] +atlas = ExtResource( 31 ) +region = Rect2( 120, 0, 40, 40 ) + +[sub_resource type="AtlasTexture" id=6] +atlas = ExtResource( 31 ) +region = Rect2( 160, 0, 40, 40 ) + +[sub_resource type="AtlasTexture" id=7] +atlas = ExtResource( 35 ) +region = Rect2( 0, 0, 40, 40 ) + +[sub_resource type="AtlasTexture" id=8] +atlas = ExtResource( 35 ) +region = Rect2( 40, 0, 40, 40 ) + +[sub_resource type="AtlasTexture" id=9] +atlas = ExtResource( 35 ) +region = Rect2( 80, 0, 40, 40 ) + +[sub_resource type="AtlasTexture" id=10] +atlas = ExtResource( 35 ) +region = Rect2( 120, 0, 40, 40 ) + +[sub_resource type="AtlasTexture" id=11] +atlas = ExtResource( 1 ) +region = Rect2( 0, 0, 40, 40 ) + +[sub_resource type="AtlasTexture" id=12] +atlas = ExtResource( 1 ) +region = Rect2( 40, 0, 40, 40 ) + +[sub_resource type="AtlasTexture" id=13] +atlas = ExtResource( 1 ) +region = Rect2( 120, 0, 40, 40 ) + +[sub_resource type="AtlasTexture" id=14] +atlas = ExtResource( 1 ) +region = Rect2( 80, 0, 40, 40 ) + +[sub_resource type="AtlasTexture" id=15] +atlas = ExtResource( 4 ) +region = Rect2( 120, 0, 40, 40 ) + +[sub_resource type="AtlasTexture" id=16] +atlas = ExtResource( 4 ) +region = Rect2( 80, 0, 40, 40 ) + +[sub_resource type="AtlasTexture" id=17] +atlas = ExtResource( 4 ) +region = Rect2( 40, 0, 40, 40 ) + +[sub_resource type="AtlasTexture" id=18] +atlas = ExtResource( 4 ) +region = Rect2( 0, 0, 40, 40 ) + +[sub_resource type="AtlasTexture" id=19] +atlas = ExtResource( 40 ) +region = Rect2( 0, 0, 40, 45 ) + +[sub_resource type="AtlasTexture" id=20] +atlas = ExtResource( 40 ) +region = Rect2( 40, 0, 40, 45 ) + +[sub_resource type="AtlasTexture" id=21] +atlas = ExtResource( 40 ) +region = Rect2( 80, 0, 40, 45 ) + +[sub_resource type="AtlasTexture" id=22] +atlas = ExtResource( 40 ) +region = Rect2( 120, 0, 40, 45 ) + +[sub_resource type="AtlasTexture" id=23] +atlas = ExtResource( 40 ) +region = Rect2( 160, 0, 40, 45 ) + +[sub_resource type="AtlasTexture" id=24] +atlas = ExtResource( 40 ) +region = Rect2( 200, 0, 40, 45 ) + +[sub_resource type="AtlasTexture" id=25] +atlas = ExtResource( 40 ) +region = Rect2( 240, 0, 40, 45 ) + +[sub_resource type="AtlasTexture" id=26] +atlas = ExtResource( 6 ) +region = Rect2( 33, 0, 33, 35 ) + +[sub_resource type="SpriteFrames" id=27] +animations = [ { +"frames": [ ExtResource( 26 ), ExtResource( 41 ), ExtResource( 34 ), ExtResource( 7 ), ExtResource( 16 ), ExtResource( 19 ), ExtResource( 13 ), ExtResource( 39 ) ], +"loop": true, +"name": "idle", +"speed": 5.0 +}, { +"frames": [ SubResource( 2 ), SubResource( 3 ), SubResource( 4 ), SubResource( 5 ), SubResource( 6 ) ], +"loop": false, +"name": "hurt", +"speed": 10.0 +}, { +"frames": [ SubResource( 7 ), SubResource( 8 ), SubResource( 9 ), SubResource( 10 ) ], +"loop": true, +"name": "Roll", +"speed": 16.0 +}, { +"frames": [ SubResource( 11 ), SubResource( 12 ), SubResource( 13 ), SubResource( 14 ), SubResource( 13 ), SubResource( 12 ), SubResource( 11 ) ], +"loop": true, +"name": "Crouch", +"speed": 10.0 +}, { +"frames": [ ExtResource( 43 ), ExtResource( 14 ), ExtResource( 33 ), ExtResource( 42 ), ExtResource( 28 ), ExtResource( 29 ), ExtResource( 30 ), ExtResource( 20 ) ], +"loop": true, +"name": "Run2", +"speed": 15.0 +}, { +"frames": [ SubResource( 15 ), SubResource( 16 ), SubResource( 17 ), SubResource( 18 ) ], +"loop": true, +"name": "Spindash", +"speed": 15.0 +}, { +"frames": [ ExtResource( 22 ), ExtResource( 10 ), ExtResource( 18 ), ExtResource( 25 ), ExtResource( 44 ), ExtResource( 11 ), ExtResource( 15 ), ExtResource( 36 ) ], +"loop": true, +"name": "Walk", +"speed": 8.0 +}, { +"frames": [ SubResource( 19 ), SubResource( 20 ), SubResource( 21 ), SubResource( 22 ), SubResource( 23 ), SubResource( 24 ), SubResource( 25 ) ], +"loop": true, +"name": "railTrick", +"speed": 20.0 +}, { +"frames": [ ExtResource( 32 ), ExtResource( 46 ), ExtResource( 27 ), ExtResource( 21 ), ExtResource( 17 ), ExtResource( 38 ), ExtResource( 12 ), ExtResource( 9 ) ], +"loop": true, +"name": "Run3", +"speed": 18.0 +}, { +"frames": [ ExtResource( 37 ), ExtResource( 23 ), ExtResource( 5 ), ExtResource( 2 ), ExtResource( 3 ), ExtResource( 24 ), ExtResource( 45 ), ExtResource( 8 ) ], +"loop": true, +"name": "Run4", +"speed": 26.0 +}, { +"frames": [ SubResource( 26 ) ], +"loop": true, +"name": "Grind", +"speed": 5.0 +} ] + +[node name="PlayerSprites" type="AnimatedSprite"] +frames = SubResource( 27 ) +animation = "idle" +frame = 1 +playing = true +flip_h = true diff --git a/Source/Scenes/Singletons/config_helper.tscn b/Source/Scenes/Singletons/config_helper.tscn new file mode 100644 index 0000000..ad42ef9 --- /dev/null +++ b/Source/Scenes/Singletons/config_helper.tscn @@ -0,0 +1,7 @@ +[gd_scene load_steps=2 format=2] + +[ext_resource path="res://Scripts/Singletons/config_helper.gd" type="Script" id=1] + +[node name="helper_functions" type="Node"] +pause_mode = 2 +script = ExtResource( 1 ) diff --git a/Source/Scenes/Singletons/game_space.tscn b/Source/Scenes/Singletons/game_space.tscn new file mode 100644 index 0000000..a8e48ec --- /dev/null +++ b/Source/Scenes/Singletons/game_space.tscn @@ -0,0 +1,8 @@ +[gd_scene load_steps=2 format=2] + +[ext_resource path="res://Scripts/Singletons/game_space.gd" type="Script" id=1] + +[node name="game_space" type="Node"] +script = ExtResource( 1 ) + +[node name="level_timer" type="Timer" parent="."] diff --git a/Source/Scenes/Singletons/helper_functions.tscn b/Source/Scenes/Singletons/helper_functions.tscn new file mode 100644 index 0000000..4e840a7 --- /dev/null +++ b/Source/Scenes/Singletons/helper_functions.tscn @@ -0,0 +1,7 @@ +[gd_scene load_steps=2 format=2] + +[ext_resource path="res://Scripts/Singletons/helper_functions.gd" type="Script" id=1] + +[node name="helper_functions" type="Node"] +pause_mode = 2 +script = ExtResource( 1 ) diff --git a/Source/Scenes/Singletons/jingle_player.tscn b/Source/Scenes/Singletons/jingle_player.tscn new file mode 100644 index 0000000..b997906 --- /dev/null +++ b/Source/Scenes/Singletons/jingle_player.tscn @@ -0,0 +1,8 @@ +[gd_scene load_steps=2 format=2] + +[ext_resource path="res://Scripts/Singletons/jingle_player.gd" type="Script" id=1] + +[node name="jingle_player" type="AudioStreamPlayer"] +pause_mode = 2 +bus = "Jingles" +script = ExtResource( 1 ) diff --git a/Source/Scenes/Singletons/music_player.tscn b/Source/Scenes/Singletons/music_player.tscn new file mode 100644 index 0000000..78d8bd1 --- /dev/null +++ b/Source/Scenes/Singletons/music_player.tscn @@ -0,0 +1,8 @@ +[gd_scene load_steps=2 format=2] + +[ext_resource path="res://Scripts/Singletons/music_player.gd" type="Script" id=1] + +[node name="music_player" type="AudioStreamPlayer"] +pause_mode = 2 +bus = "Music" +script = ExtResource( 1 ) diff --git a/Source/Scenes/Singletons/random_helpers.tscn b/Source/Scenes/Singletons/random_helpers.tscn new file mode 100644 index 0000000..8e221de --- /dev/null +++ b/Source/Scenes/Singletons/random_helpers.tscn @@ -0,0 +1,7 @@ +[gd_scene load_steps=2 format=2] + +[ext_resource path="res://Scripts/Singletons/random_helpers.gd" type="Script" id=1] + +[node name="random_helpers" type="Node"] +pause_mode = 2 +script = ExtResource( 1 ) diff --git a/Source/Scenes/Singletons/sound_player.tscn b/Source/Scenes/Singletons/sound_player.tscn new file mode 100644 index 0000000..1d270de --- /dev/null +++ b/Source/Scenes/Singletons/sound_player.tscn @@ -0,0 +1,8 @@ +[gd_scene load_steps=2 format=2] + +[ext_resource path="res://Scripts/Singletons/sound_player.gd" type="Script" id=1] + +[node name="SoundPlayer" type="AudioStreamPlayer"] +pause_mode = 2 +bus = "SFX" +script = ExtResource( 1 ) diff --git a/Source/Scenes/UI/HUD/debug_hud.tscn b/Source/Scenes/UI/HUD/debug_hud.tscn new file mode 100644 index 0000000..3ff5ac7 --- /dev/null +++ b/Source/Scenes/UI/HUD/debug_hud.tscn @@ -0,0 +1,189 @@ +[gd_scene load_steps=3 format=2] + +[ext_resource path="res://Assets/Fonts/IBMPlexMono-Regular-16.tres" type="DynamicFont" id=1] +[ext_resource path="res://Scripts/UI/HUD/debug_hud.gd" type="Script" id=2] + +[node name="debug_hud" type="CanvasLayer"] +layer = 64 +script = ExtResource( 2 ) + +[node name="Position" type="Label" parent="."] +margin_left = 800.0 +margin_right = 1020.0 +margin_bottom = 22.0 +custom_colors/font_color = Color( 1, 1, 1, 1 ) +custom_colors/font_color_shadow = Color( 0, 0, 0, 1 ) +custom_fonts/font = ExtResource( 1 ) +text = "POSITION: XXXXX, YYYYY" +__meta__ = { +"_edit_use_anchors_": false +} + +[node name="Velocity" type="Label" parent="."] +margin_left = 800.0 +margin_top = 23.0 +margin_right = 1020.0 +margin_bottom = 45.0 +custom_colors/font_color = Color( 1, 1, 1, 1 ) +custom_colors/font_color_shadow = Color( 0, 0, 0, 1 ) +custom_fonts/font = ExtResource( 1 ) +text = "VELOCITY: XXXXX, YYYYY" +__meta__ = { +"_edit_use_anchors_": false +} + +[node name="FPS" type="Label" parent="."] +margin_left = 800.0 +margin_top = 49.0 +margin_right = 1020.0 +margin_bottom = 71.0 +custom_colors/font_color = Color( 1, 1, 1, 1 ) +custom_colors/font_color_shadow = Color( 0, 0, 0, 1 ) +custom_fonts/font = ExtResource( 1 ) +text = "FPS: XXXXX" +__meta__ = { +"_edit_use_anchors_": false +} + +[node name="Boosting" type="Label" parent="."] +margin_left = 800.0 +margin_top = 71.0 +margin_right = 1020.0 +margin_bottom = 93.0 +custom_colors/font_color = Color( 1, 1, 1, 1 ) +custom_colors/font_color_shadow = Color( 0, 0, 0, 1 ) +custom_fonts/font = ExtResource( 1 ) +text = "IS BOOSTING: NO" +__meta__ = { +"_edit_use_anchors_": false +} + +[node name="Crouching" type="Label" parent="."] +margin_left = 800.0 +margin_top = 93.0 +margin_right = 1020.0 +margin_bottom = 115.0 +custom_colors/font_color = Color( 1, 1, 1, 1 ) +custom_colors/font_color_shadow = Color( 0, 0, 0, 1 ) +custom_fonts/font = ExtResource( 1 ) +text = "IS BOOSTING: NO" +__meta__ = { +"_edit_use_anchors_": false +} + +[node name="Flying" type="Label" parent="."] +margin_left = 800.0 +margin_top = 115.0 +margin_right = 1020.0 +margin_bottom = 137.0 +custom_colors/font_color = Color( 1, 1, 1, 1 ) +custom_colors/font_color_shadow = Color( 0, 0, 0, 1 ) +custom_fonts/font = ExtResource( 1 ) +text = "IS BOOSTING: NO" +__meta__ = { +"_edit_use_anchors_": false +} + +[node name="Grinding" type="Label" parent="."] +margin_left = 800.0 +margin_top = 135.0 +margin_right = 1020.0 +margin_bottom = 157.0 +custom_colors/font_color = Color( 1, 1, 1, 1 ) +custom_colors/font_color_shadow = Color( 0, 0, 0, 1 ) +custom_fonts/font = ExtResource( 1 ) +text = "IS BOOSTING: NO" +__meta__ = { +"_edit_use_anchors_": false +} + +[node name="Gliding" type="Label" parent="."] +margin_left = 800.0 +margin_top = 155.0 +margin_right = 1020.0 +margin_bottom = 177.0 +custom_colors/font_color = Color( 1, 1, 1, 1 ) +custom_colors/font_color_shadow = Color( 0, 0, 0, 1 ) +custom_fonts/font = ExtResource( 1 ) +text = "IS BOOSTING: NO" +__meta__ = { +"_edit_use_anchors_": false +} + +[node name="Jumping" type="Label" parent="."] +margin_left = 800.0 +margin_top = 177.0 +margin_right = 1020.0 +margin_bottom = 199.0 +custom_colors/font_color = Color( 1, 1, 1, 1 ) +custom_colors/font_color_shadow = Color( 0, 0, 0, 1 ) +custom_fonts/font = ExtResource( 1 ) +text = "IS BOOSTING: NO" +__meta__ = { +"_edit_use_anchors_": false +} + +[node name="Rolling" type="Label" parent="."] +margin_left = 800.0 +margin_top = 199.0 +margin_right = 1020.0 +margin_bottom = 221.0 +custom_colors/font_color = Color( 1, 1, 1, 1 ) +custom_colors/font_color_shadow = Color( 0, 0, 0, 1 ) +custom_fonts/font = ExtResource( 1 ) +text = "IS BOOSTING: NO" +__meta__ = { +"_edit_use_anchors_": false +} + +[node name="Spindashing" type="Label" parent="."] +margin_left = 800.0 +margin_top = 221.0 +margin_right = 1020.0 +margin_bottom = 243.0 +custom_colors/font_color = Color( 1, 1, 1, 1 ) +custom_colors/font_color_shadow = Color( 0, 0, 0, 1 ) +custom_fonts/font = ExtResource( 1 ) +text = "IS BOOSTING: NO" +__meta__ = { +"_edit_use_anchors_": false +} + +[node name="Stomping" type="Label" parent="."] +margin_left = 800.0 +margin_top = 243.0 +margin_right = 1020.0 +margin_bottom = 265.0 +custom_colors/font_color = Color( 1, 1, 1, 1 ) +custom_colors/font_color_shadow = Color( 0, 0, 0, 1 ) +custom_fonts/font = ExtResource( 1 ) +text = "IS BOOSTING: NO" +__meta__ = { +"_edit_use_anchors_": false +} + +[node name="Tricking" type="Label" parent="."] +margin_left = 800.0 +margin_top = 267.0 +margin_right = 1020.0 +margin_bottom = 289.0 +custom_colors/font_color = Color( 1, 1, 1, 1 ) +custom_colors/font_color_shadow = Color( 0, 0, 0, 1 ) +custom_fonts/font = ExtResource( 1 ) +text = "IS BOOSTING: NO" +__meta__ = { +"_edit_use_anchors_": false +} + +[node name="Unmoveable" type="Label" parent="."] +margin_left = 800.0 +margin_top = 289.0 +margin_right = 1020.0 +margin_bottom = 311.0 +custom_colors/font_color = Color( 1, 1, 1, 1 ) +custom_colors/font_color_shadow = Color( 0, 0, 0, 1 ) +custom_fonts/font = ExtResource( 1 ) +text = "IS BOOSTING: NO" +__meta__ = { +"_edit_use_anchors_": false +} diff --git a/Source/Scenes/UI/HUD/game_hud.tscn b/Source/Scenes/UI/HUD/game_hud.tscn new file mode 100644 index 0000000..b9f3ed8 --- /dev/null +++ b/Source/Scenes/UI/HUD/game_hud.tscn @@ -0,0 +1,31 @@ +[gd_scene load_steps=7 format=2] + +[ext_resource path="res://Scripts/UI/HUD/game_hud.gd" type="Script" id=1] +[ext_resource path="res://Scenes/UI/HUD/hud_rings.tscn" type="PackedScene" id=2] +[ext_resource path="res://Scenes/UI/HUD/hud_score.tscn" type="PackedScene" id=3] +[ext_resource path="res://Scenes/UI/HUD/hud_timer.tscn" type="PackedScene" id=4] +[ext_resource path="res://Scenes/UI/HUD/hud_lives.tscn" type="PackedScene" id=5] +[ext_resource path="res://Scenes/UI/HUD/hud_boost.tscn" type="PackedScene" id=6] + +[node name="game_hud" type="CanvasLayer"] +layer = 32 +script = ExtResource( 1 ) + +[node name="hud_rings" parent="." instance=ExtResource( 2 )] +position = Vector2( 8, 8 ) + +[node name="hud_score" parent="." instance=ExtResource( 3 )] +position = Vector2( 8, 40 ) + +[node name="hud_timer" parent="." instance=ExtResource( 4 )] +position = Vector2( 8, 72 ) + +[node name="hud_lives" parent="." instance=ExtResource( 5 )] +position = Vector2( 8, 512 ) + +[node name="hud_boost" parent="." instance=ExtResource( 6 )] +margin_left = 16.0 +margin_top = 446.0 +margin_right = 736.0 +margin_bottom = 566.0 +rect_scale = Vector2( 0.35, 0.35 ) diff --git a/Source/Scenes/UI/HUD/hud_boost.tscn b/Source/Scenes/UI/HUD/hud_boost.tscn new file mode 100644 index 0000000..1fc236d --- /dev/null +++ b/Source/Scenes/UI/HUD/hud_boost.tscn @@ -0,0 +1,18 @@ +[gd_scene load_steps=4 format=2] + +[ext_resource path="res://Assets/Graphics/UI/HUD/hud_boost_bar_under.png" type="Texture" id=1] +[ext_resource path="res://Assets/Graphics/UI/HUD/hud_boost_bar.png" type="Texture" id=2] +[ext_resource path="res://Assets/Graphics/UI/HUD/hud_boost_bar_over.png" type="Texture" id=3] + +[node name="hud_boost" type="TextureProgress"] +margin_right = 40.0 +margin_bottom = 40.0 +max_value = 60.0 +step = 0.05 +value = 20.0 +texture_under = ExtResource( 1 ) +texture_over = ExtResource( 3 ) +texture_progress = ExtResource( 2 ) +__meta__ = { +"_edit_use_anchors_": false +} diff --git a/Source/Scenes/UI/HUD/hud_lives.tscn b/Source/Scenes/UI/HUD/hud_lives.tscn new file mode 100644 index 0000000..f7dff74 --- /dev/null +++ b/Source/Scenes/UI/HUD/hud_lives.tscn @@ -0,0 +1,19 @@ +[gd_scene load_steps=3 format=2] + +[ext_resource path="res://Assets/Graphics/UI/HUD/hud_lives_sonic.svg" type="Texture" id=1] +[ext_resource path="res://Assets/Fonts/NiseSegaSonic-Regular-30.tres" type="DynamicFont" id=2] + +[node name="hud_lives" type="Sprite"] +texture = ExtResource( 1 ) +centered = false + +[node name="count" type="Label" parent="."] +margin_left = 72.0 +margin_top = 8.0 +margin_right = 141.0 +margin_bottom = 39.0 +custom_fonts/font = ExtResource( 2 ) +text = "3" +__meta__ = { +"_edit_use_anchors_": false +} diff --git a/Source/Scenes/UI/HUD/hud_rings.tscn b/Source/Scenes/UI/HUD/hud_rings.tscn new file mode 100644 index 0000000..ad986eb --- /dev/null +++ b/Source/Scenes/UI/HUD/hud_rings.tscn @@ -0,0 +1,55 @@ +[gd_scene load_steps=5 format=2] + +[ext_resource path="res://Assets/Graphics/UI/HUD/hud_rings.svg" type="Texture" id=1] +[ext_resource path="res://Assets/Fonts/NiseSegaSonic-Regular-30.tres" type="DynamicFont" id=2] + +[sub_resource type="Animation" id=1] +resource_name = "default" +tracks/0/type = "value" +tracks/0/path = NodePath(".:frame") +tracks/0/interp = 1 +tracks/0/loop_wrap = true +tracks/0/imported = false +tracks/0/enabled = true +tracks/0/keys = { +"times": PoolRealArray( 0 ), +"transitions": PoolRealArray( 1 ), +"update": 1, +"values": [ 0 ] +} + +[sub_resource type="Animation" id=2] +resource_name = "no_rings" +loop = true +tracks/0/type = "value" +tracks/0/path = NodePath(".:frame") +tracks/0/interp = 1 +tracks/0/loop_wrap = true +tracks/0/imported = false +tracks/0/enabled = true +tracks/0/keys = { +"times": PoolRealArray( 0, 0.25, 0.5, 0.75, 1 ), +"transitions": PoolRealArray( 1, 1, 1, 1, 1 ), +"update": 1, +"values": [ 0, 1, 0, 1, 0 ] +} + +[node name="hud_rings" type="Sprite"] +texture = ExtResource( 1 ) +centered = false +hframes = 2 +frame = 1 + +[node name="AnimationPlayer" type="AnimationPlayer" parent="."] +anims/default = SubResource( 1 ) +anims/no_rings = SubResource( 2 ) + +[node name="count" type="Label" parent="."] +margin_left = 184.0 +margin_right = 253.0 +margin_bottom = 31.0 +custom_fonts/font = ExtResource( 2 ) +text = "0" +__meta__ = { +"_edit_use_anchors_": false +} diff --git a/Source/Scenes/UI/HUD/hud_score.tscn b/Source/Scenes/UI/HUD/hud_score.tscn new file mode 100644 index 0000000..a348056 --- /dev/null +++ b/Source/Scenes/UI/HUD/hud_score.tscn @@ -0,0 +1,18 @@ +[gd_scene load_steps=3 format=2] + +[ext_resource path="res://Assets/Graphics/UI/HUD/hud_score.svg" type="Texture" id=1] +[ext_resource path="res://Assets/Fonts/NiseSegaSonic-Regular-30.tres" type="DynamicFont" id=2] + +[node name="hud_score" type="Sprite"] +texture = ExtResource( 1 ) +centered = false + +[node name="count" type="Label" parent="."] +margin_left = 184.0 +margin_right = 253.0 +margin_bottom = 31.0 +custom_fonts/font = ExtResource( 2 ) +text = "0" +__meta__ = { +"_edit_use_anchors_": false +} diff --git a/Source/Scenes/UI/HUD/hud_timer.tscn b/Source/Scenes/UI/HUD/hud_timer.tscn new file mode 100644 index 0000000..95f3da8 --- /dev/null +++ b/Source/Scenes/UI/HUD/hud_timer.tscn @@ -0,0 +1,52 @@ +[gd_scene load_steps=5 format=2] + +[ext_resource path="res://Assets/Graphics/UI/HUD/hud_time.svg" type="Texture" id=1] +[ext_resource path="res://Assets/Fonts/NiseSegaSonic-Regular-30.tres" type="DynamicFont" id=2] + +[sub_resource type="Animation" id=1] +resource_name = "default" +tracks/0/type = "value" +tracks/0/path = NodePath(".:frame") +tracks/0/interp = 1 +tracks/0/loop_wrap = true +tracks/0/imported = false +tracks/0/enabled = true +tracks/0/keys = { +"times": PoolRealArray( 0 ), +"transitions": PoolRealArray( 1 ), +"update": 1, +"values": [ 0 ] +} + +[sub_resource type="Animation" id=2] +resource_name = "time_running_out" +loop = true +tracks/0/type = "bezier" +tracks/0/path = NodePath(".:frame") +tracks/0/interp = 1 +tracks/0/loop_wrap = true +tracks/0/imported = false +tracks/0/enabled = true +tracks/0/keys = { +"points": PoolRealArray( 0, -0.25, 0, 0.25, 0, 1, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, 1, -0.25, 0, 0.25, 0 ), +"times": PoolRealArray( 0, 0.2, 0.5, 0.7 ) +} + +[node name="hud_timer" type="Sprite"] +texture = ExtResource( 1 ) +centered = false +hframes = 2 + +[node name="AnimationPlayer" type="AnimationPlayer" parent="."] +anims/default = SubResource( 1 ) +anims/time_running_out = SubResource( 2 ) + +[node name="count" type="Label" parent="."] +margin_left = 184.0 +margin_right = 284.0 +margin_bottom = 31.0 +custom_fonts/font = ExtResource( 2 ) +text = "00:00" +__meta__ = { +"_edit_use_anchors_": false +} diff --git a/Source/Scenes/UI/main_menu.tscn b/Source/Scenes/UI/main_menu.tscn new file mode 100644 index 0000000..a6f8571 --- /dev/null +++ b/Source/Scenes/UI/main_menu.tscn @@ -0,0 +1,21 @@ +[gd_scene load_steps=3 format=2] + +[ext_resource path="res://Assets/UI/theme_default.tres" type="Theme" id=2] +[ext_resource path="res://Scenes/UI/menu_main.tscn" type="PackedScene" id=4] + +[node name="main_menu" type="Control"] +theme = ExtResource( 2 ) +__meta__ = { +"_edit_use_anchors_": false, +"_editor_description_": "Holding scene for the main menu. menu_main.tscn does all the heavy lifting." +} + +[node name="TextureRect" type="TextureRect" parent="."] +margin_right = 1024.0 +margin_bottom = 576.0 +rect_scale = Vector2( 0.25, 0.25 ) +__meta__ = { +"_edit_use_anchors_": false +} + +[node name="menu_main" parent="." instance=ExtResource( 4 )] diff --git a/Source/Scenes/UI/menu_main.tscn b/Source/Scenes/UI/menu_main.tscn new file mode 100644 index 0000000..f084a99 --- /dev/null +++ b/Source/Scenes/UI/menu_main.tscn @@ -0,0 +1,43 @@ +[gd_scene load_steps=3 format=2] + +[ext_resource path="res://Assets/UI/theme_default.tres" type="Theme" id=1] +[ext_resource path="res://Scripts/UI/menu_main.gd" type="Script" id=2] + +[node name="menu_main" type="VBoxContainer"] +margin_left = 128.0 +margin_top = 320.0 +margin_right = 896.0 +margin_bottom = 512.0 +focus_mode = 2 +theme = ExtResource( 1 ) +custom_constants/separation = 12 +alignment = 2 +script = ExtResource( 2 ) +__meta__ = { +"_edit_use_anchors_": false, +"_editor_description_": "Default main menu for a game/app." +} + +[node name="btnNewGame" type="Button" parent="."] +margin_top = 84.0 +margin_right = 768.0 +margin_bottom = 112.0 +hint_tooltip = "Start a new game!" +text = "NEW GAME" + +[node name="btnOptions" type="Button" parent="."] +margin_top = 124.0 +margin_right = 768.0 +margin_bottom = 152.0 +hint_tooltip = "Choose options such as screen size, volume etc." +text = "OPTIONS" +__meta__ = { +"_edit_use_anchors_": false +} + +[node name="btnQuit" type="Button" parent="."] +margin_top = 164.0 +margin_right = 768.0 +margin_bottom = 192.0 +hint_tooltip = "Leave the game!" +text = "QUIT" diff --git a/Source/Scenes/UI/menu_options.tscn b/Source/Scenes/UI/menu_options.tscn new file mode 100644 index 0000000..94a94fc --- /dev/null +++ b/Source/Scenes/UI/menu_options.tscn @@ -0,0 +1,115 @@ +[gd_scene load_steps=4 format=2] + +[ext_resource path="res://Assets/UI/theme_default.tres" type="Theme" id=1] +[ext_resource path="res://Scripts/UI/menu_options.gd" type="Script" id=2] +[ext_resource path="res://Assets/Fonts/IBMPlexMono-Regular-16.tres" type="DynamicFont" id=3] + +[node name="menu_options" type="VBoxContainer"] +pause_mode = 2 +margin_left = 64.0 +margin_right = 964.0 +margin_bottom = 576.0 +focus_mode = 2 +theme = ExtResource( 1 ) +custom_constants/separation = 12 +alignment = 1 +script = ExtResource( 2 ) +__meta__ = { +"_edit_use_anchors_": false, +"_editor_description_": "Options menu for the game/app." +} + +[node name="header_text" type="Label" parent="."] +margin_top = 175.0 +margin_right = 900.0 +margin_bottom = 197.0 +custom_colors/font_color_shadow = Color( 0, 0, 0, 1 ) +text = "OPTIONS" +align = 1 +valign = 1 + +[node name="options_tabholder" type="TabContainer" parent="."] +margin_top = 209.0 +margin_right = 900.0 +margin_bottom = 361.0 +tab_align = 0 + +[node name="Options" type="VBoxContainer" parent="options_tabholder"] +anchor_right = 1.0 +anchor_bottom = 1.0 +margin_left = 4.0 +margin_top = 40.0 +margin_right = -4.0 +margin_bottom = -4.0 + +[node name="btn_fullscreencheck" type="CheckBox" parent="options_tabholder/Options"] +margin_right = 892.0 +margin_bottom = 30.0 +hint_tooltip = "Toggle between using the full screen or not" +text = "FULL SCREEN" + +[node name="volume_master" type="HSplitContainer" parent="options_tabholder/Options"] +margin_top = 34.0 +margin_right = 892.0 +margin_bottom = 56.0 +split_offset = 16 +dragger_visibility = 2 + +[node name="Label" type="Label" parent="options_tabholder/Options/volume_master"] +margin_right = 206.0 +margin_bottom = 22.0 +custom_fonts/font = ExtResource( 3 ) +text = "Master Volume: 000%" + +[node name="volume_master_slider" type="HSlider" parent="options_tabholder/Options/volume_master"] +margin_left = 206.0 +margin_right = 892.0 +margin_bottom = 16.0 +max_value = 1.0 +step = 0.05 + +[node name="volume_music" type="HSplitContainer" parent="options_tabholder/Options"] +margin_top = 60.0 +margin_right = 892.0 +margin_bottom = 82.0 +split_offset = 16 +dragger_visibility = 2 + +[node name="Label" type="Label" parent="options_tabholder/Options/volume_music"] +margin_right = 206.0 +margin_bottom = 22.0 +custom_fonts/font = ExtResource( 3 ) +text = "Music Volume: 000%" + +[node name="volume_music_slider" type="HSlider" parent="options_tabholder/Options/volume_music"] +margin_left = 206.0 +margin_right = 892.0 +margin_bottom = 16.0 +max_value = 1.0 +step = 0.05 + +[node name="volume_sound" type="HSplitContainer" parent="options_tabholder/Options"] +margin_top = 86.0 +margin_right = 892.0 +margin_bottom = 108.0 +split_offset = 16 +dragger_visibility = 2 + +[node name="Label" type="Label" parent="options_tabholder/Options/volume_sound"] +margin_right = 206.0 +margin_bottom = 22.0 +custom_fonts/font = ExtResource( 3 ) +text = "Sound Volume: 000%" + +[node name="volume_sound_slider" type="HSlider" parent="options_tabholder/Options/volume_sound"] +margin_left = 206.0 +margin_right = 892.0 +margin_bottom = 16.0 +max_value = 1.0 +step = 0.05 + +[node name="btn_goback" type="Button" parent="."] +margin_top = 373.0 +margin_right = 900.0 +margin_bottom = 401.0 +text = "BACK" diff --git a/Source/Scenes/UI/zone_intro.tscn b/Source/Scenes/UI/zone_intro.tscn new file mode 100644 index 0000000..ef6f284 --- /dev/null +++ b/Source/Scenes/UI/zone_intro.tscn @@ -0,0 +1,91 @@ +[gd_scene load_steps=6 format=2] + +[ext_resource path="res://Assets/Graphics/UI/Zones/Flow_Engine_banner.svg" type="Texture" id=1] +[ext_resource path="res://Assets/Graphics/UI/Zones/Test_Zone-logo.svg" type="Texture" id=2] +[ext_resource path="res://Scripts/UI/zone_intro.gd" type="Script" id=3] + +[sub_resource type="Animation" id=1] +length = 0.001 +tracks/0/type = "value" +tracks/0/path = NodePath("banner:position") +tracks/0/interp = 1 +tracks/0/loop_wrap = true +tracks/0/imported = false +tracks/0/enabled = true +tracks/0/keys = { +"times": PoolRealArray( 0 ), +"transitions": PoolRealArray( 1 ), +"update": 0, +"values": [ Vector2( 128, -576 ) ] +} +tracks/1/type = "value" +tracks/1/path = NodePath("zone_logo:position") +tracks/1/interp = 1 +tracks/1/loop_wrap = true +tracks/1/imported = false +tracks/1/enabled = true +tracks/1/keys = { +"times": PoolRealArray( 0 ), +"transitions": PoolRealArray( 1 ), +"update": 0, +"values": [ Vector2( 468, -576 ) ] +} +tracks/2/type = "value" +tracks/2/path = NodePath("AnimationPlayer:root_node") +tracks/2/interp = 1 +tracks/2/loop_wrap = true +tracks/2/imported = false +tracks/2/enabled = true +tracks/2/keys = { +"times": PoolRealArray( 0 ), +"transitions": PoolRealArray( 1 ), +"update": 0, +"values": [ NodePath("..") ] +} + +[sub_resource type="Animation" id=2] +resource_name = "intro_in" +length = 2.0 +tracks/0/type = "value" +tracks/0/path = NodePath("banner:position") +tracks/0/interp = 1 +tracks/0/loop_wrap = true +tracks/0/imported = false +tracks/0/enabled = true +tracks/0/keys = { +"times": PoolRealArray( 0, 0.2, 1.5, 2 ), +"transitions": PoolRealArray( 1, 1, 1, 1 ), +"update": 0, +"values": [ Vector2( 128, -576 ), Vector2( 128, 0 ), Vector2( 128, 0 ), Vector2( 128, 577 ) ] +} +tracks/1/type = "value" +tracks/1/path = NodePath("zone_logo:position") +tracks/1/interp = 1 +tracks/1/loop_wrap = true +tracks/1/imported = false +tracks/1/enabled = true +tracks/1/keys = { +"times": PoolRealArray( 0, 0.2, 0.5, 1.5, 2 ), +"transitions": PoolRealArray( 1, 1, 1, 1, 1 ), +"update": 0, +"values": [ Vector2( 468, -576 ), Vector2( 468, -576 ), Vector2( 468, 138 ), Vector2( 468, 138 ), Vector2( 468, 577 ) ] +} + +[node name="zone_intro" type="Node2D"] +z_as_relative = false +script = ExtResource( 3 ) + +[node name="banner" type="Sprite" parent="."] +position = Vector2( 128, -576 ) +z_as_relative = false +texture = ExtResource( 1 ) +centered = false + +[node name="zone_logo" type="Sprite" parent="."] +position = Vector2( 468, -576 ) +texture = ExtResource( 2 ) +centered = false + +[node name="AnimationPlayer" type="AnimationPlayer" parent="."] +anims/RESET = SubResource( 1 ) +anims/intro_in = SubResource( 2 ) diff --git a/Source/Scenes/scn_preload.tscn b/Source/Scenes/scn_preload.tscn new file mode 100644 index 0000000..1ec9eaa --- /dev/null +++ b/Source/Scenes/scn_preload.tscn @@ -0,0 +1,9 @@ +[gd_scene load_steps=2 format=2] + +[ext_resource path="res://Scripts/scn_preload.gd" type="Script" id=1] + +[node name="Preloader" type="Node2D"] +script = ExtResource( 1 ) +__meta__ = { +"_editor_description_": "Where things get (pre)loaded for convenience's sake." +} diff --git a/Source/Scripts/Enemies/enemy_eggpawn.gd b/Source/Scripts/Enemies/enemy_eggpawn.gd new file mode 100644 index 0000000..ac357e1 --- /dev/null +++ b/Source/Scripts/Enemies/enemy_eggpawn.gd @@ -0,0 +1,51 @@ +### enemy_eggpawn.gd +# A generic test enemy. + +extends "res://Scripts/Enemies/enemy_generic.gd" + +# The basic pawn is updated every frame. +func _process (_delta) -> void: + if (hits_left > 0): # So long as the enemy has hits left... + # ...do a stupid simple AI routine. Simply move by x pixels per frame + position.x -= abs (random_helpers.RNG.randf_range (0.1, 0.5)) + else: + # This enemy is no more. + # calculations for the explosion animation. + # Applies velocity, rotates, and then applies gravity + position += explode_velocity + rotation += 0.1 + explode_velocity.y += 0.2 + if (explode_velocity.y > 10): # After a certain point, free them. + queue_free () + return + +## _on_enemy_area_entered +# Something has collided with this, what is it and what happens next? +func _on_enemy_area_entered (area) -> void: + if (area is game_space.player_class and hits_left > 0): # The player is hitting the egg pawn... + # If the player isn't attacking, hurt the player. + if (not area.is_player_attacking ()): + area.hurt_player () + return + elif (area.state == -1): # Bounce a bit back into the air if attacking from above. + area.player_velocity.y = -5 + if (area.is_player_attacking ()): # Carry out the attack. + hits_left = hits_left - 1 + if (hits_left > 0): # More than one hit remaining means the enemy survives for now. + return + + # This enemy is dead... + game_space.score += points_value + var newNode = boostParticle.instance () + newNode.position = position + newNode.boostValue = 2 + get_node ("/root/Level").add_child (newNode) + + # Set the velocity to match the player's speed, with a few constraints. + explode_velocity = area.get ("player_velocity") * 1.5 + explode_velocity.y = min (explode_velocity.y, 10) + explode_velocity.y -= 7 + + # Play the explosion sfx. + sound_player.play_sound ("enemy_boom") + return diff --git a/Source/Scripts/Enemies/enemy_generic.gd b/Source/Scripts/Enemies/enemy_generic.gd new file mode 100644 index 0000000..f5ce2bf --- /dev/null +++ b/Source/Scripts/Enemies/enemy_generic.gd @@ -0,0 +1,20 @@ +### enemy_generic.gd +# Generic script for all enemies. Contains the variables and any functions that all enemies rely upon. + +extends Area2D + +export(PackedScene) var boostParticle + +# How many hits does the enemy have left before being destroyed? +export(int) var hits_left = 1 + +# How much is this enemy worth in points? +export(int) var points_value = 100 + +# keeps track of the pawn's velocity once it has "exploded" +var explode_velocity := Vector2.ZERO + +func _ready () -> void: + # The function that this refers to should be created in the actual scripts for enemies. + helper_functions._whocares = self.connect ("area_entered", self, "_on_enemy_area_entered") + return diff --git a/Source/Scripts/LevelItems/air_furniture.gd b/Source/Scripts/LevelItems/air_furniture.gd new file mode 100644 index 0000000..042180c --- /dev/null +++ b/Source/Scripts/LevelItems/air_furniture.gd @@ -0,0 +1,66 @@ +## air_furniture.gd +# controls "air furniture", such as springs, boost rings etc. + +extends Area2D + +# how strong is it? +export(float) var STRENGTH = 7 +# does the force the player to go in the direction it is facing? +export(bool) var DIRECTED = false +# add a scaling effect (usually for boost rings) +export(bool) var furniture_scaling = false + +onready var animation = find_node ("AnimatedSprite") # stores the animated sprite +onready var sound = find_node ("AudioStreamPlayer") # stores the audio stream player +var scaling := 1.0 # stores the current scale + +func _ready () -> void: + helper_functions._whocares = self.connect ("area_entered", self, "_on_Area2D_area_entered") + return + +func _on_Area2D_area_entered (area) -> void: + if (area is game_space.player_class): # The player is colliding. + + # calculate what vector to launch the player in + var launchVector := Vector2 (0, -STRENGTH).rotated (rotation) + + # If undirected, calculate how fast the player is moving perpendicularly to it. + var sideVector = (Vector2.ZERO if DIRECTED else area.player_velocity.dot (launchVector.normalized ().rotated (PI / 2))\ + *launchVector.normalized ().rotated (PI / 2)) + + # Calculate the final vector to throw the player in. + var finalVector = sideVector + launchVector + + # DEBUGGING ONLY: print out the values. + print_debug ("sideVector: ", sideVector, " launchVector: ", launchVector, " finalVector: ", finalVector) + + # set the player's velocity to the final vector + area.player_velocity = finalVector + # set the player to the air state + area.state = -1 + # The player didn't jump here... + area.can_jump_short = false + # set the player's position to this position + area.position = position + # if the player stomped on it, they are no longer stomping + area.is_stomping = false + + # set the player's sprite rotation to their rotation + area.find_node ("PlayerSprites").rotation = area.rotation + # reset the player's rotation (this is typically how the player works in the air) + area.rotation = 0 + + # set the current animation frame to 0 + animation.frame = 0 + # play the attached sound + sound.play () + # scale it (only applies if "furniture_scaling" is enabled) + scaling = 2 + return + +func _process (_delta) -> void: + # set and lerp scale if furniture_scaling is enabled + if (furniture_scaling): + scale = Vector2 (scaling, scaling) + scaling = lerp (scaling, 1, 0.1) + return diff --git a/Source/Scripts/LevelItems/death_plane.gd b/Source/Scripts/LevelItems/death_plane.gd new file mode 100644 index 0000000..6162a1e --- /dev/null +++ b/Source/Scripts/LevelItems/death_plane.gd @@ -0,0 +1,19 @@ +### death_plane.gd +# Controls the "plane of death". + +extends Area2D + +func _ready () -> void: + helper_functions._whocares = self.connect ("area_entered", self, "_on_DeathPlane_area_entered") + return + +## _on_DeathPlane_area_entered +# Something has entered the death plane, deal with it. +func _on_DeathPlane_area_entered (area) -> void: + if (area is game_space.player_class): + # If the player has entered the death plane, they lose a life. + game_space.lives -= 1 + else: # Anything else gets destroyed. + print_debug (area.name, " has entered the death plane.") + area.queue_free () + return diff --git a/Source/Scripts/LevelItems/goal_post.gd b/Source/Scripts/LevelItems/goal_post.gd new file mode 100644 index 0000000..36624db --- /dev/null +++ b/Source/Scripts/LevelItems/goal_post.gd @@ -0,0 +1,33 @@ +## goal_post.gd +# Controls the "goalpost" - the end of the current level. +# When it's touched, it'll play an animation. Once that animation has finished, it'll do the end-of-level stuff. + +extends Area2D + +var goaled:bool = false + +# Called when the node enters the scene tree for the first time. +func _ready () -> void: + helper_functions._whocares = self.connect ("area_entered", self, "hit_goalpost") + helper_functions._whocares = $"AnimationPlayer".connect ("animation_finished", self, "goalpost_raised") + return + +## hit_goalpost +# Called when something passes by the goalpost. If it's the player, then it'll trigger the end-of-level sequence. +# This handles the end-of-level animation, everything else should be handled by goalpost_raised. +func hit_goalpost (body) -> void: + if (body is game_space.player_class and not goaled): # Player has passed the goalpost. + goaled = true + $"AnimationPlayer".play ("goal") + sound_player.play_sound ("goalpost") + if (OS.is_debug_build ()): + printerr ("Goal post passed!") + return + +## goalpost_raised +# Once the end-of-level animation has been played, start with everything else. +func goalpost_raised (_xxx) -> void: + printerr ("TODO: End of level stuff here!") + game_space.player_node.is_unmoveable = true + jingle_player.play_jingle ("res://Assets/Audio/Jingles/Mission_Complete.ogg", false) + return diff --git a/Source/Scripts/LevelItems/grind_rail.gd b/Source/Scripts/LevelItems/grind_rail.gd new file mode 100644 index 0000000..db60c81 --- /dev/null +++ b/Source/Scripts/LevelItems/grind_rail.gd @@ -0,0 +1,38 @@ +## grind_rail.gd +# the system for creating rails from curves in Godot + +extends Path2D + +# line holds a reference to the Line2D (line renderer) node +onready var rail_line = get_node ("Line2D") +# coll holds a reference to the collision polygon +onready var rail_collision = get_node ("Area2D/CollisionPolygon2D") + +func _ready () -> void: + helper_functions._whocares = $"Area2D".connect ("area_entered", self, "_on_Area2D_area_entered") + # set the line points for rendering + rail_line.points = curve.get_baked_points () + + # create a reversed curve slightly below the original + var invCurve = curve.get_baked_points () + invCurve.invert () + for i in range (invCurve.size ()): + invCurve.set (i, Vector2 (invCurve[i].x, invCurve[i].y+1)) + + # construct a "full curve" collision polygon, which follows the curve, + # and is 1 pixel in height. This is done by taking the points from the + # initial curve, and adding the points from the "inverted" curve + var fullCurve = curve.get_baked_points () + fullCurve.append_array (invCurve) + + # set the collider to use the newly constructed polygon + rail_collision.polygon = fullCurve + return + +func _on_Area2D_area_entered (area) -> void: + # if the player collides with this rail, call "_on_Rail_area_entered" to let it + # know it should be grinding now. + if (area is game_space.player_class): + area._on_Rail_area_entered (area, curve, global_position) + area.rotation = 0.0 + return diff --git a/Source/Scripts/LevelItems/item_checkpoint.gd b/Source/Scripts/LevelItems/item_checkpoint.gd new file mode 100644 index 0000000..155a407 --- /dev/null +++ b/Source/Scripts/LevelItems/item_checkpoint.gd @@ -0,0 +1,24 @@ +### item_checkpoint.gd +# Operates checkpoints that the player is returned to if they die. + +extends Area2D + +export(Vector2) var last_time = Vector2.ZERO # Time when the player passes the checkpoint. +var passed_checkpoint:bool = false # Passed the checkpoint yet? + +func _ready() -> void: + helper_functions._whocares = self.connect ("area_entered", self, "_on_Checkpoint_area_entered") + return + +## _on_Checkpoint_area_entered +# If something passes the checkpoint by, deal with it. +func _on_Checkpoint_area_entered (area) -> void: + if (not passed_checkpoint and area is game_space.player_class): # It's the player, tag them. + passed_checkpoint = true + game_space.last_checkpoint = self # Mark the last checkpoint crossed as this one! + last_time = game_space.timer # Mark the current time. + print_debug (self, " (", self.name, ") was passed.") + # Change the animation playing, play the relevant sound. + $"AnimationPlayer".play_backwards ("spin_green") + sound_player.play_sound ("pass_checkpoint") + return diff --git a/Source/Scripts/LevelItems/item_ring.gd b/Source/Scripts/LevelItems/item_ring.gd new file mode 100644 index 0000000..8dbd638 --- /dev/null +++ b/Source/Scripts/LevelItems/item_ring.gd @@ -0,0 +1,32 @@ +### item_ring.gd +# Controls a typical (non-flying) ring + +extends Area2D + +var ring_collected := false # Has the ring been collected? + +# holds a reference to the AnimatedSprite node for the ring +onready var ring_sprite := get_node ("AnimatedSprite") + +func _ready () -> void: + helper_functions._whocares = self.connect ("area_entered", self, "_on_Ring_area_entered") + return + +# if the sprite has been collected, remove once the sparkle animation finishes +func _process (_delta) -> void: + if (ring_collected and ring_sprite.animation == "Sparkle" and ring_sprite.frame >= 6): + queue_free () + return + +## _on_Ring_area_entered +# Deals with things colliding with rings and what to do. +func _on_Ring_area_entered (area) -> void: + if (not ring_collected and area is game_space.player_class): + # The player has collided with the ring, collect it. + ring_collected = true + ring_sprite.animation = "Sparkle" + sound_player.play_sound ("ring_get") + game_space.rings_collected += 1 + game_space.score += 100 + game_space.change_boost_value (2) + return diff --git a/Source/Scripts/LevelItems/layers_switch.gd b/Source/Scripts/LevelItems/layers_switch.gd new file mode 100644 index 0000000..4addeb8 --- /dev/null +++ b/Source/Scripts/LevelItems/layers_switch.gd @@ -0,0 +1,20 @@ +# flips the player between two available collision layers + +extends Area2D + +export(String, "layer 0", "layer 1", "toggle") var function = "layer 0" + +func _ready () -> void: + helper_functions._whocares = self.connect ("area_entered", self, "_on_LayerSwitch_area_entered") + return + +func _on_LayerSwitch_area_entered (area) -> void: + if (area is game_space.player_class): + match (function): # Switch layers. + "layer 0": + area._layer0 (area) + "layer 1": + area._layer1 (area) + "toggle": + area._flipLayer (area) + return diff --git a/Source/Scripts/LevelItems/rings_bouncing.gd b/Source/Scripts/LevelItems/rings_bouncing.gd new file mode 100644 index 0000000..3f0eb97 --- /dev/null +++ b/Source/Scripts/LevelItems/rings_bouncing.gd @@ -0,0 +1,56 @@ +# this script is for the bouncy-type rings that fly out of you when you get hit + +extends Area2D + +# true if the ring has been collected +var collected := false + +# stores a reference to the raycast node +onready var downCast = get_node ("DownCast") +# holds a reference to the AnimatedSprite node for the ring +onready var sprite = get_node ("AnimatedSprite") + +# timer variable to keep track of when the ring disappears. +var collection_time_remaining := 120 + +# represents the current velocity of the ring. +export(Vector2) var ring_velocity := Vector2.ZERO + +func _process (_delta) -> void: + # Remove the sprite once the ring has been collected and the sparkle animation is over. + if (collected and sprite.animation == "Sparkle" and sprite.frame >= 6): + queue_free () + return + +func _physics_process (_delta) -> void: + # count down the timer + collection_time_remaining -= 1 + + if (not collected): + # bounce on relevent ground nodes + if (downCast.is_colliding () and downCast.get_collision_point ().y < position.y + 16): + ring_velocity.y *= -1 + + # add gravity + ring_velocity.y += 0.02 + + # apply velocity + position += ring_velocity + + # once the timer gets to a certain point, start "blinking" the ring sprite + if (collection_time_remaining < -900): + sprite.modulate = Color (1, 1, 1, 1 - (-collection_time_remaining % 30) / 30.0) + + # remove the ring node once the timer is up + if (collection_time_remaining < -1080): + queue_free () + return + +func _on_Ring_area_entered (area) -> void: + # if the ring hasn't been collected and the player collides... + if (not collected and area is game_space.player_class and collection_time_remaining <= 0): + collected = true # set collected to true + sprite.animation = "Sparkle" # set the animation to the sparkle + sound_player.play_sound ("ring_get") # play the ring sfx + game_space.rings_collected += 1 # add a ring to the total + return diff --git a/Source/Scripts/LevelItems/rings_spawner.gd b/Source/Scripts/LevelItems/rings_spawner.gd new file mode 100644 index 0000000..148969a --- /dev/null +++ b/Source/Scripts/LevelItems/rings_spawner.gd @@ -0,0 +1,55 @@ +### This Script is used to generate a line of rings in a level. It includes code to render circles where the rings will +# spawn. + +tool +extends Node2D + +## the number of rings to spawn +export(int) var count = 1 +## how much to offset each subsequent ring by +export(Vector2) var offset = Vector2 (30, 0) +## the rotation applied to each subsequent displacement +export(float) var rotationalOffset = 0 +## the scene containing the ring to spawn in the given locations +export(PackedScene) var ringSource + +# stores a list of positions at which to spawn rings +var posList = [] + +# place rings once the script is run in play mode +func _ready () -> void: + place_rings () + if (not Engine.editor_hint): + for i in posList: + var currentRing = ringSource.instance () + currentRing.position = i + add_child (currentRing) + return + +# Generates the positions for all rings and stores them in posList +func place_rings () -> void: + posList.append (Vector2.ZERO) + for i in range (1, count): + posList.append ((posList[i-1])+offset.rotated (rotationalOffset*i)) + return + +# Place ring circle hints inside the editor, otherwise free the spawner if it has no children. +func _process (_delta) -> void: + if (Engine.editor_hint): + var pposList = posList + posList = [] + place_rings () + if (not pposList == posList): + update () + else: + # During the game, if there're no rings left parented to the spawner, delete it. + if (get_child_count () < 1): + queue_free () + return + +# Draw placeholder circles if in the editor. +func _draw () -> void: + if (Engine.editor_hint): + for i in posList: + draw_circle (i, 7, Color (0.6, 0.6, 1, 0.5)) + return diff --git a/Source/Scripts/Levels/1.gd b/Source/Scripts/Levels/1.gd new file mode 100644 index 0000000..2148598 --- /dev/null +++ b/Source/Scripts/Levels/1.gd @@ -0,0 +1,12 @@ +### 1.gd +# Specific script for a test level. + +extends "res://Scripts/Levels/level_generic.gd" + +func _ready () -> void: + if (not has_node ("/root/Level/Player")): # No player? Add them to the scene. + helper_functions.add_path_to_node ("res://Scenes/Player/player_sonic.tscn", "/root/Level") + yield (get_tree (), "idle_frame") # And make sure they're added before continuing... + helper_functions.add_path_to_node ("res://Scenes/Levels/1_particles.tscn", "/root/Level/Player") + $zone_intro.play_me () + return diff --git a/Source/Scripts/Levels/chaos_festival.gd b/Source/Scripts/Levels/chaos_festival.gd new file mode 100644 index 0000000..b5ef91a --- /dev/null +++ b/Source/Scripts/Levels/chaos_festival.gd @@ -0,0 +1,12 @@ +### chaos_festival.gd +# Specific script for a test level. + +extends "res://Scripts/Levels/level_generic.gd" + +func _ready () -> void: + if (not has_node ("/root/Level/Player")): # No player? Add them to the scene. + helper_functions.add_path_to_node ("res://Scenes/Player/player_sonic.tscn", "/root/Level") + yield (get_tree (), "idle_frame") # And make sure they're added before continuing... + helper_functions.add_path_to_node ("res://Scenes/Levels/chaos_festival_particles.tscn", "/root/Level/Player") + $zone_intro.play_me () + return diff --git a/Source/Scripts/Levels/level_generic.gd b/Source/Scripts/Levels/level_generic.gd new file mode 100644 index 0000000..f6cd255 --- /dev/null +++ b/Source/Scripts/Levels/level_generic.gd @@ -0,0 +1,18 @@ +### level_generic.gd +# Sets up the generic patterns for a level. + +extends Node2D + +export(String, FILE, "*.ogg") var music_file # Specify a file to be played. +export(String, FILE, "*.png") var level_logo # What's the logo for this level? + +func _ready () -> void: + if (not music_file == ""): # If there's a music file specified, play it. + music_player.play_music (music_file) + if (not has_node ("/root/Level/game_hud")): # Make sure the HUD is added to the level space. + helper_functions.add_path_to_node ("res://Scenes/UI/HUD/game_hud.tscn", "/root/Level") + yield (get_tree (), "idle_frame") # And make sure they're added before continuing... + if (OS.is_debug_build ()): # Running in debug mode? + helper_functions.add_path_to_node ("res://Scenes/UI/HUD/debug_hud.tscn", "/root/Level") + yield (get_tree (), "idle_frame") # And make sure they're added before continuing... + return diff --git a/Source/Scripts/Levels/sky_terrace.gd b/Source/Scripts/Levels/sky_terrace.gd new file mode 100644 index 0000000..459e7a1 --- /dev/null +++ b/Source/Scripts/Levels/sky_terrace.gd @@ -0,0 +1,11 @@ +### sky_terrace.gd +# Specific script for a test level. + +extends "res://Scripts/Levels/level_generic.gd" + +func _ready () -> void: + if (not has_node ("/root/Level/Player")): # No player? Add them to the scene. + helper_functions.add_path_to_node ("res://Scenes/Player/player_sonic.tscn", "/root/Level") + yield (get_tree (), "idle_frame") # And make sure they're added before continuing... + $zone_intro.play_me () + return diff --git a/Source/Scripts/Player/boost_particle.gd b/Source/Scripts/Player/boost_particle.gd new file mode 100644 index 0000000..467df5a --- /dev/null +++ b/Source/Scripts/Player/boost_particle.gd @@ -0,0 +1,57 @@ +### boost_particle.gd +# Boost "particles" are the "remains" of things that add to the players's boost score. +# They move towards the player, getting faster depending on time taken and player position. +# Once they get close enough to the player's position, boost is added to and the particle removed. + +extends Node2D + +var initial_velocity := Vector2.ZERO + +export(float) var boostValue = 2 # How much is this particle going to add to the player's boost? + +onready var hud_boost = get_node ("/root/Level/game_hud/hud_boost") + +onready var line = get_node ("Line2D") +var lineLength := 30 + +var speed := 10.0 + +var oPos := Vector2.ZERO +var last_position := Vector2.ZERO + +var timer := 0.0 + +# Calculate initial velocity, and how "long" the particles are. +func _ready () -> void: + initial_velocity = Vector2 (random_helpers.RNG.randf ()-0.5, random_helpers.RNG.randf ()-0.5).normalized () * speed + + oPos = position + last_position = oPos + + for i in range (lineLength): + line.points [i] = Vector2.ZERO + return + +func _process (delta) -> void: + if (timer < 1): # Run the boost particle timer. + timer += delta + else: # Accelerate the particle's speed. + timer = 1 + speed += delta * 10 + + position = oPos.linear_interpolate (game_space.player_node.position, timer) + + oPos += initial_velocity + + for i in range (lineLength-1, 0, -1): + line.points [i] = line.points [i-1] - (position-last_position) + + line.points [0] = Vector2.ZERO + + if (timer >= 1 and position.distance_to (game_space.player_node.position) <= speed): + # Close enough? Remove the particle, add to boost. + game_space.change_boost_value (boostValue) + queue_free () + + last_position = position + return diff --git a/Source/Scripts/Player/player_generic.gd b/Source/Scripts/Player/player_generic.gd new file mode 100644 index 0000000..94ded56 --- /dev/null +++ b/Source/Scripts/Player/player_generic.gd @@ -0,0 +1,311 @@ +### player_generic.gd +# Contains the variables and functions all player characters will use. + +extends Area2D + +# audio streams for the player's various sound effects +export(AudioStream) var boost_sfx +export(AudioStream) var stomp_sfx +export(AudioStream) var stomp_land_sfx + +# a reference to a bouncing ring prefab, so we can spawn a bunch of them when +# the player is hurt +export(PackedScene) var bounceRing +export(PackedScene) var boostParticle + +# a list of particle systems for the player to control with his speed +# used for the confetti in the carnival level, or the falling leaves in leaf storm +var parts = [] + +# the player's ground state. 0 means he's on the ground, and -1 means he's in the +# air. This is not a boolean because of legacy code and stuff. +var state = -1 + +# the player's gravity +export(float) var GRAVITY = 0.3 / 4 +# the player's acceleration on his own +export(float) var ACCELERATION = 0.15 / 4 +# how much the player decelerates when skidding. +export(float) var SKID_ACCEL = 1 +# the player's acceleration in the air. +export(float) var AIR_ACCEL = 0.1 / 4 +# maximum speed under the player's own power +export(float) var MAX_SPEED = 20 / 2 +# the speed of the player's boost. Generally just a tad higher than MAX_SPEED +export(float) var BOOST_SPEED = 25 / 2 + +# used to dampen the player's movement a little bit. Basically poor man's friction +export(float, 1) var SPEED_DECAY = 0.2 /2 + +# what velocity should the player jump at? +export(float) var JUMP_VELOCITY = 3.5 +# what is the Velocity that the player should slow to when releasing the jump button? +export(float) var JUMP_SHORT_LIMIT = 1.5 + +# how fast (in pixels per 1/120th of a second) should the player stomp +export(float) var STOMP_SPEED = 20 / 2 +# what is the limit to the player's horizontal movement when stomping? +export(float) var MAX_STOMP_XVEL = 2 / 2 + +# the speed at which the camera should typically follow the player +export(float) var DEFAULT_CAM_LAG = 20 +# the speed at which the camera should follow the player when starting a boost +export(float) var BOOST_CAM_LAG = 0 +# how fast the Boost lag should slide back to the default lag while boosting +export(float, 1) var CAM_LAG_SLIDE = 0.01 + +# how long is the player's boost/stomp trail? +var TRAIL_LENGTH = 40 + +# Capability flags. What can this character do? +export(bool) var can_boost := false # Sonic, Blaze, Shadow etc. can boost their speed. +export(bool) var can_fly := false # Tails, Cream etc. can fly. +export(bool) var can_glide := false # Knuckles, Ray etc. can glide. + +# state flags +var can_jump_short := false # can the player shorten the jump? +var is_boosting := 0 # How long has the player been boosting? +var is_crouching := false +var is_flying := false +var is_gliding := false +var is_grinding := false +var is_jumping := false +var is_rolling := false +var is_spindashing := false +var is_stomping := false +var is_tricking := false +var is_unmoveable := false # Used for cutscenes and other situations where the player shouldn't move. +var stop_while_tricking := false # Is/can the player stop while tricking. + +# Player's last position. +var last_position := Vector2.ZERO + +# Speed thresholds for the player. +export(float) var threshold_walk = 0.02 +export(float) var threshold_jog = 5/2 +export(float) var threshold_run_slow = 10/2 +export(float) var threshold_run_fast = 12/2 + +# flags and values for getting hurt +var hurt := false +var invincible := 0 + +# Movement strength/direction. +var movement_direction := 0.0 + +# grinding values. +var grindPos := Vector2.ZERO # the origin position of the currently grinded rail +var grindOffset := 0.0 # how far along the rail (in pixels) is the player? +var grindCurve = null # the curve that the player is currently grinding on +var grindVel := 0.0 # the velocity along the grind rail at which the player is currently moving +var grindHeight = 16 # how high above the rail is the center of the player's sprite? + +# references to all the various raycasting nodes used for the player's collision with +# the map +onready var LeftCast = find_node ("LeftCast") +onready var RightCast = find_node ("RightCast") +onready var LSideCast = find_node ("LSideCast") +onready var RSideCast = find_node ("RSideCast") +onready var LeftCastTop = find_node ("LeftCastTop") +onready var RightCastTop = find_node ("RightCastTop") + +# References to the player's physics collider. Its node, and height and radius. +onready var collider = find_node ("playerCollider") +onready var collider_radius = collider.shape.radius +onready var collider_height = collider.shape.height + +# the player's sprites/renderers +onready var player_sprite = find_node ("PlayerSprites") # the player's sprite +onready var boost_sprite = find_node ("BoostSprite") # the sprite that appears over the player while boosting +onready var boost_line = find_node ("BoostLine") # the line renderer for boosting and stomping + +onready var hud_boost = get_node ("/root/Level/game_hud/hud_boost") # Holds a reference to the boost UI bar. + +onready var boost_sound = find_node ("sound_boost") # the audio stream player with the boost sound +onready var rail_sound = find_node ("sound_rail") # the audio stream player with the rail grinding sound +onready var voice_sound = find_node ("sound_voice") # the audio stream player with the character's voices + +# the minimum and maximum speed/pitch changes on the grinding sound +var RAILSOUND_MINPITCH = 0.5 +var RAILSOUND_MAXPITCH = 2.0 + +onready var cam = find_node ("Camera2D") +onready var grindParticles = find_node ("GrindParticles") # a reference to the particle node for griding + +var avgGPoint := Vector2.ZERO # average Ground position between the two foot raycasts +var avgTPoint := Vector2.ZERO # average top position between the two head raycasts +var avgGRot := 0.0 # average ground rotation between the two foot raycasts +var langle := 0.0 # the angle of the left foot raycast +var rangle := 0.0 # the angle of the right foot raycast +var lRot := 0.0 # the player's rotation during the last frame +var start_position := Vector2.ZERO # the position at which the player starts the level +var startLayer := 0.0 # the layer on which the player starts + +var player_velocity := Vector2.ZERO # the player's current velocity + +var ground_velocity := 0.0 # the ground velocity +var previous_ground_velocity := 0.0 # the ground velocity during the previous frame + +var backLayer := false # whether or not the player is currently on the "back" layer + +func _ready () -> void: + $"/root/game_space/level_timer".start () + game_space.player_node = $"." # Set the player_node in game_space to the ID of this node. + if (has_node ("/root/Level/start_point")): # We have a starting checkpoint! + game_space.last_checkpoint = $"/root/Level/start_point" + game_space.last_checkpoint.passed_checkpoint = true # So it doesn't get triggered by mistake. + game_space.last_checkpoint.visible = false # In case the dev forgets! + position = $"/root/Level/start_point".position + else: + printerr ("You shouldn't see this - did you forget to set start_point?") + position = Vector2.ZERO + return + +# Generic input that all player character will use. +func _input (_event: InputEvent) -> void: + if (not has_node ("/root/Level/game_hud")): + return + if (is_unmoveable): # No player input wanted right now... + movement_direction = 0 # ...so make sure the player's not moving. + return + if (Input.is_action_just_pressed ("toggle_pause")): # Pause the game? + helper_functions.add_path_to_node ("res://Scenes/UI/menu_options.tscn", "/root/Level/game_hud") + yield (get_tree (), "idle_frame") # And make sure they're added before continuing... + # Movement direction can be anywhere between -1 (left) to +1 (right). + movement_direction = (Input.get_action_strength ("move_right") - Input.get_action_strength ("move_left")) + if (Input.is_action_pressed ("boost") and can_boost): # So long as boost is held down, increase the counter. + is_boosting += (1 if hud_boost.value > 0 else 0) + else: # No boosting, so reset to zero. + is_boosting = 0 + is_stomping = (Input.is_action_just_pressed ("stomp") and not is_stomping) + is_jumping = Input.is_action_pressed ("jump") + is_crouching = Input.is_action_pressed ("crouch") + if (OS.is_debug_build ()): # DEBUGGING CONTROLS. + if (Input.is_action_pressed ("restart")): # Restart the game? + reset_game () + return + +## setCollisionLayer +# shortcut to change the collision mask for every raycast node connected to +# the player at the same time. Value is true for layer 1, false for layer 0 +func setCollisionLayer (value) -> void: + backLayer = value + LeftCast.set_collision_mask_bit (0, not backLayer) + LeftCast.set_collision_mask_bit (1, backLayer) + RightCast.set_collision_mask_bit (0, not backLayer) + RightCast.set_collision_mask_bit (1, backLayer) + RSideCast.set_collision_mask_bit (0, not backLayer) + RSideCast.set_collision_mask_bit (1, backLayer) + LSideCast.set_collision_mask_bit (0, not backLayer) + LSideCast.set_collision_mask_bit (1, backLayer) + LeftCastTop.set_collision_mask_bit (0, not backLayer) + LeftCastTop.set_collision_mask_bit (1, backLayer) + RightCastTop.set_collision_mask_bit (0, not backLayer) + RightCastTop.set_collision_mask_bit (1, backLayer) + return + +func _flipLayer (_body) -> void: + # toggle between layers + setCollisionLayer (not backLayer) + return + +func _layer0 (area) -> void: + # explicitly set the collision layer to 0 + print_debug ("layer0: ", area.name) + setCollisionLayer (false) + return + +func _layer1 (area) -> void: + # explicitly set the collision layer to 1 + print_debug ("layer1: ", area.name) + setCollisionLayer (true) + return + +## reset_game +# Resets the game, returns to the main menu. +func reset_game () -> void: + reset_character () + game_space.reset_game_space () + game_space.get_node ("level_timer").stop () + if (not helper_functions.change_scene ("res://Scenes/UI/main_menu.tscn") == OK): + printerr ("Unable to load the main menu!") + get_tree ().quit () + music_player.stop_music () + return + +## reset_character +# Resets your character ready for use. Sets rings to 0, speed to zero etc. +func reset_character () -> void: + game_space.rings_collected = 0 + player_velocity = Vector2.ZERO + state = -1 + if (not game_space.last_checkpoint == null): # Passed a valid checkpoint, so go back to it. + position = game_space.last_checkpoint.position + # Rewind time to the time it was when the checkpoint was passed. + game_space.timer = game_space.last_checkpoint.last_time + else: + printerr ("You shouldn't see this - did you forget to set start_point?") + position = Vector2.ZERO + setCollisionLayer (false) + game_space.change_boost_value (-60) + game_space.change_boost_value (20) + invincible = 0 + is_unmoveable = false + return + +## is_player_attacking +# Is the player attacking something? +func is_player_attacking () -> bool: + return (is_stomping or is_boosting > 0 or is_rolling or (player_sprite.animation == "Roll" and state == -1)) + +## hurt_player +# The player has been harmed, react accordingly. +func hurt_player () -> void: + if (game_space.invincibility_cheat): # Invincibility cheat is enabled, no harm no foul. + return + if (not invincible > 0): # Set up being hurt! + invincible = 120*5 # Counter for "blinking" temporary invunerability state. + # Launch the player backwards. + state = -1 + player_velocity = Vector2 (-player_velocity.x+sin (rotation) * JUMP_VELOCITY, \ + player_velocity.y-cos (rotation) * JUMP_VELOCITY) + rotation = 0 + position += player_velocity*2 + + # Make the hurt state obvious. + change_player_animation ("hurt") + voice_sound.play_hurt () + + # If the player has any rings, bounce up to 32 of them. + var t := 0 + var angle := 101.25 + var n := false + var speed := 4.0 + var currentRing = null + while (t < min (game_space.rings_collected, 32)): + currentRing = bounceRing.instance () + currentRing.ring_velocity = Vector2 (-sin (angle) * speed, cos (angle) * speed)/2 + currentRing.position = position + if (n): + currentRing.ring_velocity.x *= -1 + angle += 22.5 + n = not n + t += 1 + if (t == 16): + speed = 2 + angle = 101.25 + get_node ("/root/Level").call_deferred ("add_child", currentRing) + if (game_space.rings_collected > 0): # Lose any rings collected. + game_space.rings_collected = 0 + sound_player.play_sound ("lose_rings") + else: # No rings, so lose a life. + game_space.lives -= 1 + return + +## change_player_animation +# Changes the player character's animation. +func change_player_animation (new_anim) -> void: + if (new_anim == player_sprite.animation): # Don't "switch" to the same animation. + return + player_sprite.animation = new_anim + return diff --git a/Source/Scripts/Player/player_sonic.gd b/Source/Scripts/Player/player_sonic.gd new file mode 100644 index 0000000..b178e83 --- /dev/null +++ b/Source/Scripts/Player/player_sonic.gd @@ -0,0 +1,486 @@ +### Flow Engine +# Coderman64 2021. + +# FIXME: 8 appears to be a "magic number", find out what it's referring to, turn it into a variable. +# FIXME: Gravity, acceleration etc. are a bunch of "magic numbers" that need more explanation. + +extends "res://Scripts/Player/player_generic.gd" + +func _ready () -> void: + # put all child particle systems in parts except for the grind particles + for i in get_children (): + if i is Particles2D and not i == grindParticles: + parts.append (i) + + # set the start position and layer + start_position = position + startLayer = collision_layer + setCollisionLayer (false) + + # set the trail length to whatever the boostLine's size is. + TRAIL_LENGTH = boost_line.points.size () + + # reset all game values + reset_character () + return + +func process_boost () -> void: + # handles the boosting controls + + if (is_boosting == 1 and hud_boost.value > 0): + # setup the boost when the player first presses the boost button + + is_boosting += 1 + + # reset the boost line points + for i in range (0, TRAIL_LENGTH): + boost_line.points [i] = Vector2.ZERO + + # play the boost sfx + boost_sound.stream = boost_sfx + boost_sound.play () + + # set the camera smoothing to the initial boost lag + cam.set_follow_smoothing (BOOST_CAM_LAG) + + # stop moving vertically as much if you are in the air (air boost) + if (state == -1 and player_velocity.x < ACCELERATION): + player_velocity.x = BOOST_SPEED * (1 if player_sprite.flip_h else -1) + player_velocity.y = 0 + + voice_sound.play_effort () + return + + if (is_boosting > 1 and hud_boost.value > 0): + # linearly interpolate the camera's "boost lag" back down to the normal (non-boost) value + cam.set_follow_smoothing (lerp (cam.get_follow_smoothing (), DEFAULT_CAM_LAG, CAM_LAG_SLIDE)) + + if (is_grinding): + # apply boost to a grind + grindVel = BOOST_SPEED * (1 if player_sprite.flip_h else -1) + elif (state == 0): + # apply boost if you are on the ground + ground_velocity = BOOST_SPEED * (1 if player_sprite.flip_h else -1) + elif (game_space.angle_distance (player_velocity.angle (), 0) < PI/3 or game_space.angle_distance (player_velocity.angle (), PI) < PI/3): + # apply boost if you are in the air (and are not going straight up or down + player_velocity = player_velocity.normalized ()*BOOST_SPEED + else: + # if none of these situations fit, you shouldn't be boosting here! + is_boosting = 0 + + # set the visibility and rotation of the boost line and sprite + boost_sprite.visible = true + boost_sprite.rotation = player_velocity.angle () - rotation + boost_line.visible = true + boost_line.rotation = -rotation + + # decrease boost value while boosting + game_space.change_boost_value (-0.06) + else: + # the camera lag should be normal while not boosting + cam.set_follow_smoothing (DEFAULT_CAM_LAG) + + # stop the boost sound, if it is playing + if (boost_sound.stream == boost_sfx): + boost_sound.stop () + + # disable all visual boost indicators + boost_sprite.visible = false + boost_line.visible = false + + # We're not boosting, so set boosting counter to zero. + is_boosting = 0 + return + +func process_air () -> void: + # handles physics while the player is in the air + + # apply gravity + player_velocity = Vector2 (player_velocity.x, player_velocity.y+GRAVITY) + + # get the angle of the point for the left and right floor raycasts + langle = game_space.angle_limit (-atan2 (LeftCast.get_collision_normal ().x, LeftCast.get_collision_normal ().y)-PI) + rangle = game_space.angle_limit (-atan2 (RightCast.get_collision_normal ().x, RightCast.get_collision_normal ().y)-PI) + + # calculate the average ground rotation (averaged between the points) + avgGRot = (langle+rangle)/2 + + # set a default avgGPoint + avgGPoint = Vector2.INF + + # Calculate the average ground point. + if (LeftCast.is_colliding () and RightCast.is_colliding ()): # Both colliders hitting something. + var LeftCastPt = Vector2 ( + LeftCast.get_collision_point ().x + cos (rotation) * 8, + LeftCast.get_collision_point ().y + sin (rotation) * 8) + var RightCastPt = Vector2 ( + RightCast.get_collision_point ().x - cos (rotation) * 8, + RightCast.get_collision_point ().y - sin (rotation) * 8) + avgGPoint = (LeftCastPt if position.distance_to (LeftCastPt) < position.distance_to (RightCastPt) else RightCastPt) + elif LeftCast.is_colliding (): # Left collider only is hitting something. + avgGPoint = Vector2 (LeftCast.get_collision_point ().x+cos (rotation)*8, LeftCast.get_collision_point ().y+sin (rotation)*8) + avgGRot = langle + elif RightCast.is_colliding (): # Right collider only is hitting something. + avgGPoint = Vector2 (RightCast.get_collision_point ().x-cos (rotation)*8, RightCast.get_collision_point ().y-sin (rotation)*8) + avgGRot = rangle + + # calculate the average ceiling height based on the collision raycasts. + if (LeftCastTop.is_colliding () and RightCastTop.is_colliding ()): # Both colliders hitting something. + avgTPoint = Vector2 ( + (LeftCastTop.get_collision_point ().x+RightCastTop.get_collision_point ().x)/2, + (LeftCastTop.get_collision_point ().y+RightCastTop.get_collision_point ().y)/2) + elif LeftCastTop.is_colliding (): # Left collider only. + avgTPoint = Vector2 (LeftCastTop.get_collision_point ().x+cos (rotation)*8, LeftCastTop.get_collision_point ().y+sin (rotation)*8) + elif RightCastTop.is_colliding (): # Right collider only. + avgTPoint = Vector2 (RightCastTop.get_collision_point ().x-cos (rotation)*8, RightCastTop.get_collision_point ().y-sin (rotation)*8) + + # handle collision with the ground + if (abs (avgGPoint.y-position.y) <= collider_height): + print_debug ("Ground hit at ", position) + state = 0 + rotation = avgGRot + player_sprite.rotation = 0 + ground_velocity = sin (rotation) * (player_velocity.y+0.5) + cos (rotation) * player_velocity.x + + # If you were stomping, play the sound and stop stomping. + if (is_stomping): + boost_sound.stream = stomp_land_sfx + boost_sound.play () + is_stomping = false + + # air-based movement + if (abs (player_velocity.x) < 16): + player_velocity = Vector2 (player_velocity.x+(AIR_ACCEL * movement_direction), player_velocity.y) + + ### STOMPING CONTROLS ### + + # initiating a stomp + if (is_stomping): + + # set the animation state + change_player_animation ("Roll") + rotation = 0 + player_sprite.rotation = 0 + + # clear all points in the boostLine rendered line + for i in range (0, TRAIL_LENGTH): + boost_line.points [i] = Vector2.ZERO + + # play sound + boost_sound.stream = stomp_sfx + boost_sound.play () + + # for every frame while a stomp is occuring... + if (is_stomping): + player_velocity = Vector2 (max (-MAX_STOMP_XVEL, min (MAX_STOMP_XVEL, player_velocity.x)), STOMP_SPEED) + + # make sure that the boost sprite is not visible + boost_sprite.visible = false + + # manage the boost line + boost_line.visible = true + boost_line.rotation = -rotation + else: + process_boost () # Boost is only processed when not stomping. + + # slowly slide the player's rotation back to zero as you fly through the air + player_sprite.rotation = lerp (player_sprite.rotation, 0, 0.1) + + # handle left and right sideways collision (respectively) + if (LSideCast.is_colliding () and LSideCast.get_collision_point ().distance_to (position+player_velocity) < (collider_radius + 4) and player_velocity.x < 0): + player_velocity = Vector2 (0, player_velocity.y) + position = LSideCast.get_collision_point () + Vector2 ((collider_radius + 4), 0) + is_boosting = 0 + if (RSideCast.is_colliding () and RSideCast.get_collision_point ().distance_to (position+player_velocity) < (collider_radius + 4) and player_velocity.x > 0): + player_velocity = Vector2 (0, player_velocity.y) + position = RSideCast.get_collision_point () - Vector2 ((collider_radius + 4), 0) + is_boosting = 0 + + # top collision + if (avgTPoint.distance_to (position+player_velocity) <= collider_height): + player_velocity = Vector2 (player_velocity.x, 0) + + # Allow the player to change the duration of the jump by releasing the jump + # button early + if ((not is_jumping) and can_jump_short): + player_velocity = Vector2 (player_velocity.x, max (player_velocity.y, -JUMP_SHORT_LIMIT)) + + # ensure the proper speed of the animated sprites + player_sprite.speed_scale = 1 + return + +func process_ground () -> void: + # calculate the ground rotation for the left and right raycast colliders, respectively + langle = game_space.angle_limit (-atan2 (LeftCast.get_collision_normal ().x, LeftCast.get_collision_normal ().y)-PI) + rangle = game_space.angle_limit (-atan2 (RightCast.get_collision_normal ().x, RightCast.get_collision_normal ().y)-PI) + + # calculate the average ground rotation + if abs (langle-rangle) < PI: + avgGRot = game_space.angle_limit ((langle+rangle)/2) + else: + avgGRot = game_space.angle_limit ((langle+rangle+PI*2)/2) + + # Calculate the average ground level based on the available colliders. Rotation is set if left/right colliders are + # colliding, but not both. + if (LeftCast.is_colliding () and RightCast.is_colliding ()): # Both colliders are colliding. + avgGPoint = Vector2 ((LeftCast.get_collision_point ().x+RightCast.get_collision_point ().x)/2, (LeftCast.get_collision_point ().y+RightCast.get_collision_point ().y)/2) + elif LeftCast.is_colliding (): # Left collider only. + avgGPoint = Vector2 (LeftCast.get_collision_point ().x+cos (rotation)*8, LeftCast.get_collision_point ().y+sin (rotation)*8) + avgGRot = langle + elif RightCast.is_colliding (): # Right collider only. + avgGPoint = Vector2 (RightCast.get_collision_point ().x-cos (rotation)*8, RightCast.get_collision_point ().y-sin (rotation)*8) + avgGRot = rangle + + # set the rotation and position of the player to snap to the ground. + rotation = avgGRot + position = Vector2 (avgGPoint.x + 20 * sin (rotation), avgGPoint.y - 20 * cos (rotation)) + + if (not is_rolling): + # handle rightward acceleration + if movement_direction > 0 and ground_velocity < MAX_SPEED: + ground_velocity = ground_velocity + ACCELERATION + # "skid" mechanic, to more quickly accelerate when reversing + # (this makes the player feel more responsive) + if ground_velocity < 0: + ground_velocity = ground_velocity + SKID_ACCEL + + # handle leftward acceleration + elif movement_direction < 0 and ground_velocity > -MAX_SPEED: + ground_velocity = ground_velocity - ACCELERATION + + # "skid" mechanic (see rightward section) + if ground_velocity > 0: + ground_velocity = ground_velocity - SKID_ACCEL + else: + # general deceleration and stopping if no key is pressed + # declines at a constant rate + if not ground_velocity == 0: + ground_velocity -= SPEED_DECAY * (ground_velocity/abs (ground_velocity)) + if abs (ground_velocity) < SPEED_DECAY*1.5: + ground_velocity = 0 + else: + # general deceleration and stopping if no key is pressed + # declines at a constant rate + if not ground_velocity == 0: + ground_velocity -= (SPEED_DECAY * (ground_velocity/abs (ground_velocity)) * 0.3) + if (abs (ground_velocity) < (SPEED_DECAY * 1.5)): + ground_velocity = 0 + + # left and right wall collision, respectively + if (LSideCast.is_colliding () and LSideCast.get_collision_point ().distance_to (position) < (collider_height+1) and ground_velocity < 0): + ground_velocity = 0 + position = LSideCast.get_collision_point () + Vector2 (position.x-LSideCast.get_collision_point ().x, position.y-LSideCast.get_collision_point ().y).normalized () * (collider_height + 1) + is_boosting = 0 + if (RSideCast.is_colliding () and RSideCast.get_collision_point ().distance_to (position) < (collider_height+1) and ground_velocity > 0): + ground_velocity = 0 + position = RSideCast.get_collision_point () + Vector2 (position.x-RSideCast.get_collision_point ().x, position.y-RSideCast.get_collision_point ().y).normalized () * (collider_height + 1) + is_boosting = 0 + + # apply gravity if you are on a slope, and apply the ground velocity + ground_velocity += sin (rotation) * GRAVITY + player_velocity = Vector2 (cos (rotation) * ground_velocity, sin (rotation) * ground_velocity) + + # enter the air state if you run off a ramp, or walk off a cliff, or something + if (not avgGPoint.distance_to (position) < (collider_height+1) or not (LeftCast.is_colliding () and RightCast.is_colliding ())): + state = -1 + player_sprite.rotation = rotation + rotation = 0 + is_rolling = false + + # If your speed isn't high enough you'll fall off walls. + if (abs (rotation) >= PI/3 and (abs (ground_velocity) < 0.2 or (not ground_velocity == 0 and not previous_ground_velocity == 0 and not ground_velocity/abs (ground_velocity) == previous_ground_velocity/abs (previous_ground_velocity)))): + state = -1 + player_sprite.rotation = rotation + rotation = 0 + position = Vector2 (position.x-sin (rotation)*2, position.y+cos (rotation)*2) + is_rolling = false + + # set the player's sprite based on his ground velocity + if (not is_rolling): + if (abs (ground_velocity) > threshold_run_fast): + change_player_animation ("Run4") + elif (abs (ground_velocity) > threshold_run_slow): + change_player_animation ("Run3") + elif (abs (ground_velocity) > threshold_jog): + change_player_animation ("Run2") + elif (abs (ground_velocity) > threshold_walk): + change_player_animation ("Walk") + elif (not is_crouching): + change_player_animation ("idle") + else: + change_player_animation ("Roll") + + if (abs (ground_velocity) > threshold_walk): + is_crouching = false + player_sprite.speed_scale = 1 + else: + ground_velocity = 0 + is_rolling = false + + if (is_crouching and abs (ground_velocity) <= threshold_walk): + change_player_animation ("Crouch") + player_sprite.speed_scale = 1 + if player_sprite.frame > 3: + player_sprite.speed_scale = 0 + elif is_crouching: + change_player_animation ("Crouch") + player_sprite.speed_scale = 1 + if player_sprite.frame >= 6: + player_sprite.speed_scale = 1 + is_crouching = false + + # Process boost. + process_boost () + + # jumping + if (is_jumping and not is_crouching and (not is_boosting)): + if (not can_jump_short): + state = -1 + player_velocity = Vector2 (player_velocity.x+sin (rotation)*JUMP_VELOCITY, \ + player_velocity.y-cos (rotation)*JUMP_VELOCITY) + player_sprite.rotation = rotation + rotation = 0 + change_player_animation ("Roll") + can_jump_short = true + is_rolling = false + sound_player.play_sound ("player_jump") + else: + can_jump_short = false + + if ((is_jumping and is_crouching) or is_spindashing): + is_spindashing = true + change_player_animation ("Spindash") + player_sprite.speed_scale = 1 + if (not is_crouching): + ground_velocity = 15 * (1 if player_sprite.flip_h else -1) + is_spindashing = false + is_rolling = true + + # set the previous ground velocity and last rotation for next frame + previous_ground_velocity = ground_velocity + lRot = rotation + return + +func _physics_process (_delta) -> void: + # calculate the player's physics, controls, and all that fun stuff + if (invincible > 0): # Invincible? If so, run the counter down. + invincible -= 1 + player_sprite.modulate = Color (1, 1, 1, 1 - (invincible % 30) / 30.0) + else: + hurt = false + + if (not is_grinding and rail_sound.playing): + rail_sound.stop () # If you're not grinding on a rail, then the rail sound should not be playing. + + grindParticles.emitting = is_grinding # Grinding particles depend on if the player is grinding or not. + + # run the correct function based on the current air/ground state + if (is_grinding): + if (is_tricking): + change_player_animation ("railTrick") + player_sprite.speed_scale = 1 + if (player_sprite.frame > 0): + stop_while_tricking = true + if (player_sprite.frame <= 0 and stop_while_tricking): + is_tricking = false + var part = boostParticle.instance () + part.position = position + part.boostValue = 2 + get_node ("/root/Level").add_child (part) + else: + change_player_animation ("Grind") + + if (is_stomping and not is_tricking): + is_tricking = true + stop_while_tricking = false + voice_sound.play_effort () + + grindHeight = player_sprite.frames.get_frame (player_sprite.animation, player_sprite.frame).get_height () / 2 + + grindOffset += grindVel + var dirVec = grindCurve.interpolate_baked (grindOffset+1)-grindCurve.interpolate_baked (grindOffset) + rotation = dirVec.angle () + position = grindCurve.interpolate_baked (grindOffset)\ + +Vector2.UP*grindHeight*cos (rotation)+Vector2.RIGHT*grindHeight*sin (rotation)\ + +grindPos + + rail_sound.pitch_scale = lerp (RAILSOUND_MINPITCH, RAILSOUND_MAXPITCH, abs (grindVel)/BOOST_SPEED) + grindVel += sin (rotation)*GRAVITY + + if (dirVec.length () < 0.5 or \ + (grindCurve.interpolate_baked (grindOffset-1) == \ + grindCurve.interpolate_baked (grindOffset))): + state = -1 + is_grinding = false + is_tricking = false + stop_while_tricking = false + rail_sound.stop () + else: + player_velocity = dirVec*grindVel + + if (is_jumping and not is_crouching): + if (not can_jump_short): + state = -1 + player_velocity = Vector2 (player_velocity.x + sin (rotation) * JUMP_VELOCITY, \ + player_velocity.y - cos (rotation) * JUMP_VELOCITY) + player_sprite.rotation = rotation + rotation = 0 + change_player_animation ("Roll") + can_jump_short = true + is_rolling = false + is_grinding = false + is_tricking = false + stop_while_tricking = false + rail_sound.stop () + else: + can_jump_short = false + process_boost () + elif (state == -1): + process_air () + is_rolling = false + elif (state == 0): + process_ground () + + # update the boost line + for i in range (0, TRAIL_LENGTH - 1): + boost_line.points [i] = (boost_line.points [i + 1] - player_velocity + (last_position - position)) + boost_line.points [TRAIL_LENGTH-1] = Vector2.ZERO + if (is_stomping): + boost_line.points [TRAIL_LENGTH - 1] = Vector2 (0, 8) + + # apply the character's velocity, no matter what state the player is in. + position = Vector2 (position.x+player_velocity.x, position.y+player_velocity.y) + last_position = position + + if (parts): + for i in parts: + i.process_material.direction = Vector3 (player_velocity.x, player_velocity.y, 0) + i.process_material.initial_velocity = player_velocity.length ()*20 + i.rotation = -rotation + + # ensure the player is facing the right direction + player_sprite.flip_h = (false if movement_direction < 0 and player_velocity.x < 0.0 else \ + (true if movement_direction > 0 and player_velocity.x > 0.0 else player_sprite.flip_h)) + + return + +## _on_Rail_area_entered +# This function is run whenever the player hits a rail. Starts or continues grinding on the rail. +func _on_Rail_area_entered (area, curve, origin) -> void: + if (is_grinding): # If you're already grinding, continue with that. + return + + if (self == area and player_velocity.y > 0): # Start grinding. + is_grinding = true + grindCurve = curve + grindPos = origin + grindOffset = grindCurve.get_closest_offset (position-grindPos) + grindVel = player_velocity.x + + rail_sound.play () + + if (is_stomping): # Landing after stomping. + boost_sound.stream = stomp_land_sfx + boost_sound.play () + is_stomping = false + return diff --git a/Source/Scripts/Player/voices.gd b/Source/Scripts/Player/voices.gd new file mode 100644 index 0000000..11acfcf --- /dev/null +++ b/Source/Scripts/Player/voices.gd @@ -0,0 +1,18 @@ +### voices.gd +# Plays a random voice file. + +extends AudioStreamPlayer2D + +export(Array, AudioStream) var hurt + +export(Array, AudioStream) var effort + +func play_hurt () -> void: + stream = hurt [floor (hurt.size () * random_helpers.RNG.randf ())] + play (0) + return + +func play_effort () -> void: + stream = effort [floor (effort.size () * random_helpers.RNG.randf ())] + play (0) + return diff --git a/Source/Scripts/Singletons/config_helper.gd b/Source/Scripts/Singletons/config_helper.gd new file mode 100644 index 0000000..2c53578 --- /dev/null +++ b/Source/Scripts/Singletons/config_helper.gd @@ -0,0 +1,43 @@ +### config_helper +# Helper functions for using config files in general. +# By default these functions save/load the following settings: +# * Fullscreen or not (Graphics/fullscreen) +# * Master volume (Audio/master) +# * Music/jingle volume (Audio/music) +# * Sound volume (Audio/sound) +# Add more as necessary. +# Note that volume settings are saved as linear values, not as dB, and converted to dB on load. + +extends Node + +# The default filename for settings. +onready var CONFIG_FILENAME := "user://settings.cfg" +onready var config_file = ConfigFile.new () # New instance for a config file if it exists? + +## load_config / save_config +# helper_functions.load_config () +# helper_functions.save_config () +# Loads and saves configuration info (fullscreen, volume, etc) for any app. +func load_config () -> void: + var config_ok = config_file.load (CONFIG_FILENAME) + if (not config_ok == OK): # Can't open a config file. May not be an error, note! + printerr ("WARNING: load_config couldn't open a config file, code ", config_ok, " - may not be created yet.") + # A config file exists (or probably will exist), read from it. + OS.window_fullscreen = config_file.get_value ("Graphics", "fullscreen", false) + helper_functions.master_bus_volume = config_file.get_value ("Audio", "master", 1.0) + music_player.bus_volume = config_file.get_value ("Audio", "music", 1.0) + jingle_player.bus_volume = config_file.get_value ("Audio", "music", 1.0) + sound_player.bus_volume = config_file.get_value ("Audio", "sound", 1.0) + save_config () # Save the settings anyway (to be sure). + return + +func save_config () -> void: + var config_ok = null + config_file.set_value ("Graphics", "fullscreen", OS.window_fullscreen) + config_file.set_value ("Audio", "master", db2linear (helper_functions.master_bus_volume)) + config_file.set_value ("Audio", "music", db2linear (music_player.bus_volume)) + config_file.set_value ("Audio", "sound", db2linear (sound_player.bus_volume)) + config_ok = config_file.save (CONFIG_FILENAME) # Save the config. + if (not config_ok == OK): # If something does go wrong, though, say so. + printerr ("ERROR: save_config couldn't save the config file! Error code ", config_ok, ".") + return diff --git a/Source/Scripts/Singletons/game_space.gd b/Source/Scripts/Singletons/game_space.gd new file mode 100644 index 0000000..7627fc0 --- /dev/null +++ b/Source/Scripts/Singletons/game_space.gd @@ -0,0 +1,133 @@ +### game_space.gd +# Game-related variables and functions that don't belong to any one thing go in here. +# NOTE: Some functions depend upon things being loaded to work, e.g. the HUD. + +extends Node + +var lives:int = 3 setget set_lives # How many lives until game over? +var rings_collected:int = 0 setget set_rings # Rings (collectibles) the player has. +var real_rings_collected:int = 0 # Collectibles the player REALLY has. +var score:int = 0 setget set_score # What's the score? +var timer:Vector2 = Vector2.ZERO # x represents seconds, y minutes. +onready var last_checkpoint = null # What is the last checkpoint. + +onready var player_class = preload ("res://Scripts/Player/player_generic.gd") # Convenience for checking player stuff. +onready var enemy_class = preload ("res://Scripts/Enemies/enemy_generic.gd") # Convenience for checking enemies. +# Used for when the actual physical node of the player, rather than the player class, is required. +var player_node = null # Set up by player_generic.gd - trying to use this before then will result in bad things happening! + +# Cheating flags! +export(bool) var infinite_boost_cheat = false # Can boost forever? +export(bool) var invincibility_cheat = false # Can never take damage? + +# Called when the node enters the scene tree for the first time. +func _ready() -> void: + helper_functions._whocares = $"level_timer".connect ("timeout", self, "on_level_timer_timeout") + reset_game_space () + return + +## reset_game_space +# For new games, or restarting a game. Resets lives, rings etc. all to their default values. +func reset_game_space () -> void: + lives = 3 + rings_collected = 0 + real_rings_collected = 0 + score = 0 + timer = Vector2.ZERO + last_checkpoint = null + return + +### MATHS-RELATED FUNCTIONS. + +## angle_limit +# Returns the given angle as an angle (in radians) between -PI and PI +func angle_limit (ang:float) -> float: + var sign1 := 1.0 + if (not ang == 0): + sign1 = ang / abs (ang) + ang = fmod (ang, PI * 2) + if (abs (ang) > PI): + ang = (2 * PI - abs (ang)) * sign1 * -1 + return (ang) + +## angle_distance +# Returns the angle distance between rot1 and rot2, even over the 360deg mark. +# (i.e. 350 and 10 will be 20 degrees apart) +func angle_distance (rot1:float, rot2:float) -> float: + rot1 = angle_limit (rot1) + rot2 = angle_limit (rot2) + if abs (rot1-rot2) > PI and rot1>rot2: + return (abs (angle_limit (rot1) - (angle_limit (rot2) + PI * 2))) + elif abs (rot1 - rot2) > PI and rot1 < rot2: + return (abs ((angle_limit (rot1) + PI * 2)-(angle_limit (rot2)))) + else: + return abs (rot1 - rot2) + +### HUD FUNCTIONS. + +## change_boost_value +# Use this everywhere to change the current boost value. +func change_boost_value (change_to: float) -> void: + if (not has_node ("/root/Level/game_hud")): # Make sure the game_hud is available! + return + $"/root/Level/game_hud/hud_boost".value += change_to + return + +## set_rings +# The setter for how many rings the player does (or doesn't) have (and really have). +func set_rings (value:int) -> void: + if (not has_node ("/root/Level/game_hud")): # Make sure the game_hud is available! + return + real_rings_collected += (-real_rings_collected if value < rings_collected else value - rings_collected) + rings_collected = value + $"/root/Level/game_hud/hud_rings/count".text = var2str (rings_collected) + if (real_rings_collected >= 100): # Over 100 rings means you get an extra life! + real_rings_collected -= 100 + game_space.lives += 1 + # Ensure the "no rings" animation plays when required. + if (rings_collected < 1 and not $"/root/Level/game_hud/hud_rings/AnimationPlayer".current_animation == "no_rings"): + $"/root/Level/game_hud/hud_rings/AnimationPlayer".play ("no_rings") + elif (rings_collected > 0 and not $"/root/Level/game_hud/hud_rings/AnimationPlayer".current_animation == "default"): + $"/root/Level/game_hud/hud_rings/AnimationPlayer".play ("default") + return + +## on_level_timer_timeout +# This is called every second. It updates the timer display. +func on_level_timer_timeout () -> void: + if (not has_node ("/root/Level/game_hud")): # Make sure the game_hud is available! + return + timer.x += 1 + if (timer.x > 59): # A minute has passed! + timer.x = 0 + timer.y += 1 + $"/root/Level/game_hud/hud_timer/count".text = var2str (int (timer.y)).pad_zeros (2) + \ + ":" + var2str (int (timer.x)).pad_zeros(2) + return + +## set_score +# Sets the player score. +func set_score (value:int) -> void: + if (not has_node ("/root/Level/game_hud")): # Make sure the game_hud is available! + return + score = value + $"/root/Level/game_hud/hud_score/count".text = var2str (score) + return + +## set_lives +# Basically, this function does these: +# If the player has more lives, run the extra life stuff. +# If less, the death animation/reset to checkpoint/etc. +# If none, game over. +func set_lives (value:int) -> void: + if (not has_node ("/root/Level/game_hud")): # Make sure the game_hud is available! + return + if (value < lives): # Lost a life! + sound_player.play_sound ("player_death") + player_node.reset_character () + elif (value > lives): # Extra life time... + jingle_player.play_jingle ("res://Assets/Audio/Jingles/Extra_Life.ogg") + lives = value + if (lives < 0): # No lives left? It's game over. + player_node.reset_game () + $"/root/Level/game_hud/hud_lives/count".text = var2str (lives) + return diff --git a/Source/Scripts/Singletons/helper_functions.gd b/Source/Scripts/Singletons/helper_functions.gd new file mode 100644 index 0000000..313c442 --- /dev/null +++ b/Source/Scripts/Singletons/helper_functions.gd @@ -0,0 +1,109 @@ +### "Helper" functions should be kept in here. +# These can be anything, from displaying error messages to changing scenes. +# These should not usually be directly related to gameplay/application use. +# This also controls the volume for the master audio bus. + +extends Node + +onready var root := get_tree ().get_root () # What the root of the scene tree is. + +var _whocares = null # Used for functions which return a value which we don't need to be concerned with. + +# Used for the master audio bus. +onready var master_bus_index := AudioServer.get_bus_index ("Master") +onready var master_bus_volume = AudioServer.get_bus_volume_db (master_bus_index) setget set_master_bus_volume + +# do_once_only uses this dictionary. +onready var do_once_dictionary = { + NULL_DO_ONCE = "DO_NOT_DELETE", # Keep me here! +} + +onready var cli_args = Array (OS.get_cmdline_args ()) # An array of any command-line arguments passed. + +func _ready () -> void: + print_debug (cli_args.size (), " command line argument/s: ", cli_args) + Engine.target_fps = 60 + return + +## _input +# Don't put too much in here, otherwise performance will suffer. Use this for certain actions that are not +# dependent upon scenes (e.g., toggling full screen mode). +# Use "is_action_just_pressed" here to avoid input run-on problems. +func _input (_event) -> void: + if (Input.is_action_just_pressed ("toggle_full_screen")): # Toggle full-screen mode. + print_debug ("Toggling fullscreen ", ("off" if OS.window_fullscreen else "on"), ".") + OS.window_fullscreen = not OS.window_fullscreen + return + +## add_child_to_node +# helper_functions.add_child_to_node (scene_instance, node_to_add_to) +# Adds an (instanced!) scene (scene_instance) as a child to the given node (node_to_add_to). +# This neither creates an instance nor frees it, so you need to do those before/after calling this function. +# It also does no error checking, so pass wrong things and/or in the wrong order and things will break. +func add_child_to_node (scene_instance = null, node_to_add_to = "/root") -> void: + # Don't expect this to work properly if you forget to create an *instance* of the scene to pass! + get_node (node_to_add_to).call_deferred ("add_child", scene_instance) + return + +## add_path_to_node +# helper_functions.add_path_to_node (scene_path, node_to_add_to) +# Adds an instance of the scene specified by scene_path to the desired node (node_to_add_to). +# You should specify the path as absolute wherever possible. +# Returns the instance created, or null if the path provided is not valid. +func add_path_to_node (scene_path = "", node_to_add_to = "/root"): + var scene_to_go_to = ResourceLoader.load (scene_path) # Load and... + if (scene_to_go_to == null): # ...check that the path/scene is valid... + printerr ("ERROR: add_path_to_node cannot use ", scene_path, "; it is not a valid or existing scene!") + return (null) + scene_to_go_to = scene_to_go_to.instance () # ...create an instance of the scene. + # Then add it to the specified node. + call_deferred ("add_child_to_node", scene_to_go_to, node_to_add_to) + return (scene_to_go_to) # Return the instance created. + +## change_scene +# helper_functions.change_scene (path) +# Goes to the relevant scene; the scene is a path, so "res://". +# You should specify the path as absolute wherever possible. +# Returns the error codes given for change_scene_to (0 for OK, non-zero otherwise). +func change_scene (scene_path) -> int: + var new_scene = ResourceLoader.load (scene_path) # Load and... + if (new_scene == null): # ...check that the path/scene is valid... + printerr ("ERROR: change_scene cannot use ", scene_path, "; it is not a valid or existing scene file!") + return (ERR_FILE_NOT_FOUND) + get_tree ().current_scene.queue_free () + return (get_tree ().change_scene_to (new_scene)) # ...change to the new scene (or not...). + +## do_once_only +# helper_functions.do_once_only (do_me) +# Does something once only (if do_me given isn't in the dictionary for do_once_only). After that, it gets +# added so it won't do it again. +# Returns true first time round (because it hadn't been done before!), false afterwards. +# Shouldn't make too much of an adverse impact on performance if used carefully +# (i.e., avoid using in _*process functions). +# This is an exception to "should not usually be directly related to gameplay/application use". +func do_once_only (do_me) -> bool: + if (do_once_dictionary.has (do_me)): # Already been done once? + print_debug (do_me, " has already been done.") + return (false) # If so, returns false as it has already been done before. + # Not been done, so add it to the dictionary and return true. + print_debug (do_me, " has now been done.") + do_once_dictionary [do_me] = "I_AM_DONE" + return (true) + +## value_in_range +# helper_functions.value_in_range (check_value, range_start, range_end) +# Checks to see if falls between and . +# Returns true (it is) or false (it isn't; either because it is outside the range or function error). +func value_in_range (check_value, range_start, range_end) -> bool: + if (range_start >= range_end): + printerr ("ERROR: value_in_range cannot use ", range_start, "; it must be less than ", range_end, ".") + return (false) + return (check_value >= range_start and check_value <= range_end) + +## set_master_bus_volume +# Adjusts the master bus volume. +func set_master_bus_volume (value) -> void: + value = clamp (value, 0.0, 1.0) # Ensure sanity prevails. + AudioServer.set_bus_volume_db (master_bus_index, linear2db (value)) + master_bus_volume = AudioServer.get_bus_volume_db (master_bus_index) + return diff --git a/Source/Scripts/Singletons/jingle_player.gd b/Source/Scripts/Singletons/jingle_player.gd new file mode 100644 index 0000000..a6fd4f1 --- /dev/null +++ b/Source/Scripts/Singletons/jingle_player.gd @@ -0,0 +1,74 @@ +### jingle_player - a singleton to play music as a jingle. +# What this does is as follows: +# 1 - Mutes the Music bus. This way any music will carry on playing, just silently. +# 2 - plays the specified jingle. +# 3 - at the end of the jingle, unmutes Music (if wanted; the default) so anything playing becomes +# audible again. + +# It can either emit a "jingle_finished" signal (for having played the jingle in its entirety), or +# "jingle_aborted" (for a jingle having been stopped by something else). + +extends AudioStreamPlayer + +signal jingle_finished # Jingle played from start to finish. +signal jingle_aborted # Jingle has been told to stop playing before it finished. + +# If something needs to access the audio bus used by the player, it can be found here. +onready var bus_index := AudioServer.get_bus_index ("Jingles") + +# Set up the volume with the initial DB value for the audio bus. +# Remember to use linear2db/db2linear to convert this as necessary! +onready var bus_volume := AudioServer.get_bus_volume_db (bus_index) setget set_bus_volume + +# True (the default) will unmute the Music bus after playing the jingle; false will not. +var unmute_music:bool = true + +func _ready () -> void: + helper_functions._whocares = self.connect ("finished", self, "stop_jingle") + return + +## play_jingle +# jingle_player.play_jingle (path_to_jingle, music_unmute) +# Plays a specified music file as a jingle (path_to_jingle), muting the Music bus beforehand. +# After the jingle is finished, music_unmute can be set false to leave the music bus muted. +# Returns true if it plays something, otherwise false. +func play_jingle (path_to_jingle = "", music_unmute = true) -> void: + var play_me = null # This will hold the stream for the jingle. + unmute_music = music_unmute # Make sure music will be muted/unmuted after this jingle is done. + if (not ResourceLoader.exists (path_to_jingle)): # The file doesn't exist, so say so. + printerr ("ERROR: jingle_player has no jingle to play! ", path_to_jingle, " does not exist!") + return + play_me = load (path_to_jingle) as AudioStream + stream = play_me # Set the stream. + if (stream == null): # If the stream is null, this means the sound file is invalid, so report an error. + printerr ("ERROR: jingle_player has an empty stream! ", path_to_jingle, " is not a valid sound file.") + return + print_debug ("Playing ", stream, " from ", path_to_jingle, ".") + AudioServer.set_bus_mute (music_player.bus_index, true) # Mute the Music bus... + play () # ...play the jingle... + return # ...and return. + +## stop_jingle +# jingle_player.stop_jingle (abort_jingle) +# Stops the currently playing jingle and unmutes Music if told to. +# If abort_jingle is true, then it'll emit "jingle_aborted", otherwise "jingle_finished". +# You may need to unmute Music manually yourself in code if you leave it muted. +func stop_jingle (abort_jingle = false) -> void: + stop () + if (unmute_music): # The default - unmute the music bus if this is true. + # music_player unmutes Music if told to play something. + AudioServer.set_bus_mute (music_player.bus_index, false) + unmute_music = true # As this is a singleton, reset unmute_music after the check! + if (abort_jingle): # The jingle has been terminated early, so emit the "jingle_aborted" signal. + emit_signal ("jingle_aborted") + else: # Jingle has played through. + emit_signal ("jingle_finished") + return + +## set_bus_volume +# Adjusts the bus volume. +func set_bus_volume (value:float) -> void: + value = clamp (value, 0.0, 1.0) # Ensure sanity prevails. + AudioServer.set_bus_volume_db (bus_index, linear2db (value)) + bus_volume = AudioServer.get_bus_volume_db (bus_index) + return diff --git a/Source/Scripts/Singletons/music_player.gd b/Source/Scripts/Singletons/music_player.gd new file mode 100644 index 0000000..b524023 --- /dev/null +++ b/Source/Scripts/Singletons/music_player.gd @@ -0,0 +1,46 @@ +### music_player - a singleton to be used to play music (normally looped, but whatever is necessary). +# For more advanced stuff (music that relies on signals and so on), do it in the scene directly. + +extends AudioStreamPlayer + +# If something needs to access the audio bus used by the player, it can be found here. +onready var bus_index := AudioServer.get_bus_index ("Music") + +# Set up the volume with the initial DB value for the audio bus. +# Remember to use linear2db/db2linear to convert this as necessary! +onready var bus_volume := AudioServer.get_bus_volume_db (bus_index) setget set_bus_volume + +## play_music +# music_player.play_music (path_to_music, play_from) +# Plays a specified music file (path_to_music). +# Will play from a specific point in the music (in seconds) if told to (play_from). +# Returns true if it plays something, otherwise false. +func play_music (path_to_music = "", play_from = 0.0) -> void: + var play_me = null # This will be used to set the stream data. + if (not ResourceLoader.exists (path_to_music)): # The music file doesn't actually exist. + printerr ("ERROR: music_player has no music to play! ", path_to_music, " does not exist.") + return + play_me = load (path_to_music) as AudioStream + stream = play_me # Everything's OK, so set the stream as needed? + if (stream == null): # Except it's not actually a music file, so error out. + printerr ("ERROR: music_player has an empty stream! ", path_to_music, " is not a valid music file!") + return + print_debug ("Playing ", stream, " from ", path_to_music, ", offset ", play_from, ".") + AudioServer.set_bus_mute (bus_index, false) # Unmute the Music bus... + play (play_from) # ...and play the music. + return + +## stop_music +# music_player.stop_music () +# Just a bit of syntactic sugar. Stops the currently playing music. +func stop_music () -> void: + stop () + return + +## set_bus_volume +# Adjusts the bus volume. +func set_bus_volume (value:float) -> void: + value = clamp (value, 0.0, 1.0) # Ensure sanity prevails. + AudioServer.set_bus_volume_db (bus_index, linear2db (value)) + bus_volume = AudioServer.get_bus_volume_db (bus_index) + return diff --git a/Source/Scripts/Singletons/random_helpers.gd b/Source/Scripts/Singletons/random_helpers.gd new file mode 100644 index 0000000..42fea6c --- /dev/null +++ b/Source/Scripts/Singletons/random_helpers.gd @@ -0,0 +1,55 @@ +### "Helper" functions for random numbers. +# Mostly dice-like functions (generating random numbers by "rolling dice"). + +extends Node + +onready var RNG := RandomNumberGenerator.new () # Used by all random generator functions. + +func _ready () -> void: + init_rng () # Initialise the random number seed. + return + +## init_rng +# Just a front for the randomize function. This usually is only called by _ready. +func init_rng () -> void: + if (OS.is_debug_build ()): # FOR DEBUGGING ONLY. Always use a fixed seed for debugging. + RNG.seed = -6398989897141750821 + print_debug ("DEBUG: RNG initialised to a fixed seed; seed is ", RNG.seed, ".") + else: # Not running in debug mode, random numbers can be "truly" random. + RNG.randomize () + print_debug ("INFO: RNG initialised; seed is ", RNG.seed, ".") + return + +## roll_dice +# roll_dice (number_of_dice, dice_sides, add_to, sub_from) +# Rolls a given number (number_of_dice) of dice with sides (dice_sides). +# Can add to (add_to) or subtract from (sub_from) the calculated total. +# Defaults to 1d6+0-0 (1, 6, 0, 0). +# Returns the total given, or -1 if not enough dice, or -2 if not enough sides. +func roll_dice (number_of_dice:int = 1, dice_sides:int = 6, add_to:int = 0, sub_from:int = 0) -> int: + var total_rolled:int = 0 # The total of the dice rolled. + var dice_count:int = 0 # Used to count the number of dice rolled. + var dice_rolled:int = 0 # Total of the current dice rolled. + if (number_of_dice < 1): # Invalid number of dice. + printerr ("ERROR: roll_dice requires at least 1 \"dice\".") + return (-1) + if (dice_sides < 2): # Dice need to have at least two sides. + printerr ("ERROR: roll_dice requires a \"dice\" to have at least two \"sides\".") + return (-2) + while (dice_count < number_of_dice): # Roll the dice. + dice_rolled = RNG.randi_range (1, dice_sides) + total_rolled += dice_rolled + print_debug ("ROLLED: ", dice_rolled, "; TOTAL IS NOW: ", total_rolled, ".") + dice_count += 1 + # Total calculated, so do any addition or subtraction needed here and return it. + total_rolled = (total_rolled + add_to) - sub_from + return (total_rolled) + +## find_random_average +# find_random_average (total_numbers, random_range) +# Generates of random numbers (1 up to ), returning the average of that total. +# The average returned is a float rounded (down) to an int. +func find_random_average (total_numbers:int = 1, random_range:int = 6) -> int: + var total:float = 0.0 + total = float (roll_dice (total_numbers, random_range)) / float (total_numbers) + return (int (total)) diff --git a/Source/Scripts/Singletons/sound_player.gd b/Source/Scripts/Singletons/sound_player.gd new file mode 100644 index 0000000..23f64a7 --- /dev/null +++ b/Source/Scripts/Singletons/sound_player.gd @@ -0,0 +1,64 @@ +### For playing general sound effects (mostly UI, but other stuff too as required). +# Sound effects can be specified in sound_library along the lines of "": preload (""). +# (Or = preload (""), your choice.) (Or "": preload ("") etc etc.) +# With all that said, using "add_sound_to_library" would be a better idea. +# Sound effects can be played using sound_player.play_sound ([]) + +extends AudioStreamPlayer + +# If something needs to access the audio bus used by the player, it can be found here. +onready var bus_index := AudioServer.get_bus_index ("SFX") + +# Set up the volume with the initial DB value for the audio bus. +# Remember to use linear2db/db2linear to convert this as necessary! +onready var bus_volume := AudioServer.get_bus_volume_db (bus_index) setget set_bus_volume + +onready var sound_library = { + # Put all the sound effects to be used globally here. + "no_sound": preload ("res://Assets/Audio/Sound/no_sound.ogg"), # Keep this as the first item in the list. +} + +## play_sound +# sound_player.play_sound (item) +# Looks for item in sound_library and if it's there, play it. +func play_sound (item = "no_sound") -> void: + if (sound_library.has (item)): + stream = sound_library [item] as AudioStream + if (stream == null): # The file associated with "item" isn't a valid sound file. + printerr ("ERROR: sound_player has an empty stream! ", item, " is not a valid sound file.") + return + # The sound exists and is valid in the library, so play it out. + play () + print_debug (item, " played.") + return + # Sound not found, so give an error and return false. + printerr ("ERROR: sound_player has no sound to play! \"", item, "\" not found!") + return + +## stop_sound +# Stops the sound player. Just syntactic sugar. +func stop_sound () -> void: + stop () + return + +## add_sound_to_library +# add_sound_to_library (sound_file, sound_name) +# Adds a sound resource to the library. +# Just give it a filename, the function will automatically load it with the name you give it. +func add_sound_to_library (sound_file, sound_name = "") -> void: + if (sound_name == ""): # If for some reason a name for the sound isn't supplied... + sound_name = sound_file # ...make it the same as the filename. + if (sound_library.has (sound_name)): # Can't add an entry that already exists. + printerr ("ERROR: add_sound_to_library can't add ", sound_name, "; it already exists in the library.") + return + sound_library [sound_name] = load (sound_file) + print_debug ("Current sound_library contents: ", sound_library) + return + +## set_bus_volume +# Adjusts the bus volume. +func set_bus_volume (value:float) -> void: + value = clamp (value, 0.0, 1.0) # Ensure sanity prevails. + AudioServer.set_bus_volume_db (bus_index, linear2db (value)) + bus_volume = AudioServer.get_bus_volume_db (bus_index) + return diff --git a/Source/Scripts/UI/HUD/debug_hud.gd b/Source/Scripts/UI/HUD/debug_hud.gd new file mode 100644 index 0000000..113e4a4 --- /dev/null +++ b/Source/Scripts/UI/HUD/debug_hud.gd @@ -0,0 +1,29 @@ +### debug_hud.gd +# Displays assorted information that's useful while debugging. +# As this runs constantly, it only gets added to the scene when in debug mode. + +extends CanvasLayer + +func _ready () -> void: + if (not OS.is_debug_build ()): # If not running in debug mode, remove this. + queue_free () + return + +func _process (_delta) -> void: + $"Position".text = "POSITION: " + var2str (int (game_space.player_node.position.x)) + ", " + \ + var2str (int (game_space.player_node.position.y)) + $"Velocity".text = "VELOCITY: " + var2str (int (game_space.player_node.player_velocity.x)) + ", " + \ + var2str (int (game_space.player_node.player_velocity.y)) + $"FPS".text = "FPS: " + var2str (Engine.get_frames_per_second ()) + $"Boosting".text = "BOOSTING: " + ("YES" if not game_space.player_node.is_boosting == 0 else "NO") + $"Crouching".text = "CROUCHING: " + ("YES" if game_space.player_node.is_crouching else "NO") + $"Flying".text = "FLYING: " + ("YES" if game_space.player_node.is_flying else "NO") + $"Gliding".text = "GLIDING: " + ("YES" if game_space.player_node.is_gliding else "NO") + $"Grinding".text = "GRINDING: " + ("YES" if game_space.player_node.is_grinding else "NO") + $"Jumping".text = "JUMPING: " + ("YES" if game_space.player_node.is_jumping else "NO") + $"Rolling".text = "ROLLING: " + ("YES" if game_space.player_node.is_rolling else "NO") + $"Spindashing".text = "SPINDASHING: " + ("YES" if game_space.player_node.is_spindashing else "NO") + $"Stomping".text = "STOMPING: " + ("YES" if game_space.player_node.is_stomping else "NO") + $"Tricking".text = "TRICKING: " + ("YES" if game_space.player_node.is_tricking else "NO") + $"Unmoveable".text = "UNMOVEABLE: " + ("YES" if game_space.player_node.is_unmoveable else "NO") + return diff --git a/Source/Scripts/UI/HUD/game_hud.gd b/Source/Scripts/UI/HUD/game_hud.gd new file mode 100644 index 0000000..706cc72 --- /dev/null +++ b/Source/Scripts/UI/HUD/game_hud.gd @@ -0,0 +1,17 @@ +### game_hud.gd +# Controls the in-game HUD. + +extends CanvasLayer + +func _ready() -> void: + # When entering the scene tree, connect signals for the boost bar. + helper_functions._whocares = $"hud_boost".connect ("value_changed", self, "on_boost_hud_value_changed") + on_boost_hud_value_changed ($"hud_boost".value) # Make sure the boost bar is set up correctly. + game_space.rings_collected = game_space.rings_collected # Make sure the rings animation plays. + return + +## on_boost_hud_value_changed +# This function makes sure the boost bar is changed. If the infinite boost cheat is enabled, boost is kept at 60. +func on_boost_hud_value_changed (changed_to: float) -> void: + $"hud_boost".value = (60.0 if game_space.infinite_boost_cheat else changed_to) + return diff --git a/Source/Scripts/UI/menu_main.gd b/Source/Scripts/UI/menu_main.gd new file mode 100644 index 0000000..ac65eb5 --- /dev/null +++ b/Source/Scripts/UI/menu_main.gd @@ -0,0 +1,36 @@ +### menu_main +# The "main menu" of the project is controlled from here. +# By default it has three buttons - "New Game", "Options" and "Quit Game". +# Adjust to taste. + +extends VBoxContainer + +func _ready () -> void: + # Connect the buttons to functions, set the keyboard focus on the "new game" button. + helper_functions._whocares = $"btnNewGame".connect ("pressed", self, "btnNewGame_on_press") + helper_functions._whocares = $"btnOptions".connect ("pressed", self, "btnOptions_on_press") + helper_functions._whocares = $"btnQuit".connect ("pressed", self, "btnQuit_on_press") + $"btnNewGame".grab_focus () + return + +## btnNewGame_on_press +# Starts a new game! +func btnNewGame_on_press () -> void: + if (not helper_functions.change_scene ("res://Scenes/Levels/chaos_festival.tscn") == OK): + printerr ("Unable to load the test level!") + get_tree ().quit () + return + +## btnOptions_on_press +# Shows the main options. +func btnOptions_on_press () -> void: + helper_functions.add_path_to_node ("res://Scenes/UI/menu_options.tscn", "/root/main_menu") + yield (get_tree (), "idle_frame") # And make sure they're added before continuing... + $".".visible = false + return + +## btnQuit_on_press +# Quit the game. +func btnQuit_on_press () -> void: + get_tree ().quit () + return diff --git a/Source/Scripts/UI/menu_options.gd b/Source/Scripts/UI/menu_options.gd new file mode 100644 index 0000000..8888477 --- /dev/null +++ b/Source/Scripts/UI/menu_options.gd @@ -0,0 +1,88 @@ +### Options screen. +# Pauses the game while up. +# The options are split up into tabs, nominally. +# Current options are: +# * Toggle fullscreen +# * Adjust master volume +# * Adjust music (and jingle) volume +# * Adjust sound volume +# Adjust to taste for specific games. + +extends VBoxContainer + +# Sets up the signals, makes sure the volume settings are correct and sets focus. +func _ready () -> void: + helper_functions._whocares = $"btn_goback".connect ("pressed", self, "btn_mainmenu_on_press") + helper_functions._whocares = $"options_tabholder/Options/btn_fullscreencheck".connect ( + "pressed", + self, + "on_btn_fullscreencheck_pressed" + ) + helper_functions._whocares = $"options_tabholder/Options/volume_master/volume_master_slider".connect ( + "value_changed", + self, + "on_volume_master_slider_changed" + ) + helper_functions._whocares = $"options_tabholder/Options/volume_music/volume_music_slider".connect ( + "value_changed", + self, + "on_volume_music_slider_changed" + ) + helper_functions._whocares = $"options_tabholder/Options/volume_sound/volume_sound_slider".connect ( + "value_changed", + self, + "on_volume_sound_slider_changed" + ) + $"options_tabholder/Options/volume_master/volume_master_slider".value = db2linear ( + AudioServer.get_bus_volume_db (helper_functions.master_bus_index) + ) + $"options_tabholder/Options/volume_music/volume_music_slider".value = db2linear ( + AudioServer.get_bus_volume_db (music_player.bus_index) + ) + $"options_tabholder/Options/volume_sound/volume_sound_slider".value = db2linear ( + AudioServer.get_bus_volume_db (sound_player.bus_index) + ) + $"options_tabholder/Options/btn_fullscreencheck".pressed = OS.window_fullscreen + $"btn_goback".grab_focus () + raise () + if (not has_node ("../menu_main")): # Not being called from the main menu? + $"header_text".text = "PAUSED" # Then it must be being used as pause. + get_tree ().paused = true # Pause the rest of the game while the options screen is visible. + return + +# Returning to the previous. It saves any necessary changes. +func btn_mainmenu_on_press () -> void: + if (has_node ("../menu_main")): # If called from the main menu, make it visible again and give it focus. + $"../menu_main".visible = true + $"../menu_main/btnNewGame".grab_focus () + get_tree ().paused = false # Unpause to allow everything to get moving again. + config_helper.save_config () + queue_free () + return + +# Toggle full-screen on or off. +func on_btn_fullscreencheck_pressed () -> void: + OS.window_fullscreen = not OS.window_fullscreen + return + +# Changing the master bus volume. +func on_volume_master_slider_changed (value: float) -> void: + helper_functions.master_bus_volume = value + $"options_tabholder/Options/volume_master/Label".text = "Master Volume: " + $"options_tabholder/Options/volume_master/Label".text += var2str (int (value * 100)).pad_zeros (3) + "%" + return + +# Adjusting the music and jingle volume. +func on_volume_music_slider_changed (value: float) -> void: + music_player.bus_volume = value + jingle_player.bus_volume = value + $"options_tabholder/Options/volume_music/Label".text = "Music Volume: " + $"options_tabholder/Options/volume_music/Label".text += var2str (int (value * 100)).pad_zeros (3) + "%" + return + +# Changing the volume for the sound. +func on_volume_sound_slider_changed (value: float) -> void: + sound_player.bus_volume = value + $"options_tabholder/Options/volume_sound/Label".text = "Sound Volume: " + $"options_tabholder/Options/volume_sound/Label".text += var2str (int (value * 100)).pad_zeros (3) + "%" + return diff --git a/Source/Scripts/UI/zone_intro.gd b/Source/Scripts/UI/zone_intro.gd new file mode 100644 index 0000000..f14207c --- /dev/null +++ b/Source/Scripts/UI/zone_intro.gd @@ -0,0 +1,30 @@ +### zone_intro.gd +# Runs the "zone intro" sequence. +# Needs to be run after the HUD is added to the level scene. + +extends Node2D + +func _ready() -> void: + if (not get_node ("..").level_logo == ""): # Does the level have a logo? If so, use it. + $"zone_logo".texture = load (get_node ("..").level_logo) + return + +## play_me +# Actually plays the animation. +func play_me () -> void: + game_space.player_node.is_unmoveable = true + game_space.get_node ("level_timer").stop () + $"/root/Level/game_hud".offset = Vector2 (-1000000, -1000000) + $"AnimationPlayer".play ("intro_in") + yield ($"AnimationPlayer", "animation_finished") + done_me () + return + +## done_me +# The animation is done, restore player control, set the UI visible and go! +func done_me () -> void: + game_space.player_node.is_unmoveable = false + $"/root/Level/game_hud".offset = Vector2.ZERO + game_space.get_node ("level_timer").start () + queue_free () + return diff --git a/Source/Scripts/scn_preload.gd b/Source/Scripts/scn_preload.gd new file mode 100644 index 0000000..931a9b5 --- /dev/null +++ b/Source/Scripts/scn_preload.gd @@ -0,0 +1,21 @@ +### The preloader script. +# This scene should just be used for (pre)loading stuff and then switching to the first "proper" scene of +# the program. +# This scene is (by default) a Node2D in case you want some kind of loading screen here. + +extends Node2D + +func _ready () -> void: + config_helper.load_config () + # Add sounds to the sound player. + sound_player.add_sound_to_library ("res://Assets/Audio/Sound/Enemies/boom.ogg", "enemy_boom") + sound_player.add_sound_to_library ("res://Assets/Audio/Sound/Player/lose_rings.ogg", "lose_rings") + sound_player.add_sound_to_library ("res://Assets/Audio/Sound/LevelItems/Checkpoint.ogg", "pass_checkpoint") + sound_player.add_sound_to_library ("res://Assets/Audio/Sound/Player/Death.ogg", "player_death") + sound_player.add_sound_to_library ("res://Assets/Audio/Sound/Player/jump.ogg", "player_jump") + sound_player.add_sound_to_library ("res://Assets/Audio/Sound/LevelItems/ring.ogg", "ring_get") + sound_player.add_sound_to_library ("res://Assets/Audio/Sound/LevelItems/goal_post.ogg", "goalpost") + if (not helper_functions.change_scene ("res://Scenes/UI/main_menu.tscn") == OK): + printerr ("ERROR: Unable to load the main scene!") + get_tree ().quit () + return diff --git a/Source/addons/delete.me.when.something.is.in.here b/Source/addons/delete.me.when.something.is.in.here new file mode 100644 index 0000000..e69de29 diff --git a/Source/default_bus_layout.tres b/Source/default_bus_layout.tres new file mode 100644 index 0000000..0c0ac2e --- /dev/null +++ b/Source/default_bus_layout.tres @@ -0,0 +1,27 @@ +[gd_resource type="AudioBusLayout" format=2] + +[resource] +bus/1/name = "Music" +bus/1/solo = false +bus/1/mute = false +bus/1/bypass_fx = false +bus/1/volume_db = 0.0 +bus/1/send = "Master" +bus/2/name = "Jingles" +bus/2/solo = false +bus/2/mute = false +bus/2/bypass_fx = false +bus/2/volume_db = 0.0 +bus/2/send = "Master" +bus/3/name = "SFX" +bus/3/solo = false +bus/3/mute = false +bus/3/bypass_fx = false +bus/3/volume_db = 0.0 +bus/3/send = "Master" +bus/4/name = "Ambient" +bus/4/solo = false +bus/4/mute = false +bus/4/bypass_fx = false +bus/4/volume_db = 0.0 +bus/4/send = "Master" diff --git a/default_env.tres b/Source/default_env.tres similarity index 85% rename from default_env.tres rename to Source/default_env.tres index 0f8c712..a18e73e 100644 --- a/default_env.tres +++ b/Source/default_env.tres @@ -11,8 +11,5 @@ ground_curve = 0.01 sun_energy = 16.0 [resource] -background_mode = 2 background_sky = SubResource( 1 ) -fog_height_min = 0.0 -fog_height_max = 100.0 -ssao_quality = 0 +ambient_light_color = Color( 1, 1, 1, 1 ) diff --git a/export_presets.cfg b/Source/export_presets.cfg similarity index 80% rename from export_presets.cfg rename to Source/export_presets.cfg index e04121a..2f7bc8b 100644 --- a/export_presets.cfg +++ b/Source/export_presets.cfg @@ -7,7 +7,7 @@ custom_features="" export_filter="all_resources" include_filter="" exclude_filter="" -export_path="Builds/FlowEngine_042221/FlowEngine.exe" +export_path="../Builds/FlowEngine_Windows.exe" script_export_mode=1 script_encryption_key="" @@ -23,7 +23,6 @@ texture_format/etc=false texture_format/etc2=false texture_format/no_bptc_fallbacks=true codesign/enable=false -codesign/identity_type=0 codesign/identity="" codesign/password="" codesign/timestamp=true @@ -35,7 +34,7 @@ application/icon="" application/file_version="" application/product_version="" application/company_name="" -application/product_name="" +application/product_name="Flow Engine" application/file_description="" application/copyright="" application/trademarks="" @@ -49,7 +48,7 @@ custom_features="" export_filter="all_resources" include_filter="" exclude_filter="" -export_path="Builds/FlowEngine_Linux_042221/FlowEngine_Linux.x86_64" +export_path="../Builds/FlowEngine_Linux.x86_64" script_export_mode=1 script_encryption_key="" @@ -74,7 +73,7 @@ custom_features="" export_filter="all_resources" include_filter="" exclude_filter="" -export_path="Builds/HTML5/sonic.html" +export_path="../Builds/HTML5/sonic.html" script_export_mode=1 script_encryption_key="" @@ -85,10 +84,20 @@ custom_template/release="" variant/export_type=0 vram_texture_compression/for_desktop=true vram_texture_compression/for_mobile=false +html/export_icon=true html/custom_html_shell="" html/head_include="" html/canvas_resize_policy=2 +html/focus_canvas_on_start=true html/experimental_virtual_keyboard=false +progressive_web_app/enabled=false +progressive_web_app/offline_page="" +progressive_web_app/display=1 +progressive_web_app/orientation=0 +progressive_web_app/icon_144x144="" +progressive_web_app/icon_180x180="" +progressive_web_app/icon_512x512="" +progressive_web_app/background_color=Color( 0, 0, 0, 1 ) [preset.3] @@ -99,7 +108,7 @@ custom_features="" export_filter="all_resources" include_filter="" exclude_filter="" -export_path="Builds/FlowEngine_Mac_042221/FlowEngine_Mac_042221.zip" +export_path="../Builds/FlowEngine_Mac_042221.zip" script_export_mode=1 script_encryption_key="" @@ -112,6 +121,7 @@ application/info="Made with Godot Engine" application/icon="" application/identifier="" application/signature="" +application/app_category="Games" application/short_version="1.0" application/version="1.0" application/copyright="" diff --git a/Source/icon.png b/Source/icon.png new file mode 100644 index 0000000..666cb07 Binary files /dev/null and b/Source/icon.png differ diff --git a/Source/icon.png.import b/Source/icon.png.import new file mode 100644 index 0000000..a4c02e6 --- /dev/null +++ b/Source/icon.png.import @@ -0,0 +1,35 @@ +[remap] + +importer="texture" +type="StreamTexture" +path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://icon.png" +dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ] + +[params] + +compress/mode=0 +compress/lossy_quality=0.7 +compress/hdr_mode=0 +compress/bptc_ldr=0 +compress/normal_map=0 +flags/repeat=0 +flags/filter=true +flags/mipmaps=false +flags/anisotropic=false +flags/srgb=2 +process/fix_alpha_border=true +process/premult_alpha=false +process/HDR_as_SRGB=false +process/invert_color=false +process/normal_map_invert_y=false +stream=false +size_limit=0 +detect_3d=true +svg/scale=1.0 diff --git a/Source/project.godot b/Source/project.godot new file mode 100644 index 0000000..873c1e7 --- /dev/null +++ b/Source/project.godot @@ -0,0 +1,131 @@ +; Engine configuration file. +; It's best edited using the editor UI and not directly, +; since the parameters that go here are not all obvious. +; +; Format: +; [section] ; section goes between [] +; param=value ; assign values to parameters + +config_version=4 + +_global_script_classes=[ ] +_global_script_class_icons={ +} + +[application] + +config/name="Flow Engine" +config/description="Open-source recreation of Sonic-styled physics." +run/main_scene="res://Scenes/scn_preload.tscn" +boot_splash/fullsize=false +boot_splash/use_filter=false +boot_splash/bg_color=Color( 0.141176, 0.141176, 0.141176, 1 ) +config/icon="res://icon.png" + +[autoload] + +helper_functions="*res://Scenes/Singletons/helper_functions.tscn" +random_helpers="*res://Scenes/Singletons/random_helpers.tscn" +sound_player="*res://Scenes/Singletons/sound_player.tscn" +music_player="*res://Scenes/Singletons/music_player.tscn" +jingle_player="*res://Scenes/Singletons/jingle_player.tscn" +config_helper="*res://Scenes/Singletons/config_helper.tscn" +game_space="*res://Scenes/Singletons/game_space.tscn" + +[debug] + +settings/stdout/verbose_stdout=true + +[display] + +window/size/height=576 +window/vsync/use_vsync=false +window/stretch/mode="2d" +window/stretch/aspect="keep" + +[input] + +ui_left={ +"deadzone": 0.5, +"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777231,"physical_scancode":0,"unicode":0,"echo":false,"script":null) +, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":14,"pressure":0.0,"pressed":false,"script":null) +, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":-1.0,"script":null) + ] +} +ui_right={ +"deadzone": 0.5, +"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777233,"physical_scancode":0,"unicode":0,"echo":false,"script":null) +, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":15,"pressure":0.0,"pressed":false,"script":null) +, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":1.0,"script":null) + ] +} +boost={ +"deadzone": 0.5, +"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":88,"physical_scancode":0,"unicode":0,"echo":false,"script":null) +, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":2,"pressure":0.0,"pressed":false,"script":null) + ] +} +restart={ +"deadzone": 0.5, +"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":82,"physical_scancode":0,"unicode":0,"echo":false,"script":null) +, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":10,"pressure":0.0,"pressed":false,"script":null) + ] +} +stomp={ +"deadzone": 0.5, +"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":83,"physical_scancode":0,"unicode":0,"echo":false,"script":null) +, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":1,"pressure":0.0,"pressed":false,"script":null) + ] +} +jump={ +"deadzone": 0.5, +"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":90,"physical_scancode":0,"unicode":0,"echo":false,"script":null) +, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":0,"pressure":0.0,"pressed":false,"script":null) + ] +} +move_left={ +"deadzone": 0.5, +"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777231,"physical_scancode":0,"unicode":0,"echo":false,"script":null) +, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":14,"pressure":0.0,"pressed":false,"script":null) +, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":-1.0,"script":null) +, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777354,"physical_scancode":0,"unicode":0,"echo":false,"script":null) + ] +} +move_right={ +"deadzone": 0.5, +"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777233,"physical_scancode":0,"unicode":0,"echo":false,"script":null) +, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":15,"pressure":0.0,"pressed":false,"script":null) +, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":1.0,"script":null) +, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777356,"physical_scancode":0,"unicode":0,"echo":false,"script":null) + ] +} +toggle_full_screen={ +"deadzone": 0.5, +"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":true,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777221,"physical_scancode":0,"unicode":0,"echo":false,"script":null) + ] +} +toggle_pause={ +"deadzone": 0.5, +"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777225,"physical_scancode":0,"unicode":0,"echo":false,"script":null) +, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":11,"pressure":0.0,"pressed":false,"script":null) +, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777217,"physical_scancode":0,"unicode":0,"echo":false,"script":null) + ] +} +crouch={ +"deadzone": 0.5, +"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777234,"physical_scancode":0,"unicode":0,"echo":false,"script":null) +, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777352,"physical_scancode":0,"unicode":0,"echo":false,"script":null) +, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":13,"pressure":0.0,"pressed":false,"script":null) +, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":1.0,"script":null) + ] +} + +[physics] + +common/physics_fps=120 + +[rendering] + +quality/driver/fallback_to_gles2=true +environment/default_clear_color=Color( 0, 0, 0, 1 ) +environment/default_environment="res://default_env.tres" diff --git a/UI/BarUnit.tscn b/UI/BarUnit.tscn deleted file mode 100644 index 7bb6cc5..0000000 --- a/UI/BarUnit.tscn +++ /dev/null @@ -1,24 +0,0 @@ -[gd_scene load_steps=2 format=2] - -[ext_resource path="res://sprites/UI/boostbar.png" type="Texture" id=1] - -[node name="Unit" type="Control"] -anchor_top = 1.0 -anchor_bottom = 1.0 -margin_top = -56.0 -margin_right = 22.0 -margin_bottom = -48.0 -rect_scale = Vector2( 2, 2 ) -rect_clip_content = true -__meta__ = { -"_edit_use_anchors_": false -} - -[node name="TextureRect" type="TextureRect" parent="."] -margin_top = -24.0 -margin_right = 40.0 -margin_bottom = 16.0 -texture = ExtResource( 1 ) -__meta__ = { -"_edit_use_anchors_": false -} diff --git a/UI/LevelUILayout.tscn b/UI/LevelUILayout.tscn deleted file mode 100644 index 3687a44..0000000 --- a/UI/LevelUILayout.tscn +++ /dev/null @@ -1,27 +0,0 @@ -[gd_scene load_steps=4 format=2] - -[ext_resource path="res://UI/BarUnit.tscn" type="PackedScene" id=3] -[ext_resource path="res://UI/RingCounter.tscn" type="PackedScene" id=4] -[ext_resource path="res://UI/boostBar.tscn" type="PackedScene" id=5] - -[node name="CanvasLayer" type="CanvasLayer"] - -[node name="Label" type="Label" parent="."] -visible = false -margin_left = 73.0 -margin_top = 31.0181 -margin_right = 149.0 -margin_bottom = 53.0181 -text = "000" -align = 2 -valign = 1 -__meta__ = { -"_edit_use_anchors_": false -} - -[node name="RingCounter" parent="." instance=ExtResource( 4 )] - -[node name="boostBar" parent="." instance=ExtResource( 5 )] - -[node name="Unit" parent="boostBar" instance=ExtResource( 3 )] -visible = false diff --git a/UI/RingCounter.tscn b/UI/RingCounter.tscn deleted file mode 100644 index 7a0f143..0000000 --- a/UI/RingCounter.tscn +++ /dev/null @@ -1,92 +0,0 @@ -[gd_scene load_steps=4 format=2] - -[ext_resource path="res://sprites/UI/numbers.png" type="Texture" id=1] -[ext_resource path="res://sprites/UI/RingCount.png" type="Texture" id=2] -[ext_resource path="res://scripts/RingCountDisplay.gd" type="Script" id=3] - -[node name="RingCounter" type="TextureRect"] -margin_left = 30.0 -margin_top = 22.0 -margin_right = 87.0 -margin_bottom = 43.0 -rect_scale = Vector2( 2, 2 ) -texture = ExtResource( 2 ) -expand = true -stretch_mode = 3 -script = ExtResource( 3 ) -__meta__ = { -"_edit_use_anchors_": false -} - -[node name="Numbers" type="Control" parent="."] -margin_left = 16.5 -margin_top = 2.75 -margin_right = 56.5 -margin_bottom = 42.75 -rect_scale = Vector2( 0.5, 0.5 ) -__meta__ = { -"_edit_use_anchors_": false -} - -[node name="Digit 1" type="Control" parent="Numbers"] -margin_left = 5.16151 -margin_top = 0.00311279 -margin_right = 29.1615 -margin_bottom = 24.0031 -rect_clip_content = true -__meta__ = { -"_edit_use_anchors_": false -} - -[node name="TextureRect2" type="TextureRect" parent="Numbers/Digit 1"] -margin_right = 132.0 -margin_bottom = 12.0 -rect_min_size = Vector2( 1, 1 ) -rect_scale = Vector2( 2, 2 ) -texture = ExtResource( 1 ) -stretch_mode = 2 -__meta__ = { -"_edit_use_anchors_": false -} - -[node name="Digit 2" type="Control" parent="Numbers"] -margin_left = 24.9796 -margin_top = 0.213333 -margin_right = 48.9796 -margin_bottom = 24.2133 -rect_clip_content = true -__meta__ = { -"_edit_use_anchors_": false -} - -[node name="TextureRect2" type="TextureRect" parent="Numbers/Digit 2"] -margin_right = 132.0 -margin_bottom = 12.0 -rect_min_size = Vector2( 1, 1 ) -rect_scale = Vector2( 2, 2 ) -texture = ExtResource( 1 ) -stretch_mode = 2 -__meta__ = { -"_edit_use_anchors_": false -} - -[node name="Digit 3" type="Control" parent="Numbers"] -margin_left = 45.0079 -margin_top = -0.207108 -margin_right = 69.0079 -margin_bottom = 23.7929 -rect_clip_content = true -__meta__ = { -"_edit_use_anchors_": false -} - -[node name="TextureRect2" type="TextureRect" parent="Numbers/Digit 3"] -margin_right = 132.0 -margin_bottom = 12.0 -rect_min_size = Vector2( 1, 1 ) -rect_scale = Vector2( 2, 2 ) -texture = ExtResource( 1 ) -stretch_mode = 2 -__meta__ = { -"_edit_use_anchors_": false -} diff --git a/UI/boostBar.tscn b/UI/boostBar.tscn deleted file mode 100644 index bf3f3aa..0000000 --- a/UI/boostBar.tscn +++ /dev/null @@ -1,17 +0,0 @@ -[gd_scene load_steps=3 format=2] - -[ext_resource path="res://scripts/BoostBar.gd" type="Script" id=1] -[ext_resource path="res://UI/BarUnit.tscn" type="PackedScene" id=2] - -[node name="boostBar" type="Control"] -anchor_top = 1.0 -anchor_bottom = 1.0 -margin_left = 25.2035 -margin_top = -88.1752 -margin_right = 65.2035 -margin_bottom = -48.1752 -script = ExtResource( 1 ) -__meta__ = { -"_edit_use_anchors_": false -} -barUnit = ExtResource( 2 ) diff --git a/audio/GardianPalace3.ogg.import b/audio/GardianPalace3.ogg.import deleted file mode 100644 index cbf91e7..0000000 --- a/audio/GardianPalace3.ogg.import +++ /dev/null @@ -1,15 +0,0 @@ -[remap] - -importer="ogg_vorbis" -type="AudioStreamOGGVorbis" 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b/audio/MeepMeep.ogg.import deleted file mode 100644 index 3f4b367..0000000 --- a/audio/MeepMeep.ogg.import +++ /dev/null @@ -1,15 +0,0 @@ -[remap] - -importer="ogg_vorbis" -type="AudioStreamOGGVorbis" -path="res://.import/MeepMeep.ogg-f315450522bc37ad2cb100113f66fe9b.oggstr" - -[deps] - -source_file="res://audio/MeepMeep.ogg" -dest_files=[ "res://.import/MeepMeep.ogg-f315450522bc37ad2cb100113f66fe9b.oggstr" ] - -[params] - -loop=true -loop_offset=0 diff --git a/audio/MeepMeep.wav b/audio/MeepMeep.wav deleted file mode 100644 index 4ac2ba1..0000000 Binary files a/audio/MeepMeep.wav and /dev/null differ diff --git a/audio/MeepMeep.wav.import b/audio/MeepMeep.wav.import deleted file mode 100644 index 5666e1a..0000000 --- a/audio/MeepMeep.wav.import +++ /dev/null @@ -1,21 +0,0 @@ -[remap] - -importer="wav" -type="AudioStreamSample" -path="res://.import/MeepMeep.wav-4ff8822c1ce1bf45057b38824156b2e4.sample" - -[deps] - -source_file="res://audio/MeepMeep.wav" -dest_files=[ 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b/audio/SFX/Boost.wav deleted file mode 100644 index 43eaeed..0000000 Binary files a/audio/SFX/Boost.wav and /dev/null differ diff --git a/audio/SFX/Boost.wav.import b/audio/SFX/Boost.wav.import deleted file mode 100644 index 74050fd..0000000 --- a/audio/SFX/Boost.wav.import +++ /dev/null @@ -1,21 +0,0 @@ -[remap] - -importer="wav" -type="AudioStreamSample" -path="res://.import/Boost.wav-3689ae58c907b080d14ba3cd73dc4e1a.sample" - -[deps] - -source_file="res://audio/SFX/Boost.wav" -dest_files=[ "res://.import/Boost.wav-3689ae58c907b080d14ba3cd73dc4e1a.sample" ] - -[params] - -force/8_bit=false -force/mono=false -force/max_rate=false -force/max_rate_hz=44100 -edit/trim=false -edit/normalize=false -edit/loop=false -compress/mode=0 diff --git a/audio/SFX/airBoostRing.wav b/audio/SFX/airBoostRing.wav deleted file mode 100644 index 8d2ccf4..0000000 Binary files a/audio/SFX/airBoostRing.wav and /dev/null differ diff --git a/audio/SFX/airBoostRing.wav.import b/audio/SFX/airBoostRing.wav.import deleted file mode 100644 index 0b44ac9..0000000 --- a/audio/SFX/airBoostRing.wav.import +++ /dev/null @@ -1,21 +0,0 @@ -[remap] - -importer="wav" -type="AudioStreamSample" -path="res://.import/airBoostRing.wav-f0bd38d6f1f097e870febd5f714ade32.sample" - -[deps] - -source_file="res://audio/SFX/airBoostRing.wav" -dest_files=[ "res://.import/airBoostRing.wav-f0bd38d6f1f097e870febd5f714ade32.sample" ] - -[params] - -force/8_bit=false -force/mono=false -force/max_rate=false -force/max_rate_hz=44100 -edit/trim=false -edit/normalize=false -edit/loop=false -compress/mode=0 diff --git a/audio/SFX/boom.wav b/audio/SFX/boom.wav deleted file mode 100644 index 9a67f45..0000000 Binary files a/audio/SFX/boom.wav and /dev/null differ diff --git a/audio/SFX/boom.wav.import b/audio/SFX/boom.wav.import deleted file mode 100644 index 1f284ed..0000000 --- a/audio/SFX/boom.wav.import +++ /dev/null @@ -1,21 +0,0 @@ -[remap] - -importer="wav" -type="AudioStreamSample" 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-force/mono=false -force/max_rate=false -force/max_rate_hz=44100 -edit/trim=false -edit/normalize=false -edit/loop=true -compress/mode=0 diff --git a/audio/SFX/ring.wav b/audio/SFX/ring.wav deleted file mode 100644 index 2824e7c..0000000 Binary files a/audio/SFX/ring.wav and /dev/null differ diff --git a/audio/SFX/ring.wav.import b/audio/SFX/ring.wav.import deleted file mode 100644 index 6521eeb..0000000 --- a/audio/SFX/ring.wav.import +++ /dev/null @@ -1,21 +0,0 @@ -[remap] - -importer="wav" -type="AudioStreamSample" -path="res://.import/ring.wav-0e3764d8ee936e20c3b5034d43af0e82.sample" - -[deps] - -source_file="res://audio/SFX/ring.wav" -dest_files=[ "res://.import/ring.wav-0e3764d8ee936e20c3b5034d43af0e82.sample" ] - -[params] - -force/8_bit=false -force/mono=false -force/max_rate=false -force/max_rate_hz=44100 -edit/trim=false -edit/normalize=false -edit/loop=false -compress/mode=0 diff --git a/audio/SFX/spring.wav b/audio/SFX/spring.wav deleted file mode 100644 index cd0f6be..0000000 Binary files a/audio/SFX/spring.wav and /dev/null differ diff --git a/audio/SFX/spring.wav.import b/audio/SFX/spring.wav.import deleted file mode 100644 index 2f29dc9..0000000 --- a/audio/SFX/spring.wav.import +++ /dev/null @@ -1,21 +0,0 @@ -[remap] - -importer="wav" -type="AudioStreamSample" -path="res://.import/spring.wav-1458f335ec2f75601f2ce4708689ed1b.sample" - -[deps] - -source_file="res://audio/SFX/spring.wav" -dest_files=[ "res://.import/spring.wav-1458f335ec2f75601f2ce4708689ed1b.sample" ] - -[params] - -force/8_bit=false -force/mono=false -force/max_rate=false -force/max_rate_hz=44100 -edit/trim=false -edit/normalize=false -edit/loop=false -compress/mode=0 diff --git a/audio/SFX/stomping.wav b/audio/SFX/stomping.wav deleted file mode 100644 index 15e2872..0000000 Binary files a/audio/SFX/stomping.wav and /dev/null differ diff --git a/audio/SFX/stomping.wav.import b/audio/SFX/stomping.wav.import deleted file mode 100644 index 0c7b031..0000000 --- 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deleted file mode 100644 index 760ed92..0000000 Binary files a/audio/sonic/effort/01_V_SNC_000_b.wav and /dev/null differ diff --git a/audio/sonic/effort/01_V_SNC_000_b.wav.import b/audio/sonic/effort/01_V_SNC_000_b.wav.import deleted file mode 100644 index 306cc04..0000000 --- a/audio/sonic/effort/01_V_SNC_000_b.wav.import +++ /dev/null @@ -1,21 +0,0 @@ -[remap] - -importer="wav" -type="AudioStreamSample" -path="res://.import/01_V_SNC_000_b.wav-f2e517e67613c5eae3571eacf8fdf4e8.sample" - -[deps] - -source_file="res://audio/sonic/effort/01_V_SNC_000_b.wav" -dest_files=[ "res://.import/01_V_SNC_000_b.wav-f2e517e67613c5eae3571eacf8fdf4e8.sample" ] - -[params] - -force/8_bit=false -force/mono=false -force/max_rate=false -force/max_rate_hz=44100 -edit/trim=false -edit/normalize=false -edit/loop=false -compress/mode=0 diff --git a/audio/sonic/effort/01_V_SNC_002_a.wav b/audio/sonic/effort/01_V_SNC_002_a.wav deleted file mode 100644 index 8410844..0000000 Binary files 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Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":10,"pressure":0.0,"pressed":false,"script":null) - ] -} -stomp={ -"deadzone": 0.5, -"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":83,"unicode":0,"echo":false,"script":null) -, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":1,"pressure":0.0,"pressed":false,"script":null) - ] -} -jump={ -"deadzone": 0.5, -"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":90,"unicode":0,"echo":false,"script":null) -, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":0,"pressure":0.0,"pressed":false,"script":null) - ] -} -"move left"={ -"deadzone": 0.5, -"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777231,"unicode":0,"echo":false,"script":null) -, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":14,"pressure":0.0,"pressed":false,"script":null) -, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":-1.0,"script":null) - ] -} -"move right"={ -"deadzone": 0.5, -"events": [ 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false -process_material = SubResource( 5 ) - -[node name="TileMap" type="TileMap" parent="."] -tile_set = ExtResource( 50 ) -cell_custom_transform = Transform2D( 1, 0, 0, 1, 0, 0 ) -format = 1 -tile_data = PoolIntArray( -458758, 1610612749, 0, -458757, 1610612749, 0, -458756, 1610612749, 0, -458755, 1610612749, 0, -458754, 13, 0, -458753, 13, 0, -524288, 13, 0, -524287, 13, 0, -524286, 13, 0, -524285, 13, 0, -393222, 1610612749, 0, -393221, 1610612740, 0, -458750, -1073741820, 0, -458749, 13, 0, -327686, 1610612749, 0, -393213, 13, 0, -262150, 1610612749, 0, -327677, 13, 0, -327670, 536870924, 0, -327669, 536870927, 0, -327668, 15, 0, -327667, 12, 0, -327666, 13, 0, -196614, 1610612749, 0, -262141, 13, 0, -262131, 14, 0, -262130, 11, 0, -131078, 1610612749, 0, -196608, 0, 0, -196594, 10, 0, -196591, 536870943, 0, -196590, 536870942, 0, -196589, 30, 0, -196588, 31, 0, -65542, 1610612749, 0, -65537, 0, 0, -131059, 9, 0, -131058, 8, 0, -131055, 536870944, 0, -131052, 32, 0, -6, 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327656, 1, 0, 327657, 1, 0, 327658, 1, 0, 327659, 1, 0, 327660, 1, 0, 327661, 1, 0, 327662, 1, 0, 327663, 1, 0 ) - -[node name="BackgroundMusic" type="AudioStreamPlayer" parent="."] -stream = ExtResource( 3 ) -script = ExtResource( 9 ) - -[node name="ParallaxBackground" type="ParallaxBackground" parent="."] - -[node name="ParallaxLayer4" type="ParallaxLayer" parent="ParallaxBackground"] -visible = false -motion_scale = Vector2( 0, 0 ) - -[node name="Sprite" type="Sprite" parent="ParallaxBackground/ParallaxLayer4"] -position = Vector2( -15.4216, -149.34 ) -rotation = 1.5708 -scale = Vector2( 2.5, 1000 ) -texture = SubResource( 9 ) - -[node name="ParallaxLayer" type="ParallaxLayer" parent="ParallaxBackground"] -visible = false -motion_scale = Vector2( 0.1, 0 ) - -[node name="Villa" type="Sprite" parent="ParallaxBackground/ParallaxLayer"] -position = Vector2( 138.109, -32.3916 ) -texture = ExtResource( 5 ) - -[node name="Villa3" type="Sprite" parent="ParallaxBackground/ParallaxLayer"] -position = Vector2( 59.0268, -35.3646 ) -texture = ExtResource( 5 ) - -[node name="Villa5" type="Sprite" parent="ParallaxBackground/ParallaxLayer"] -position = Vector2( -81.2996, -32.9862 ) -texture = ExtResource( 5 ) - -[node name="ParallaxLayer3" type="ParallaxLayer" parent="ParallaxBackground"] -visible = false -motion_scale = Vector2( 0.105, 0.005 ) - -[node name="Castle" type="Sprite" parent="ParallaxBackground/ParallaxLayer3"] -position = Vector2( 4.88063, -64.7696 ) -scale = Vector2( 2, 2 ) -texture = ExtResource( 4 ) - -[node name="ParallaxLayer2" type="ParallaxLayer" parent="ParallaxBackground"] -visible = false -motion_scale = Vector2( 0.11, 0.01 ) - -[node name="Villa4" type="Sprite" parent="ParallaxBackground/ParallaxLayer2"] -position = Vector2( -40.272, -26.4455 ) -texture = ExtResource( 5 ) - -[node name="Villa2" type="Sprite" parent="ParallaxBackground/ParallaxLayer2"] -position = Vector2( 91.1354, -27.6348 ) -texture = ExtResource( 5 ) - -[node name="ParallaxLayer5" type="ParallaxLayer" parent="ParallaxBackground"] -visible = false -motion_scale = Vector2( 0, 0.015 ) - -[node name="Sprite" type="Sprite" parent="ParallaxBackground/ParallaxLayer5"] -position = Vector2( -4.10785, 155.732 ) -rotation = -1.5708 -scale = Vector2( 2.5, 1000 ) -texture = SubResource( 11 ) - -[node name="DeathPlane" type="Area2D" parent="."] -position = Vector2( 4321.7, 489.486 ) -collision_layer = 1048575 -collision_mask = 1048575 - -[node name="CollisionShape2D" type="CollisionShape2D" parent="DeathPlane"] -shape = SubResource( 12 ) - -[node name="CanvasLayer" parent="." instance=ExtResource( 15 )] - -[connection signal="area_entered" from="DeathPlane" to="Player" method="_on_DeathPlane_area_entered"] diff --git a/scripts/AudioPlayer.gd b/scripts/AudioPlayer.gd deleted file mode 100644 index 25ac131..0000000 --- a/scripts/AudioPlayer.gd +++ /dev/null @@ -1,29 +0,0 @@ -# plays audio with intro and loop sections - -extends AudioStreamPlayer - -# the time, in seconds, to loop back to once the end is reached. -export(float) var loopbackTime = 13.25 - -# automatically play the track on startup -export(bool) var _autoPlay = true - -# records whether or not the track is in the loopable -# section yet -var loopbackFlag = false - -# automatically play the track if "autoplay" is enabled -func _ready(): - if _autoPlay: - play(0) - -func _process(delta): - # set the loopback flag if we are in the loopable section - if get_playback_position() > loopbackTime: - loopbackFlag = true - - # if the track loops back to the beginning, automatically - # skip to the loopable section instead - if get_playback_position() < loopbackTime and loopbackFlag: - seek(loopbackTime) - diff --git a/scripts/BoostBar.gd b/scripts/BoostBar.gd deleted file mode 100644 index fce76a7..0000000 --- a/scripts/BoostBar.gd +++ /dev/null @@ -1,50 +0,0 @@ -""" -Used to control the boost bar UI -""" - -extends Control - -export(PackedScene) var barUnit - -var barItems = [] - -export (float) var boostAmount = 20 - -export (bool) var infiniteBoost = false - -var growMode = false - -var visualBar = 0 - -# Called when the node enters the scene tree for the first time. -func _ready(): - for i in range(20): - barItems.append(barUnit.instance()) - barItems[i].rect_position = Vector2(0,-14*i-16) - add_child(barItems[i]) - - -func _process(delta): - if visualBar < boostAmount and visualBar <= 60: - visualBar += 0.5; - barItems[floor(fmod(visualBar-2,20))].rect_scale.x = 4 - else: - visualBar = boostAmount - - if boostAmount > 60: - boostAmount = 60 - if boostAmount < 0: - boostAmount = 0 - - if boostAmount < 60 and infiniteBoost: - boostAmount = 60 - - var index = 0 - for i in barItems: - index+=1; - var colorVal = floor(visualBar/20)+(1 if floor(fmod(visualBar,20)) > index else 0) - i.get_node("TextureRect").rect_position.y = -24+8*colorVal - i.rect_scale.x = lerp(i.rect_scale.x,2,0.2) - -func changeBy(x): - boostAmount += x diff --git a/scripts/BounceRing.gd b/scripts/BounceRing.gd deleted file mode 100644 index 9fa6eda..0000000 --- a/scripts/BounceRing.gd +++ /dev/null @@ -1,73 +0,0 @@ -""" -this script is for the bouncy-type rings that fly out of you when you get hit -""" - -extends Area2D - - -# true if the ring has been collected -var collected = false - -# stores a reference to the raycast node -var downCast -# holds a reference to the AnimatedSprite node for the ring -var sprite -# holds a referene to the AudioStreamPlayer for the ring -var audio - -# holds a reference to the boost bar -var boostBar - -# timer variable to keep track of when the ring disappears. -var collectionStartTimer = 120 - -# represents the current velocity of the ring. -export(Vector2) var velocity1 = Vector2(0,0) - - -func _ready(): - # grab all the relevent nodes on startup - sprite = get_node("AnimatedSprite") - audio = get_node("AudioStreamPlayer") - downCast = get_node("DownCast") - - -func _process(delta): - # make the sprite invisible once the ring has been collected and - # the sparkle animation is over - if collected and sprite.animation == "Sparkle" and \ - sprite.frame >= 6: - visible = false - -func _physics_process(delta): - - # count down the timer - collectionStartTimer -= 1 - - if not collected: - # bounce on relevent ground nodes - if downCast.is_colliding() and downCast.get_collision_point().y < position.y + 16: - velocity1.y *= -1 - - # add gravity - velocity1.y += 0.02 - - # apply velocity - position += velocity1 - - # once the timer gets to a certain point, start flashing the ring sprite - if collectionStartTimer < -900: - sprite.modulate = Color(1,1,1,1-(-collectionStartTimer%30)/30.0) - - # remove the ring node once the timer is up - if collectionStartTimer < -1080: - queue_free() - -func _on_Ring_area_entered(area): - - # if the ring hasn't been collected and the player collides... - if not collected and area.name == "Player" and collectionStartTimer <= 0: - collected = true # set collected to true - sprite.animation = "Sparkle" # set the animation to the sparkle - audio.play(); # play the ring sfx - get_node("/root/Node2D/CanvasLayer/RingCounter").addRing() # add a ring to the total diff --git a/scripts/ContainerSetup.gd b/scripts/ContainerSetup.gd deleted file mode 100644 index b897050..0000000 --- a/scripts/ContainerSetup.gd +++ /dev/null @@ -1,8 +0,0 @@ -# UNUSED - -extends Viewport - -# Called when the node enters the scene tree for the first time. -func _ready(): - get_node("Node2D/Player/Camera2D").zoom = Vector2(1,1) - get_node("Node2D").remove_child(get_node("Node2D/CanvasLayer")) diff --git a/scripts/EggPawn.gd b/scripts/EggPawn.gd deleted file mode 100644 index 7cbaaf8..0000000 --- a/scripts/EggPawn.gd +++ /dev/null @@ -1,65 +0,0 @@ -""" -this is the controller script for the basic egg pawn enemy. It is currently -pretty basic, but I'll probably update it a bit more later -""" - -extends Area2D - -export(PackedScene) var boostParticle - -# is the egg pawn alive? -var alive = true - -# keeps track of the pawn's velocity once it has "exploded" -var splodeVel = Vector2(0,0) - -# keeps a reference to the audio stream player for the explosion sound -var boomSound - -func _ready(): - # get a reference to the explosion audio stream player node - boomSound = get_node("BoomSound") - - -func _process(delta): - - if alive: - # a stupid simple AI routine. Simply move x by -0.1 pixels per frame - position.x -= 0.1; - else: - # calculations for the explosion animation. - # Applies velocity, rotates, and then applies gravity - position += splodeVel - rotation += 0.1 - splodeVel.y += 0.2 - - - -func _on_EggPawn_area_entered(area): - - # if the player collides with this egg pawn - if area.name == "Player" and alive: - - # if the player isn't attacking (boosting or jumping) hurt the player - if not area.isAttacking(): - area.hurt_player() - elif area.state == -1: - # if it is attacking from the air, bounce it back up a bit - area.velocity1.y = -5 - if area.isAttacking(): -# get_node("/root/Node2D/CanvasLayer/boostBar").changeBy(2) - var newNode = boostParticle.instance() - newNode.position = position - newNode.boostValue = 2 - get_node("/root/Node2D").add_child(newNode) - - # this robot is dead... - alive = false - - # set the velocity to match Sonic's speed, with a few constraints - splodeVel = area.get("velocity1")*1.5 - splodeVel.y = min(splodeVel.y,10) - splodeVel.y -= 7 - - # play the explosion sfx - boomSound.play() diff --git a/scripts/Flipper.gd b/scripts/Flipper.gd deleted file mode 100644 index e0a8105..0000000 --- a/scripts/Flipper.gd +++ /dev/null @@ -1,24 +0,0 @@ -""" -flips sonic between the two available collision layers -""" - -extends Area2D - - -export(String, 'layer 0', 'layer 1', 'toggle') var function = 'layer 0' - -# Called when the node enters the scene tree for the first time. -func _ready(): - pass - -func _tripped(area): - if area.name == 'Player': - if function == 'layer 0': - area._layer0(area) - if function == 'layer 1': - area._layer1(area) - if function == 'toggle': - area._flipLayer(area) -# Called every frame. 'delta' is the elapsed time since the previous frame. -#func _process(delta): -# pass diff --git a/scripts/Player_v2.gd b/scripts/Player_v2.gd deleted file mode 100644 index 7c48814..0000000 --- a/scripts/Player_v2.gd +++ /dev/null @@ -1,815 +0,0 @@ -""" -The ABSOLUTELY MASSIVE player controller script for the Flow Engine. -most of the game's physics and logic is within this one -script. - -I'm still working through commenting and refactoring most of this code. -Please be patient. :D -""" - - -extends Area2D - -# audio streams for Sonic's various sound effects -export(AudioStream) var boost_sfx -export(AudioStream) var stomp_sfx -export(AudioStream) var stomp_land_sfx - -# a reference to a bouncing ring prefab, so we can spawn a bunch of them when -# sonic is hurt -export(PackedScene) var bounceRing -export(PackedScene) var boostParticle - -# a list of particle systems for Sonic to control with his speed -# used for the confetti in the carnival level, or the falling leaves in leaf storm -var parts = [] - - -var text_label # a little text label attached to sonic for debugging - -# sonic's ground state. 0 means he's on the ground, and -1 means he's in the -# air. This is not a boolean because of legacy code and stuff. -var state = -1 - -# can the player shorten the jump (aka was this -1 (air) state -# initiated by a jump?) -var canShort = false - -# a bunch of - -# sonic's gravity -export(float) var GRAVITY = 0.3 / 4 -# sonic's acceleration on his own -export(float) var ACCELERATION = 0.15 / 4 -# how much sonic decelerates when skidding. -export(float) var SKID_ACCEL = 1 -# sonic's acceleration in the air. -export(float) var AIR_ACCEL = 0.1 / 4 -# maximum speed under sonic's own power -export(float) var MAX_SPEED = 20 / 2 -# the speed of sonic's boost. Generally just a tad higher than MAX_SPEED -export(float) var BOOST_SPEED = 25 /2 - -# used to dampen Sonic's movement a little bit. Basically poor man's friction -export(float,1) var SPEED_DECAY = 0.2 /2 - -# what velocity should sonic jump at? -export(float) var JUMP_VELOCITY = 3.5 -# what is the Velocity that sonic should slow to when releasing the jump button? -export(float) var JUMP_SHORT_LIMIT = 1.5 - -# how fast (in pixels per 1/120th of a second) should sonic stomp -export(float) var STOMP_SPEED = 20 / 2 -# what is the limit to Sonic's horizontal movement when stomping? -export(float) var MAX_STOMP_XVEL = 2 / 2 - - -# the speed at which the camera should typically follow sonic -export(float) var DEFAULT_CAM_LAG = 20 -# the speed at which the camera should follow sonic when starting a boost -export(float) var BOOST_CAM_LAG = 0 -# how fast the Boost lag should slide back to the default lag while boosting -export(float,1) var CAM_LAG_SLIDE = 0.01 - -# how long is Sonic's boost/stomp trail? -var TRAIL_LENGTH = 40 - -# state flags -var crouching = false -var spindashing = false -var rolling = false -var grinding = false -var stomping = false -var boosting = false -var tricking = false - -var trickingCanStop = false - -# flags and values for getting hurt -var hurt = false -var invincible = 0 - -# grinding values. -var grindPos = Vector2(0,0) # the origin position of the currently grinded rail -var grindOffset = 0.0 # how far along the rail (in pixels) is sonic? -var grindCurve = null # the curve that sonic is currently grinding on -var grindVel = 0.0 # the velocity along the grind rail at which sonic is currently moving -var grindHeight = 16 # how high above the rail is the center of Sonic's sprite? - -# references to all the various raycasting nodes used for Sonic's collision with -# the map -var LeftCast -var RightCast -var LSideCast -var RSideCast -var LeftCastTop -var RightCastTop - -# a reference to Sonic's physics collider -var collider - -# sonic's sprites/renderers -var sprite1 # sonic's sprite -var boostSprite # the sprite that appears over sonic while boosting -var boostLine # the line renderer for boosting and stomping - -var boostBar # holds a reference to the boost UI bar -var ringCounter # holds a reference to the ring counter UI item - -var boostSound # the audio stream player with the boost sound -var RailSound # the audio stream player with the rail grinding sound -var voiceSound # the audio stream player with the character's voices - -# the minimum and maximum speed/pitch changes on the grinding sound -var RAILSOUND_MINPITCH = 0.5 -var RAILSOUND_MAXPITCH = 2.0 - -var cam # a reference to the scene's camera -var grindParticles # a reference to the particle node for griding - -var avgGPoint = Vector2(0,0) #average Ground position between the two foot raycasts -var avgTPoint = Vector2(0,0) #average top position between the two head raycasts -var avgGRot = 0 # average ground rotation between the two foot raycasts -var langle = 0 # the angle of the left foot raycast -var rangle = 0 # the angle of the right foot raycast -var lRot = 0 # Sonic's rotation during the last frame -var startpos = Vector2(0,0) # the position at which sonic starts the level -var startLayer = 0 # the layer on which sonic starts - -var velocity1 = Vector2(0,0) # sonic's current velocity - - -var gVel = 0 # the ground velocity -var pgVel = 0 # the ground velocity during the previous frame - -var backLayer = false # whether or not sonic is currently on the "back" layer - -func _ready(): - - # get all the raycast nodes - LeftCast = find_node("LeftCast") - RightCast = find_node("RightCast") - LSideCast = find_node("LSideCast") - RSideCast = find_node("RSideCast") - LeftCastTop = find_node("LeftCastTop") - RightCastTop = find_node("RightCastTop") - - # get Sonic's collider - collider = find_node("playerCollider") - - # get the UI elements - boostBar = get_node("/root/Node2D/CanvasLayer/boostBar") - ringCounter = get_node("/root/Node2D/CanvasLayer/RingCounter") - - # get sonic's sprite - sprite1 = find_node("PlayerSprites") - - # get the particle system for grinding fx - grindParticles = find_node("GrindParticles") - - # get the visual elements for boosting - boostSprite = find_node("BoostSprite") - boostLine = find_node("BoostLine") - - # get the audio stream player nodes - boostSound = find_node("BoostSound") - RailSound = find_node("RailSound") - voiceSound = find_node("Voice") - - # put all child particle systems in parts except for the grind particles - for i in get_children(): - if i is Particles2D and not i == grindParticles: - parts.append(i) - - # get the camera - cam = find_node("Camera2D") - - # get the debug label - text_label = find_node("RichTextLabel") - - # set the start position and layer - startpos = position - startLayer = collision_layer - setCollisionLayer(false) - - # set the trail length to whatever the boostLine's size is. - TRAIL_LENGTH = boostLine.points.size() - - # reset all game values - resetGame() - -func limitAngle(ang): - """Returns the given angle as an angle (in radians) between -PI and PI""" - var sign1 = 1 - if not ang == 0: - sign1 = ang/abs(ang) - ang = fmod(ang,PI*2) - if abs(ang) > PI: - ang = (2*PI-abs(ang))*sign1*-1 - return ang - -func angleDist(rot1,rot2): - """returns the angle distance between rot1 and rot2, even over the 360deg - mark (i.e. 350 and 10 will be 20 degrees apart)""" - rot1 = limitAngle(rot1) - rot2 = limitAngle(rot2) - if abs(rot1-rot2) > PI and rot1>rot2: - return abs(limitAngle(rot1)-(limitAngle(rot2)+PI*2)) - elif abs(rot1-rot2) > PI and rot1 0: - # setup the boost when the player first presses the boost button - - # set boosting to true - boosting = true - - # reset the boost line points - for i in range(0,TRAIL_LENGTH): - boostLine.points[i] = Vector2(0,0) - - # play the boost sfx - boostSound.stream = boost_sfx - boostSound.play() - - # set the camera smoothing to the initial boost lag - cam.set_follow_smoothing(BOOST_CAM_LAG) - - # stop moving vertically as much if you are in the air (air boost) - if state == -1 and velocity1.x < ACCELERATION: - velocity1.x = BOOST_SPEED*(1 if sprite1.flip_h else -1) - velocity1.y = 0 - - voiceSound.play_effort() - - if Input.is_action_pressed("boost") and boosting and boostBar.boostAmount > 0: -# if boostSound.stream != boost_sfx: -# boostSound.stream = boost_sfx -# boostSound.play() - - # linearly interpolate the camera's "boost lag" back down to the normal (non-boost) value - cam.set_follow_smoothing(lerp(cam.get_follow_smoothing(),DEFAULT_CAM_LAG,CAM_LAG_SLIDE)) - - if grinding: - # apply boost to a grind - grindVel = BOOST_SPEED*(1 if sprite1.flip_h else -1) - elif state == 0: - # apply boost if you are on the ground - gVel = BOOST_SPEED*(1 if sprite1.flip_h else -1) - elif angleDist(velocity1.angle(),0) < PI/3 or angleDist(velocity1.angle(),PI) < PI/3: - # apply boost if you are in the air (and are not going straight up or down - velocity1 = velocity1.normalized()*BOOST_SPEED - else: - # if none of these situations fit, you shouldn't be boosting here! - boosting = false - - # set the visibility and rotation of the boost line and sprite - boostSprite.visible = true - boostSprite.rotation = velocity1.angle() - rotation - boostLine.visible = true - boostLine.rotation = -rotation - - # decrease boost value while boosting - boostBar.changeBy(-0.06) - else: - # the camera lag should be normal while not boosting - cam.set_follow_smoothing(DEFAULT_CAM_LAG) - - # stop the boost sound, if it is playing - if boostSound.stream == boost_sfx: - boostSound.stop() - - # disable all visual boost indicators - boostSprite.visible = false - boostLine.visible = false - - # we're not boosting, so set boosting to false - boosting = false - -func airProcess(): - """handles physics while Sonic is in the air""" - - # apply gravity - velocity1 = Vector2(velocity1.x,velocity1.y+GRAVITY) - - # get the angle of the point for the left and right floor raycasts - langle = -atan2(LeftCast.get_collision_normal().x,LeftCast.get_collision_normal().y)-PI - langle = limitAngle(langle) - rangle = -atan2(RightCast.get_collision_normal().x,RightCast.get_collision_normal().y)-PI - rangle = limitAngle(rangle) - - # calculate the average ground rotation (averaged between the points) - avgGRot = (langle+rangle)/2 - - # set a default avgGPoint - avgGPoint = Vector2(-INF,-INF) - - # calculate the average ground point (the elifs are for cases where one - # raycast cannot find a collider) - if (LeftCast.is_colliding() and RightCast.is_colliding()): - text_label.text += "Left & Right Collision" - var LeftCastPt = Vector2( - LeftCast.get_collision_point().x+cos(rotation)*8, - LeftCast.get_collision_point().y+sin(rotation)*8) - var RightCastPt = Vector2( - RightCast.get_collision_point().x-cos(rotation)*8, - RightCast.get_collision_point().y-sin(rotation)*8) - avgGPoint = \ - LeftCastPt if VecDist(position,LeftCastPt) < VecDist(position,RightCastPt) \ - else RightCastPt - elif LeftCast.is_colliding(): - text_label.text += "Left Collision" - avgGPoint = Vector2(LeftCast.get_collision_point().x+cos(rotation)*8,LeftCast.get_collision_point().y+sin(rotation)*8) - avgGRot = langle - elif RightCast.is_colliding(): - text_label.text += "Right Collision" - avgGPoint = Vector2(RightCast.get_collision_point().x-cos(rotation)*8,RightCast.get_collision_point().y-sin(rotation)*8) - avgGRot = rangle - - # calculate the average ceiling height based on the collision raycasts - # (again, elifs are for cases where only one raycast is successful) - if (LeftCastTop.is_colliding() and RightCastTop.is_colliding()): - avgTPoint = Vector2( - (LeftCastTop.get_collision_point().x+RightCastTop.get_collision_point().x)/2, - (LeftCastTop.get_collision_point().y+RightCastTop.get_collision_point().y)/2) - elif LeftCastTop.is_colliding(): - avgTPoint = Vector2(LeftCastTop.get_collision_point().x+cos(rotation)*8,LeftCastTop.get_collision_point().y+sin(rotation)*8) - elif RightCastTop.is_colliding(): - avgTPoint = Vector2(RightCastTop.get_collision_point().x-cos(rotation)*8,RightCastTop.get_collision_point().y-sin(rotation)*8) - - # handle collision with the ground - if abs(avgGPoint.y-position.y) < 21: #-velocity1.y - #if VecDist(avgGPoint,position) < 21: -# print("ground hit") - state = 0 - rotation = avgGRot - sprite1.rotation = 0 - gVel = sin(rotation)*(velocity1.y+0.5)+cos(rotation)*velocity1.x - - # play the stomp sound if you were stomping - if stomping: - boostSound.stream = stomp_land_sfx - boostSound.play() - stomping = false - else: -# print("GROUND MISS: %s" % str(avgGPoint)) - pass - - # air-based movement (using the arrow keys) - if Input.is_action_pressed("move right") and velocity1.x < 16: - velocity1 = Vector2(velocity1.x+AIR_ACCEL,velocity1.y) - elif Input.is_action_pressed("move left") and velocity1.x > -16: - velocity1 = Vector2(velocity1.x-AIR_ACCEL,velocity1.y) - - - ### STOMPING CONTROLS ### - - # initiating a stomp - if Input.is_action_just_pressed("stomp") and not stomping: - - # set the stomping state, and animation state - stomping = true - sprite1.animation = "Roll" - rotation = 0 - sprite1.rotation = 0 - - # clear all points in the boostLine rendered line - for i in range(0,TRAIL_LENGTH): - boostLine.points[i] = Vector2(0,0) - - # play sound - boostSound.stream = stomp_sfx - boostSound.play() - - # for every frame while a stomp is occuring... - if stomping: - velocity1 = Vector2(max(-MAX_STOMP_XVEL,min(MAX_STOMP_XVEL,velocity1.x)),STOMP_SPEED) - - # make sure that the boost sprite is not visible - boostSprite.visible = false; - - # manage the boost line - boostLine.visible = true - boostLine.rotation = -rotation - - # don't run the boost code when stomping - else: - boostControl() - - # slowly slide Sonic's rotation back to zero as you fly through the air - sprite1.rotation = lerp(sprite1.rotation,0,0.1) - - # handle left and right sideways collision (respectively) - if LSideCast.is_colliding() and VecDist(LSideCast.get_collision_point(),position+velocity1) < 14 and velocity1.x < 0: - velocity1 = Vector2(0,velocity1.y) - position = LSideCast.get_collision_point() + Vector2(14,0) - if RSideCast.is_colliding() and VecDist(RSideCast.get_collision_point(),position+velocity1) < 14 and velocity1.x > 0: - velocity1 = Vector2(0,velocity1.y) - position = RSideCast.get_collision_point() - Vector2(14,0) - - # top collision - if VecDist(avgTPoint,position+velocity1) < 21: -# Vector2(avgTPoint.x-20*sin(rotation),avgTPoint.y+20*cos(rotation)) - velocity1 = Vector2(velocity1.x,0) - - # render the sprites facing the correct direction - if velocity1.x < 0: - sprite1.flip_h = false - elif velocity1.x > 0: - sprite1.flip_h = true - - # Allow the player to change the duration of the jump by releasing the jump - # button early - if not Input.is_action_pressed("jump") and canShort: - velocity1 = Vector2(velocity1.x,max(velocity1.y,-JUMP_SHORT_LIMIT)) - - # ensure the proper speed of the animated sprites - sprite1.speed_scale = 1 - -func gndProcess(): - - # caluclate the ground rotation for the left and right raycast colliders, - # respectively - langle = -atan2(LeftCast.get_collision_normal().x,LeftCast.get_collision_normal().y)-PI - langle = limitAngle(langle) - rangle = -atan2(RightCast.get_collision_normal().x,RightCast.get_collision_normal().y)-PI - rangle = limitAngle(rangle) - - # calculate the average ground rotation - if abs(langle-rangle) < PI: - avgGRot = limitAngle((langle+rangle)/2) - else: - avgGRot = limitAngle((langle+rangle+PI*2)/2) - - # caluculate the average ground level based on the available colliders - if (LeftCast.is_colliding() and RightCast.is_colliding()): - avgGPoint = Vector2((LeftCast.get_collision_point().x+RightCast.get_collision_point().x)/2,(LeftCast.get_collision_point().y+RightCast.get_collision_point().y)/2) - #((acos(LeftCast.get_collision_normal().y/1)+PI)+(acos(RightCast.get_collision_normal().y/1)+PI))/2 - elif LeftCast.is_colliding(): - avgGPoint = Vector2(LeftCast.get_collision_point().x+cos(rotation)*8,LeftCast.get_collision_point().y+sin(rotation)*8) - avgGRot = langle - elif RightCast.is_colliding(): - avgGPoint = Vector2(RightCast.get_collision_point().x-cos(rotation)*8,RightCast.get_collision_point().y-sin(rotation)*8) - avgGRot = rangle - - # set the rotation and position of Sonic to snap to the ground. - rotation = avgGRot - position = Vector2(avgGPoint.x+20*sin(rotation),avgGPoint.y-20*cos(rotation)) - - if not rolling: - # handle rightward acceleration - if Input.is_action_pressed("move right") and gVel < MAX_SPEED: - gVel = gVel + ACCELERATION - # "skid" mechanic, to more quickly accelerate when reversing - # (this makes Sonic feel more responsive) - if gVel < 0: - gVel = gVel + SKID_ACCEL - - # handle leftward acceleration - elif Input.is_action_pressed("move left") and gVel > -MAX_SPEED: - gVel = gVel - ACCELERATION - - # "skid" mechanic (see rightward section) - if gVel > 0: - gVel = gVel - SKID_ACCEL - else: - # general deceleration and stopping if no key is pressed - # declines at a constant rate - if not gVel == 0: - gVel -= SPEED_DECAY*(gVel/abs(gVel)) - if abs(gVel) < SPEED_DECAY*1.5: - gVel = 0 - else: - # general deceleration and stopping if no key is pressed - # declines at a constant rate - if not gVel == 0: - gVel -= SPEED_DECAY*(gVel/abs(gVel))*0.3 - if abs(gVel) < SPEED_DECAY*1.5: - gVel = 0 - - # left and right wall collision, respectively - if LSideCast.is_colliding() and VecDist(LSideCast.get_collision_point(),position) < 21 and gVel < 0: - gVel = 0 - position = LSideCast.get_collision_point() + Vector2(position.x-LSideCast.get_collision_point().x,position.y-LSideCast.get_collision_point().y).normalized()*21 - if RSideCast.is_colliding() and VecDist(RSideCast.get_collision_point(),position) < 21 and gVel > 0: - gVel = 0 - position = RSideCast.get_collision_point() + Vector2(position.x-RSideCast.get_collision_point().x,position.y-RSideCast.get_collision_point().y).normalized()*21 - - # apply gravity if you are on a slope, and apply the ground velocity - gVel += sin(rotation)*GRAVITY - velocity1 = Vector2(cos(rotation)*gVel,sin(rotation)*gVel) - - # enter the air state if you run off a ramp, or walk off a cliff, or something - if not VecDist(avgGPoint,position) < 21 or not (LeftCast.is_colliding() and RightCast.is_colliding()): - state = -1 - sprite1.rotation = rotation - rotation = 0 - rolling = false - - # fall off of walls if you aren't going fast enough - if abs(rotation) >= PI/3 and (abs(gVel) < 0.2 or (not gVel == 0 and not pgVel == 0 and not gVel/abs(gVel) == pgVel/abs(pgVel))): - state = -1 - sprite1.rotation = rotation - rotation = 0 - position = Vector2(position.x-sin(rotation)*2,position.y+cos(rotation)*2) - rolling = false - - # ensure Sonic is facing the right direction - if gVel < 0: - sprite1.flip_h = false - elif gVel > 0: - sprite1.flip_h = true - - # set Sonic's sprite based on his ground velocity - if not rolling: - if abs(gVel) > 12/2: - sprite1.animation = "Run4" - elif abs(gVel) > 10/2: - sprite1.animation = "Run3" - elif abs(gVel) > 5/2: - sprite1.animation = "Run2" - elif abs(gVel) > 0.02: - sprite1.animation = "Walk" - elif not crouching: - sprite1.animation = "idle" - else: - sprite1.animation = "Roll" - - - if abs(gVel) > 0.02: - crouching = false - sprite1.speed_scale = 1 - else: - gVel = 0 - rolling = false - - if Input.is_action_pressed("ui_down") and abs(gVel) <= 0.02: - crouching = true - sprite1.animation = "Crouch" - sprite1.speed_scale = 1 - if sprite1.frame > 3: - sprite1.speed_scale = 0 - elif crouching == true: - sprite1.animation = "Crouch" - sprite1.speed_scale = 1 - if sprite1.frame >= 6: - sprite1.speed_scale = 1 - crouching = false - - # run boost controls - boostControl() - - # jumping - if Input.is_action_pressed("jump") and not crouching: - if not canShort: - state = -1 - velocity1 = Vector2(velocity1.x+sin(rotation)*JUMP_VELOCITY,velocity1.y-cos(rotation)*JUMP_VELOCITY) - sprite1.rotation = rotation - rotation = 0 - sprite1.animation = "Roll" - canShort = true - rolling = false - else: - canShort = false - - if (Input.is_action_pressed("jump") and crouching) or spindashing: - spindashing = true - sprite1.animation = "Spindash" - sprite1.speed_scale = 1 - if not Input.is_action_pressed("ui_down"): - gVel = 15 * (1 if sprite1.flip_h else -1) - spindashing = false - rolling = true - - # set the previous ground velocity and last rotation for next frame - pgVel = gVel - lRot = rotation - -var lastPos = Vector2(0,0) - -func _process(delta): - if invincible > 0: - sprite1.modulate = Color(1,1,1,1-(invincible % 30)/30.0) - else: - hurt = false - -func _physics_process(delta): - """calculate Sonic's physics, controls, and all that fun stuff""" - if invincible > 0: - invincible -= 1 - # reset using the dedicated reset button - if Input.is_action_pressed('restart'): - resetGame() - get_tree().reload_current_scene() - - grindParticles.emitting = grinding - - # run the correct function based on the current air/ground state - if grinding: - - - if tricking: - sprite1.animation = "railTrick" - sprite1.speed_scale = 1 - if sprite1.frame > 0: - trickingCanStop = true - if sprite1.frame <= 0 and trickingCanStop: - tricking = false - var part = boostParticle.instance() - part.position = position - part.boostValue = 2 - get_node("/root/Node2D").add_child(part) - else: - sprite1.animation = "Grind" - - if Input.is_action_just_pressed("stomp") and not tricking: - tricking = true - trickingCanStop = false - voiceSound.play_effort() - - grindHeight = sprite1.frames.get_frame(sprite1.animation,sprite1.frame).get_height()/2 - - grindOffset += grindVel - var dirVec = grindCurve.interpolate_baked(grindOffset+1)-grindCurve.interpolate_baked(grindOffset) -# grindVel = velocity1.dot(dirVec) - rotation = dirVec.angle() - position = grindCurve.interpolate_baked(grindOffset)\ - +Vector2.UP*grindHeight*cos(rotation)+Vector2.RIGHT*grindHeight*sin(rotation)\ - +grindPos - - RailSound.pitch_scale = lerp(RAILSOUND_MINPITCH,RAILSOUND_MAXPITCH,\ - abs(grindVel)/BOOST_SPEED) - grindVel += sin(rotation)*GRAVITY - - if dirVec.length() < 0.5 or \ - grindCurve.interpolate_baked(grindOffset-1) == \ - grindCurve.interpolate_baked(grindOffset): - state = -1 - grinding = false - tricking = false - trickingCanStop = false - RailSound.stop() - else: - velocity1 = dirVec*grindVel - - if Input.is_action_pressed("jump") and not crouching: - if not canShort: - state = -1 - velocity1 = Vector2(velocity1.x+sin(rotation)*JUMP_VELOCITY,velocity1.y-cos(rotation)*JUMP_VELOCITY) - sprite1.rotation = rotation - rotation = 0 - sprite1.animation = "Roll" - canShort = true - rolling = false - grinding = false - tricking = false - trickingCanStop = false - RailSound.stop() - else: - canShort = false - boostControl() - elif state == -1: - airProcess() - rolling = false - elif state == 0: - gndProcess() - - # update the boost line - for i in range(0,TRAIL_LENGTH-1): - boostLine.points[i] = (boostLine.points[i+1]-velocity1+(lastPos-position)) - boostLine.points[TRAIL_LENGTH-1] = Vector2(0,0) - if stomping: - boostLine.points[TRAIL_LENGTH-1] = Vector2(0,8) - - # apply the character's velocity, no matter what state the player is in. - position = Vector2(position.x+velocity1.x,position.y+velocity1.y) - lastPos = position - - if parts: - for i in parts: - i.process_material.direction = Vector3(velocity1.x,velocity1.y,0) - i.process_material.initial_velocity = velocity1.length()*20 - i.rotation = -rotation - -func setCollisionLayer(value): - # shortcut to change the collision mask for every raycast node connected to - # sonic at the same time. Value is true for layer 1, false for layer 0 - backLayer = value - LeftCast.set_collision_mask_bit(0,not backLayer) - LeftCast.set_collision_mask_bit(1,backLayer) - RightCast.set_collision_mask_bit(0,not backLayer) - RightCast.set_collision_mask_bit(1,backLayer) - RSideCast.set_collision_mask_bit(0,not backLayer) - RSideCast.set_collision_mask_bit(1,backLayer) - LSideCast.set_collision_mask_bit(0,not backLayer) - LSideCast.set_collision_mask_bit(1,backLayer) - LeftCastTop.set_collision_mask_bit(0,not backLayer) - LeftCastTop.set_collision_mask_bit(1,backLayer) - RightCastTop.set_collision_mask_bit(0,not backLayer) - RightCastTop.set_collision_mask_bit(1,backLayer) - -func _flipLayer(body): - # toggle between layers - setCollisionLayer(not backLayer) - pass # replace with function body - - -func _layer0(area): - # explicitly set the collision layer to 0 - print("layer0",area.name) - setCollisionLayer(false) - pass # replace with function body - -func _layer1(area): - # explicitly set the collision layer to 1 - print("layer1",area.name) - setCollisionLayer(true) - pass # replace with function body - - -func _on_DeathPlane_area_entered(area): - if self == area: - resetGame() - get_tree().reload_current_scene() -func resetGame(): - # reset your position and state if you pull a dimps (fall out of the world) - velocity1 = Vector2(0,0) - state = -1 - position = startpos - setCollisionLayer(false) - -func _setVelocity(vel): - velocity1 = vel - - -func _on_Railgrind(area,curve,origin): - """ - this function is run whenever sonic hits a rail. - """ - - # stick to the current rail if you're already grindin - if grinding: - return - - # activate grind, if you are going downward - if self == area and velocity1.y > 0: - grinding = true - grindCurve = curve - grindPos = origin - grindOffset = grindCurve.get_closest_offset(position-grindPos) - grindVel = velocity1.x - - RailSound.play() - - # play the sound if you were stomping - if stomping: - boostSound.stream = stomp_land_sfx - boostSound.play() - stomping = false - -func isAttacking(): - if stomping or boosting or rolling or \ - (sprite1.animation == "Roll" and state == -1): - return true - return false - -func hurt_player(): - if not invincible > 0: - invincible = 120*5 - state = -1 - velocity1 = Vector2(-velocity1.x+sin(rotation)*JUMP_VELOCITY,velocity1.y-cos(rotation)*JUMP_VELOCITY) - rotation = 0 - position += velocity1*2 - sprite1.animation = "hurt" - - voiceSound.play_hurt() - - var t = 0 - var angle = 101.25 - var n = false - var speed = 4 - - while t < min(ringCounter.ringCount,32): - var currentRing = bounceRing.instance() - currentRing.velocity1 = Vector2(-sin(angle)*speed,cos(angle)*speed)/2 - currentRing.position = position - if n: - currentRing.velocity1.x *= -1 - angle += 22.5 - n = not n - t += 1 - if t == 16: - speed = 2 - angle = 101.25 - get_node("/root/Node2D").add_child(currentRing) - ringCounter.ringCount = 0 diff --git a/scripts/Rail.gd b/scripts/Rail.gd deleted file mode 100644 index 4a9660a..0000000 --- a/scripts/Rail.gd +++ /dev/null @@ -1,42 +0,0 @@ -""" -the system for creating rails from curves in Godot -""" - -extends Path2D - -# line holds a reference to the Line2D (line renderer) node -var line -# coll holds a reference to the collision polygon -var coll - - -func _ready(): - # get references to required nodes - line = get_node("Line2D") - coll = get_node("Area2D/CollisionPolygon2D") - - # set the line points for rendering - line.points = curve.get_baked_points() - - # create a reversed curve slightly below the original - var invCurve = curve.get_baked_points() - invCurve.invert() - for i in range(invCurve.size()): - invCurve.set(i,Vector2(invCurve[i].x,invCurve[i].y+1)) - - # construct a "full curve" collision polygon, which follows the curve, - # and is 1 pixel in height. This is done by taking the points from the - # initial curve, and adding the points from the "inverted" curve - var fullCurve = curve.get_baked_points() - fullCurve.append_array(invCurve) - - # set the collider to use the newly constructed polygon - coll.polygon = fullCurve - - -func _on_Area2D_area_entered(area): - # if the player collides with this rail, call "_on_Railgrind" to let it - # know it should be grinding now. - - if area.name == "Player": - area._on_Railgrind(area,curve,global_position) diff --git a/scripts/Ring.gd b/scripts/Ring.gd deleted file mode 100644 index e61b26d..0000000 --- a/scripts/Ring.gd +++ /dev/null @@ -1,38 +0,0 @@ -""" -controls a typical (non-flying) ring -""" - -extends Area2D - -# true if the ring has been collected -var collected = false - -# holds a reference to the AnimatedSprite node for the ring -var sprite - -# holds a referene to the AudioStreamPlayer for the ring -var audio - -var boostBar - -# Called when the node enters the scene tree for the first time. -func _ready(): - sprite = get_node("AnimatedSprite") - audio = get_node("AudioStreamPlayer") - -# if the sprite has been collected, remove all visibility once the sparkle -# animation finishes -func _process(delta): - if collected and sprite.animation == "Sparkle" and \ - sprite.frame >= 6: - visible = false - - -func _on_Ring_area_entered(area): - # collide with the player, if the ring has not yet been collected - if not collected and area.name == "Player": - collected = true - sprite.animation = "Sparkle" - audio.play(); - get_node("/root/Node2D/CanvasLayer/RingCounter").addRing() - get_node("/root/Node2D/CanvasLayer/boostBar").changeBy(2) diff --git a/scripts/RingArray.gd b/scripts/RingArray.gd deleted file mode 100644 index d93730f..0000000 --- a/scripts/RingArray.gd +++ /dev/null @@ -1,50 +0,0 @@ -""" -This Script is used to generate a line of rings in a level. It includes -code to render circles where the rings will spawn. -""" - -tool -extends Node2D - -## the number of rings to spawn -export(int) var count = 1 -## how much to offset each subsequent ring by -export(Vector2) var offset = Vector2(30,0) -## the rotation applied to each subsequent displacement -export(float) var rotationalOffset = 0 -## the scene containing the ring to spawn in the given locations -export(PackedScene) var ringSource - -# stores a list of positions at which to spawn rings -var posList = [] - -# Generates the positions for all rings and stores them in posList -func placeRings(): - posList.append(Vector2(0,0)) - for i in range(1,count): - posList.append((posList[i-1])+offset.rotated(rotationalOffset*i)) - -# place rings once the script is run in play mode -func _ready(): - placeRings() - if not Engine.editor_hint: - for i in posList: - var currentRing = ringSource.instance() - currentRing.position = i - add_child(currentRing) - - -# place ring circle hints inside the editor -func _process(delta): - if Engine.editor_hint: - var pposList = posList; - posList = [] - placeRings() - if not pposList == posList: - update() - -# draw the circles for the rings -func _draw(): - if Engine.editor_hint: - for i in posList: - draw_circle(i,7,Color(0.6,0.6,1,0.5)) diff --git a/scripts/RingCountDisplay.gd b/scripts/RingCountDisplay.gd deleted file mode 100644 index 0804a92..0000000 --- a/scripts/RingCountDisplay.gd +++ /dev/null @@ -1,34 +0,0 @@ -""" -controls the current ring count indicator -""" - -extends Control - - -## the current number of collected rings -export var ringCount = 0 - -# stores references to each display digit -var digits = [] - -func _ready(): - # locate all the digits from smallest place to largest - for i in range(3,0,-1): - digits.append(get_node("Numbers/Digit %d/TextureRect2" % i)) - -func _process(delta): - # place stores the place multiplier for the value - var place = 1 - for i in digits: - # get the current value (0-9) of the current digit - var value = (ringCount/place) % 10 - - # update the place multiplier - place *= 10 - - # change the display to reflect the given value - i.rect_position.x = -24*value - -func addRing(): - """add a single ring to the ring count""" - ringCount += 1 diff --git a/scripts/Spring.gd b/scripts/Spring.gd deleted file mode 100644 index 783797b..0000000 --- a/scripts/Spring.gd +++ /dev/null @@ -1,71 +0,0 @@ -""" -controls a spring, as well as boost rings -""" - -extends Area2D - -# how strong is the spring? -export(float) var STRENGTH = 7 -# does the spring force the player to go in the direction it is facing? -export(bool) var DIRECTED = false -# add a scaling effect (usually for boost rings) -export(bool) var ringScale = false - -var animation # stores the animated sprite -var sound # stores the audio stream player -var scaling = 1 # stores the current scale of the spring - -func _ready(): - # find the animation and sound nodes - animation = find_node("AnimatedSprite") - sound = find_node("AudioStreamPlayer") - -func _on_Area2D_area_entered(area): - - # if the player collides with the spring - if area.name == "Player": - - # calculate what vector to launch Sonic in - var launchVector = Vector2(0,-STRENGTH).rotated(rotation) - - # calculate how fast sonic is moving perpendicularly to the spring - var sideVector = area.velocity1.dot(launchVector.normalized().rotated(PI/2))\ - *launchVector.normalized().rotated(PI/2) - - # calculate the final vector to throw sonic in. Ignore sideVector if - # the spring is directed - var finalVector = (Vector2.ZERO if DIRECTED else sideVector) + launchVector - - # print out the values for debugging - print("sideVector: ",sideVector) - print("launchVector: ",launchVector) - print("finalVector: ",finalVector) - - # set sonic's velocity to the final vector - area.velocity1 = finalVector - # set sonic to the air state - area.state = -1 - # Sonic didn't jump here... - area.canShort = false - # set Sonic's position to the spring's position - area.position = position - # if sonic stomped on to the spring, he is no longer stomping - area.stomping = false - - # set sonic's sprite rotation to Sonic's rotation - area.find_node("PlayerSprites").rotation = area.rotation - # reset sonic's rotation (this is typically how sonic works in the air) - area.rotation = 0 - - # set the spring's current animation frame to 0 - animation.frame = 0 - # play the spring sound - sound.play() - # scale the spring (only applies if "ringScale" is enabled) - scaling = 2 - -func _process(delta): - # set and lerp scale if ringScale is enabled - if ringScale: - scale = Vector2(scaling,scaling) - scaling = lerp(scaling,1,0.1) diff --git a/sprites/Backgrounds/Festival/Castle.png b/sprites/Backgrounds/Festival/Castle.png deleted file mode 100644 index d96d4a1..0000000 Binary files a/sprites/Backgrounds/Festival/Castle.png and /dev/null differ diff --git a/sprites/Backgrounds/Festival/Castle.png.import b/sprites/Backgrounds/Festival/Castle.png.import deleted file mode 100644 index aaf8553..0000000 --- a/sprites/Backgrounds/Festival/Castle.png.import +++ /dev/null @@ -1,34 +0,0 @@ -[remap] - -importer="texture" -type="StreamTexture" -path="res://.import/Castle.png-dea9b00b41f6d6b895d78d27fd6e1536.stex" -metadata={ -"vram_texture": false -} - -[deps] - -source_file="res://sprites/Backgrounds/Festival/Castle.png" -dest_files=[ "res://.import/Castle.png-dea9b00b41f6d6b895d78d27fd6e1536.stex" ] - -[params] - -compress/mode=0 -compress/lossy_quality=0.7 -compress/hdr_mode=0 -compress/bptc_ldr=0 -compress/normal_map=0 -flags/repeat=0 -flags/filter=false -flags/mipmaps=false -flags/anisotropic=false -flags/srgb=2 -process/fix_alpha_border=true -process/premult_alpha=false -process/HDR_as_SRGB=false -process/invert_color=false -stream=false -size_limit=0 -detect_3d=true -svg/scale=1.0 diff --git a/sprites/Backgrounds/Festival/Villa.png b/sprites/Backgrounds/Festival/Villa.png deleted file mode 100644 index c269ce7..0000000 Binary files a/sprites/Backgrounds/Festival/Villa.png and /dev/null differ diff --git a/sprites/Backgrounds/Festival/Villa.png.import b/sprites/Backgrounds/Festival/Villa.png.import deleted file mode 100644 index ed0d415..0000000 --- a/sprites/Backgrounds/Festival/Villa.png.import +++ /dev/null @@ -1,34 +0,0 @@ -[remap] - 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-importer="texture" -type="StreamTexture" -path="res://.import/97.png-854c8abdace9e6d7755144f2dd5b95a7.stex" -metadata={ -"vram_texture": false -} - -[deps] - -source_file="res://tiles/leafStorm/97.png" -dest_files=[ "res://.import/97.png-854c8abdace9e6d7755144f2dd5b95a7.stex" ] - -[params] - -compress/mode=0 -compress/lossy_quality=0.7 -compress/hdr_mode=0 -compress/bptc_ldr=0 -compress/normal_map=0 -flags/repeat=0 -flags/filter=false -flags/mipmaps=false -flags/anisotropic=false -flags/srgb=2 -process/fix_alpha_border=true -process/premult_alpha=false -process/HDR_as_SRGB=false -process/invert_color=false -stream=false -size_limit=0 -detect_3d=true -svg/scale=1.0 diff --git a/tiles/leafStorm/98-clear.png.import b/tiles/leafStorm/98-clear.png.import deleted file mode 100644 index 1928f4e..0000000 --- a/tiles/leafStorm/98-clear.png.import +++ /dev/null @@ -1,32 +0,0 @@ -[remap] - -importer="texture" -type="StreamTexture" -path="res://.import/98-clear.png-7ea8db7b31b9f06bc3cdb49846b00fe4.stex" - 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-compress/mode=0 -compress/lossy_quality=0.7 -compress/hdr_mode=0 -compress/bptc_ldr=0 -compress/normal_map=0 -flags/repeat=0 -flags/filter=false -flags/mipmaps=false -flags/anisotropic=false -flags/srgb=2 -process/fix_alpha_border=true -process/premult_alpha=false -process/HDR_as_SRGB=false -process/invert_color=false -stream=false -size_limit=0 -detect_3d=true -svg/scale=1.0 diff --git a/tiles/leafStorm/clearall.py b/tiles/leafStorm/clearall.py deleted file mode 100644 index c639980..0000000 --- a/tiles/leafStorm/clearall.py +++ /dev/null @@ -1,11 +0,0 @@ -from PIL import Image, ImageDraw - -for i in range(0,470): - print("working... image number:"+str(i)) - img1 = Image.open(str(i)+".png").convert("RGBA") - drw1 = ImageDraw.Draw(img1) - for x in range(64): - for y in range(64): - if img1.getpixel((x,y)) == (0,140,255,255): - drw1.point((x,y),fill=(0,0,0,0)) - img1.save(str(i)+".png") \ No newline at end of file diff --git a/tiles/wall3.png b/tiles/wall3.png deleted file mode 100644 index f2b10b9..0000000 Binary files a/tiles/wall3.png and /dev/null differ diff --git a/tiles/wall3.png.import b/tiles/wall3.png.import deleted file mode 100644 index 24a4763..0000000 --- a/tiles/wall3.png.import +++ /dev/null @@ -1,34 +0,0 @@ -[remap] - -importer="texture" -type="StreamTexture" -path="res://.import/wall3.png-ca90acb30d8fa37c4efe8bf7001c3ef2.stex" -metadata={ -"vram_texture": false -} - -[deps] - -source_file="res://tiles/wall3.png" -dest_files=[ "res://.import/wall3.png-ca90acb30d8fa37c4efe8bf7001c3ef2.stex" ] - -[params] - -compress/mode=0 -compress/lossy_quality=0.7 -compress/hdr_mode=0 -compress/bptc_ldr=0 -compress/normal_map=0 -flags/repeat=0 -flags/filter=false -flags/mipmaps=false -flags/anisotropic=false -flags/srgb=2 -process/fix_alpha_border=true -process/premult_alpha=false -process/HDR_as_SRGB=false -process/invert_color=false -stream=false -size_limit=0 -detect_3d=true -svg/scale=1.0 diff --git a/tiles/wall4.png b/tiles/wall4.png deleted file mode 100644 index f38366b..0000000 Binary files a/tiles/wall4.png and /dev/null differ diff --git a/tiles/wall4.png.import b/tiles/wall4.png.import deleted file mode 100644 index ae0cc98..0000000 --- a/tiles/wall4.png.import +++ /dev/null @@ -1,34 +0,0 @@ -[remap] - -importer="texture" -type="StreamTexture" -path="res://.import/wall4.png-e1c7f48171289692b8bb7fc8f241cb05.stex" -metadata={ -"vram_texture": false -} - -[deps] - -source_file="res://tiles/wall4.png" -dest_files=[ "res://.import/wall4.png-e1c7f48171289692b8bb7fc8f241cb05.stex" ] - -[params] - -compress/mode=0 -compress/lossy_quality=0.7 -compress/hdr_mode=0 -compress/bptc_ldr=0 -compress/normal_map=0 -flags/repeat=0 -flags/filter=false -flags/mipmaps=false -flags/anisotropic=false -flags/srgb=2 -process/fix_alpha_border=true -process/premult_alpha=false -process/HDR_as_SRGB=false -process/invert_color=false -stream=false -size_limit=0 -detect_3d=true -svg/scale=1.0