diff --git a/.gitignore b/.gitignore index ad6f013..e880555 100644 --- a/.gitignore +++ b/.gitignore @@ -1 +1,2 @@ export.cfg +.fscache diff --git a/Game.tscn b/Game.tscn index 4ceb7f8..4328ded 100644 --- a/Game.tscn +++ b/Game.tscn @@ -1,16 +1,9 @@ -[gd_scene load_steps=7 format=1] +[gd_scene load_steps=5 format=1] [ext_resource path="res://Game.gd" type="Script" id=1] [ext_resource path="res://Player.tscn" type="PackedScene" id=2] [ext_resource path="res://Enemy.tscn" type="PackedScene" id=3] [ext_resource path="res://Box.tscn" type="PackedScene" id=4] -[ext_resource path="res://bullet.png" type="Texture" id=5] - -[sub_resource type="OccluderPolygon2D" id=1] - -closed = true -cull_mode = 0 -polygon = Vector2Array( 0, 0, 32, 0, 32, 32, 0, 32 ) [node name="Game" type="Node"] @@ -34,33 +27,4 @@ transform/pos = Vector2( 159.592, 142.666 ) transform/pos = Vector2( 139.69, 112.812 ) -[node name="Light2D" type="Light2D" parent="."] - -transform/pos = Vector2( 150.335, 218.809 ) -enabled = true -editor_only = false -texture = ExtResource( 5 ) -offset = Vector2( 0, 0 ) -scale = 25.0 -color = Color( 1, 0.539062, 0, 1 ) -energy = 1.0 -mode = 0 -range/height = 15.0 -range/z_min = -1024 -range/z_max = 1024 -range/layer_min = 0 -range/layer_max = 0 -range/item_mask = 1 -shadow/enabled = true -shadow/color = Color( 0, 0, 0, 0 ) -shadow/buffer_size = 2048 -shadow/esm_multiplier = 80.0 -shadow/item_mask = 1 - -[node name="LightOccluder2D" type="LightOccluder2D" parent="."] - -transform/pos = Vector2( 80.2667, 219.558 ) -occluder = SubResource( 1 ) -light_mask = 1 - diff --git a/Player.gd b/Player.gd index 0db5a30..4175f15 100644 --- a/Player.gd +++ b/Player.gd @@ -34,13 +34,17 @@ func _fixed_process(delta): velocity_mul = 1 # shooty - if Input.is_action_pressed("primary_fire"): + if Input.is_action_pressed("attack_primary"): var new_bullet = bullet.instance() new_bullet.set_pos(pointer.get_node("Sprite").get_global_pos() + velocity) new_bullet.set_bullet_velocity(velocity, point_dir) get_parent().add_child(new_bullet) # add to tree + + # melee actually? + if Input.is_action_pressed("attack_secondary"): + pass - # rotatey pointer thingy + # tell child node to point at given mouse position (in screenspace) pointer.look_at(get_viewport().get_mouse_pos()) self.move(velocity * velocity_mul * (player_movement_speed * delta)) diff --git a/Player.tscn b/Player.tscn index df21f7d..12c1363 100644 --- a/Player.tscn +++ b/Player.tscn @@ -14,7 +14,7 @@ extents = Vector2( 17.1165, 38.4685 ) transform/pos = Vector2( 36.5, 31 ) input/pickable = false shapes/0/shape = SubResource( 1 ) -shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 ) +shapes/0/transform = Matrix32( 1, 0, 0, 0.449921, 0, 22.811 ) shapes/0/trigger = false collision/layers = 1 collision/mask = 1 @@ -34,6 +34,8 @@ current = true [node name="CollisionShape2D" type="CollisionShape2D" parent="."] +transform/pos = Vector2( 0, 22.811 ) +transform/scale = Vector2( 1, 0.449921 ) shape = SubResource( 1 ) trigger = false _update_shape_index = 0 diff --git a/engine.cfg b/engine.cfg index fd168d5..3c3775c 100644 --- a/engine.cfg +++ b/engine.cfg @@ -7,8 +7,9 @@ icon="res://icon.png" [input] move_slow=[key(Shift)] +attack_secondary=[mbutton(0, 2)] move_up=[key(W), key(Up)] move_down=[key(Down), key(S)] move_left=[key(Left), key(A)] move_right=[key(Right), key(D)] -primary_fire=[mbutton(0, 1)] +attack_primary=[mbutton(0, 1)]