add .fscache godot file to gitignore, also remove silly occluder and light
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				|  | @ -1 +1,2 @@ | ||||||
| export.cfg | export.cfg | ||||||
|  | .fscache | ||||||
|  |  | ||||||
							
								
								
									
										38
									
								
								Game.tscn
								
								
								
								
							
							
						
						
									
										38
									
								
								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://Game.gd" type="Script" id=1] | ||||||
| [ext_resource path="res://Player.tscn" type="PackedScene" id=2] | [ext_resource path="res://Player.tscn" type="PackedScene" id=2] | ||||||
| [ext_resource path="res://Enemy.tscn" type="PackedScene" id=3] | [ext_resource path="res://Enemy.tscn" type="PackedScene" id=3] | ||||||
| [ext_resource path="res://Box.tscn" type="PackedScene" id=4] | [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"] | [node name="Game" type="Node"] | ||||||
| 
 | 
 | ||||||
|  | @ -34,33 +27,4 @@ transform/pos = Vector2( 159.592, 142.666 ) | ||||||
| 
 | 
 | ||||||
| transform/pos = Vector2( 139.69, 112.812 ) | 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 |  | ||||||
| 
 |  | ||||||
| 
 | 
 | ||||||
|  |  | ||||||
|  | @ -34,13 +34,17 @@ func _fixed_process(delta): | ||||||
| 		velocity_mul = 1 | 		velocity_mul = 1 | ||||||
| 
 | 
 | ||||||
| 	# shooty | 	# shooty | ||||||
| 	if Input.is_action_pressed("primary_fire"): | 	if Input.is_action_pressed("attack_primary"): | ||||||
| 		var new_bullet = bullet.instance() | 		var new_bullet = bullet.instance() | ||||||
| 		new_bullet.set_pos(pointer.get_node("Sprite").get_global_pos() + velocity) | 		new_bullet.set_pos(pointer.get_node("Sprite").get_global_pos() + velocity) | ||||||
| 		new_bullet.set_bullet_velocity(velocity, point_dir) | 		new_bullet.set_bullet_velocity(velocity, point_dir) | ||||||
| 		get_parent().add_child(new_bullet) # add to tree | 		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()) | 	pointer.look_at(get_viewport().get_mouse_pos()) | ||||||
| 
 | 
 | ||||||
| 	self.move(velocity * velocity_mul * (player_movement_speed * delta)) | 	self.move(velocity * velocity_mul * (player_movement_speed * delta)) | ||||||
|  |  | ||||||
|  | @ -14,7 +14,7 @@ extents = Vector2( 17.1165, 38.4685 ) | ||||||
| transform/pos = Vector2( 36.5, 31 ) | transform/pos = Vector2( 36.5, 31 ) | ||||||
| input/pickable = false | input/pickable = false | ||||||
| shapes/0/shape = SubResource( 1 ) | 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 | shapes/0/trigger = false | ||||||
| collision/layers = 1 | collision/layers = 1 | ||||||
| collision/mask = 1 | collision/mask = 1 | ||||||
|  | @ -34,6 +34,8 @@ current = true | ||||||
| 
 | 
 | ||||||
| [node name="CollisionShape2D" type="CollisionShape2D" parent="."] | [node name="CollisionShape2D" type="CollisionShape2D" parent="."] | ||||||
| 
 | 
 | ||||||
|  | transform/pos = Vector2( 0, 22.811 ) | ||||||
|  | transform/scale = Vector2( 1, 0.449921 ) | ||||||
| shape = SubResource( 1 ) | shape = SubResource( 1 ) | ||||||
| trigger = false | trigger = false | ||||||
| _update_shape_index = 0 | _update_shape_index = 0 | ||||||
|  |  | ||||||
|  | @ -7,8 +7,9 @@ icon="res://icon.png" | ||||||
| [input] | [input] | ||||||
| 
 | 
 | ||||||
| move_slow=[key(Shift)] | move_slow=[key(Shift)] | ||||||
|  | attack_secondary=[mbutton(0, 2)] | ||||||
| move_up=[key(W), key(Up)] | move_up=[key(W), key(Up)] | ||||||
| move_down=[key(Down), key(S)] | move_down=[key(Down), key(S)] | ||||||
| move_left=[key(Left), key(A)] | move_left=[key(Left), key(A)] | ||||||
| move_right=[key(Right), key(D)] | move_right=[key(Right), key(D)] | ||||||
| primary_fire=[mbutton(0, 1)] | attack_primary=[mbutton(0, 1)] | ||||||
|  |  | ||||||
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