add .fscache godot file to gitignore, also remove silly occluder and light
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				|  | @ -1 +1,2 @@ | |||
| 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://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 | ||||
| 
 | ||||
| 
 | ||||
|  |  | |||
|  | @ -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 | ||||
| 		 | ||||
| 	# rotatey pointer thingy | ||||
| 	# melee actually? | ||||
| 	if Input.is_action_pressed("attack_secondary"): | ||||
| 		pass | ||||
| 	 | ||||
| 	# 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)) | ||||
|  |  | |||
|  | @ -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 | ||||
|  |  | |||
|  | @ -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)] | ||||
|  |  | |||
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