add .fscache godot file to gitignore, also remove silly occluder and light

This commit is contained in:
Robin Hübner 2017-06-29 11:32:05 +02:00
parent d86f6d65a2
commit 849b1cbfa9
5 changed files with 13 additions and 41 deletions

1
.gitignore vendored
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@ -1 +1,2 @@
export.cfg
.fscache

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@ -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

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@ -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))

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@ -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

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@ -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)]