add player movement speed value, also add player movement speed multiplier for moving slowly when holding down a key
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parent
7d86ed5935
commit
d86f6d65a2
38
Game.tscn
38
Game.tscn
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@ -1,9 +1,16 @@
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[gd_scene load_steps=5 format=1]
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[gd_scene load_steps=7 format=1]
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[ext_resource path="res://Game.gd" type="Script" id=1]
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[ext_resource path="res://Game.gd" type="Script" id=1]
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[ext_resource path="res://Player.tscn" type="PackedScene" id=2]
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[ext_resource path="res://Player.tscn" type="PackedScene" id=2]
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[ext_resource path="res://Enemy.tscn" type="PackedScene" id=3]
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[ext_resource path="res://Enemy.tscn" type="PackedScene" id=3]
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[ext_resource path="res://Box.tscn" type="PackedScene" id=4]
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[ext_resource path="res://Box.tscn" type="PackedScene" id=4]
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[ext_resource path="res://bullet.png" type="Texture" id=5]
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[sub_resource type="OccluderPolygon2D" id=1]
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closed = true
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cull_mode = 0
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polygon = Vector2Array( 0, 0, 32, 0, 32, 32, 0, 32 )
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[node name="Game" type="Node"]
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[node name="Game" type="Node"]
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@ -27,4 +34,33 @@ transform/pos = Vector2( 159.592, 142.666 )
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transform/pos = Vector2( 139.69, 112.812 )
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transform/pos = Vector2( 139.69, 112.812 )
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[node name="Light2D" type="Light2D" parent="."]
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transform/pos = Vector2( 150.335, 218.809 )
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enabled = true
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editor_only = false
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texture = ExtResource( 5 )
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offset = Vector2( 0, 0 )
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scale = 25.0
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color = Color( 1, 0.539062, 0, 1 )
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energy = 1.0
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mode = 0
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range/height = 15.0
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range/z_min = -1024
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range/z_max = 1024
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range/layer_min = 0
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range/layer_max = 0
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range/item_mask = 1
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shadow/enabled = true
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shadow/color = Color( 0, 0, 0, 0 )
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shadow/buffer_size = 2048
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shadow/esm_multiplier = 80.0
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shadow/item_mask = 1
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[node name="LightOccluder2D" type="LightOccluder2D" parent="."]
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transform/pos = Vector2( 80.2667, 219.558 )
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occluder = SubResource( 1 )
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light_mask = 1
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10
Player.gd
10
Player.gd
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@ -1,9 +1,12 @@
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extends KinematicBody2D
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extends KinematicBody2D
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var bullet = load("res://Bullet.tscn")
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var bullet = load("res://Bullet.tscn")
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var player_movement_speed = 256 # pixels per second
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var velocity = Vector2(0, 0)
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var velocity = Vector2(0, 0)
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var pointer
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var pointer
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var velocity_mul = 1
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func _ready():
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func _ready():
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# Called every time the node is added to the scene.
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# Called every time the node is added to the scene.
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pointer = get_node("Pointer")
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pointer = get_node("Pointer")
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@ -25,6 +28,11 @@ func _fixed_process(delta):
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if Input.is_action_pressed("move_down"):
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if Input.is_action_pressed("move_down"):
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velocity.y = 1
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velocity.y = 1
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if Input.is_action_pressed("move_slow"):
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velocity_mul = 0.5
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else:
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velocity_mul = 1
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# shooty
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# shooty
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if Input.is_action_pressed("primary_fire"):
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if Input.is_action_pressed("primary_fire"):
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var new_bullet = bullet.instance()
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var new_bullet = bullet.instance()
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@ -35,6 +43,6 @@ func _fixed_process(delta):
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# rotatey pointer thingy
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# rotatey pointer thingy
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pointer.look_at(get_viewport().get_mouse_pos())
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pointer.look_at(get_viewport().get_mouse_pos())
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self.move(velocity)
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self.move(velocity * velocity_mul * (player_movement_speed * delta))
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velocity.x = 0
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velocity.x = 0
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velocity.y = 0
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velocity.y = 0
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@ -6,6 +6,7 @@ icon="res://icon.png"
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[input]
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[input]
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move_slow=[key(Shift)]
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move_up=[key(W), key(Up)]
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move_up=[key(W), key(Up)]
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move_down=[key(Down), key(S)]
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move_down=[key(Down), key(S)]
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move_left=[key(Left), key(A)]
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move_left=[key(Left), key(A)]
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