no message

This commit is contained in:
2025-06-11 17:54:55 +02:00
parent 4105e75357
commit 69a456db88
38 changed files with 2398 additions and 159 deletions

Binary file not shown.

After

Width:  |  Height:  |  Size: 915 B

View File

@ -2,16 +2,16 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://dee2owliuw21p"
path="res://.godot/imported/360x360 idle 4.png-117ef8683eb12d17036155a97c6705d5.ctex"
uid="uid://d4dnvylog631n"
path="res://.godot/imported/ledge hang 144x144.png-38a6ad6401796dcb66209ee6ec21dbf1.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://resources/360x360 idle 4.png"
dest_files=["res://.godot/imported/360x360 idle 4.png-117ef8683eb12d17036155a97c6705d5.ctex"]
source_file="res://assets/textures/ledge hang 144x144.png"
dest_files=["res://.godot/imported/ledge hang 144x144.png-38a6ad6401796dcb66209ee6ec21dbf1.ctex"]
[params]

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.8 KiB

View File

@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cry06ubemcrcf"
path="res://.godot/imported/player ledge climb 144x144.png-f3955fc9c12509b45508f7a29758572c.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/textures/player ledge climb 144x144.png"
dest_files=["res://.godot/imported/player ledge climb 144x144.png-f3955fc9c12509b45508f7a29758572c.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

Binary file not shown.

Before

Width:  |  Height:  |  Size: 24 KiB

View File

@ -0,0 +1,4 @@
[gd_resource type="RectangleShape2D" format=3 uid="uid://dncqi3j0k35v5"]
[resource]
size = Vector2(58, 59.25)

View File

@ -1,18 +1,34 @@
[gd_scene load_steps=21 format=3 uid="uid://c3w3n7ysd02bd"]
[gd_scene load_steps=38 format=3 uid="uid://c3w3n7ysd02bd"]
[ext_resource type="Texture2D" uid="uid://c1my4xbvhsdq8" path="res://assets/textures/Player Idle 144x144.png" id="1_p0vlq"]
[ext_resource type="Shape2D" uid="uid://bsdsjlbi8h6cf" path="res://resources/player standing cshape.tres" id="2_khinc"]
[ext_resource type="Texture2D" uid="uid://crkx6pt8e4cmc" path="res://assets/textures/player new jump 144x144.png" id="2_qu4a1"]
[ext_resource type="Texture2D" uid="uid://dvy7cws4egkmh" path="res://assets/textures/player fall 144x144.png" id="3_70d11"]
[ext_resource type="Texture2D" uid="uid://d11goqqiewsdg" path="res://assets/textures/player run 144x144.png" id="4_cw2d6"]
[ext_resource type="Texture2D" uid="uid://dletf8p3wr4n4" path="res://assets/textures/player air spin 144x144.png" id="5_khinc"]
[ext_resource type="Texture2D" uid="uid://cox74najv0828" path="res://assets/textures/player crouch-walk 144x144.png" id="6_70d11"]
[ext_resource type="Texture2D" uid="uid://co5l6328i3y76" path="res://assets/textures/Player Crouch-Idle 144x144.png" id="6_cw2d6"]
[ext_resource type="Script" uid="uid://c0iqbs1ms86cw" path="res://scripts/State Machine.gd" id="9_bruh7"]
[ext_resource type="Texture2D" uid="uid://d4dnvylog631n" path="res://assets/textures/ledge hang 144x144.png" id="9_sfy4j"]
[ext_resource type="Script" uid="uid://cawr3av2aa8jb" path="res://scripts/playercrouch.gd" id="10_6eyey"]
[ext_resource type="Texture2D" uid="uid://cry06ubemcrcf" path="res://assets/textures/player ledge climb 144x144.png" id="10_b8lor"]
[ext_resource type="Script" uid="uid://dyee6xwb8js1s" path="res://scripts/playerrun.gd" id="11_p7iby"]
[ext_resource type="Script" uid="uid://dhvehwhg63p2h" path="res://scripts/playercrouchwalk.gd" id="11_srp4u"]
[ext_resource type="Script" uid="uid://d0cc7xgq16onu" path="res://scripts/playerjump.gd" id="12_0rnld"]
[ext_resource type="Script" uid="uid://bcnm70o0yo87k" path="res://scripts/playerwallrun.gd" id="13_srp4u"]
[ext_resource type="Script" uid="uid://cgsyaphtn6k6q" path="res://scripts/playerdoublejump.gd" id="14_61ith"]
[ext_resource type="Script" uid="uid://d34ia87aolokd" path="res://scripts/playeridle.gd" id="14_jfpux"]
[ext_resource type="Script" uid="uid://bxkdsl12qa7jy" path="res://scripts/playerwallrunpushoff.gd" id="16_61ith"]
[ext_resource type="Script" uid="uid://whap2d3r3yk" path="res://scripts/playerfall.gd" id="16_jfpux"]
[ext_resource type="Script" uid="uid://c46i4062efgw1" path="res://scripts/playerledgegrab.gd" id="19_ebwui"]
[ext_resource type="Script" uid="uid://boe7p8pcolkln" path="res://scripts/playerclimbup.gd" id="21_gv3ic"]
[sub_resource type="GDScript" id="GDScript_khinc"]
script/source = "extends CharacterBody2D
"
[sub_resource type="RectangleShape2D" id="RectangleShape2D_gv3ic"]
size = Vector2(58, 86.5)
[sub_resource type="Animation" id="Animation_6eyey"]
length = 0.001
tracks/0/type = "value"
@ -63,9 +79,75 @@ tracks/3/keys = {
"update": 1,
"values": [1]
}
tracks/4/type = "value"
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/path = NodePath("../Sprite2D:offset")
tracks/4/interp = 1
tracks/4/loop_wrap = true
tracks/4/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector2(0, 0)]
}
[sub_resource type="Animation" id="Animation_6e537"]
resource_name = "climb up"
length = 0.5
step = 0.03
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("../Sprite2D:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("10_b8lor")]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("../Sprite2D:hframes")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [5]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("../Sprite2D:vframes")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("../Sprite2D:frame")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0, 0.0909091, 0.181818, 0.30303, 0.454545),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1),
"update": 1,
"values": [0, 1, 2, 3, 4]
}
[sub_resource type="Animation" id="Animation_cw2d6"]
resource_name = "crouch idle"
loop_mode = 1
step = 0.1
tracks/0/type = "value"
tracks/0/imported = false
@ -381,6 +463,69 @@ tracks/3/keys = {
"values": [0, 1, 2, 3, 4, 5]
}
[sub_resource type="Animation" id="Animation_gv3ic"]
resource_name = "ledge hang"
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("../Sprite2D:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("9_sfy4j")]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("../Sprite2D:hframes")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0.0666667),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("../Sprite2D:vframes")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("../Sprite2D:frame")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0.0333333),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [0]
}
tracks/4/type = "value"
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/path = NodePath("../Sprite2D:offset")
tracks/4/interp = 1
tracks/4/loop_wrap = true
tracks/4/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector2(0, 0)]
}
[sub_resource type="Animation" id="Animation_lkdrv"]
resource_name = "run"
length = 0.81
@ -438,35 +583,41 @@ tracks/3/keys = {
[sub_resource type="AnimationLibrary" id="AnimationLibrary_0rnld"]
_data = {
&"RESET": SubResource("Animation_6eyey"),
&"climb up": SubResource("Animation_6e537"),
&"crouch idle": SubResource("Animation_cw2d6"),
&"crouch walk": SubResource("Animation_khinc"),
&"double jump": SubResource("Animation_p7iby"),
&"fall": SubResource("Animation_o4126"),
&"idle": SubResource("Animation_bruh7"),
&"jump": SubResource("Animation_d3wef"),
&"ledge hang": SubResource("Animation_gv3ic"),
&"run": SubResource("Animation_lkdrv")
}
[sub_resource type="RectangleShape2D" id="RectangleShape2D_bruh7"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_sfy4j"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_6eyey"]
[node name="Player" type="CharacterBody2D"]
script = SubResource("GDScript_khinc")
[node name="Sprite2D" type="Sprite2D" parent="."]
position = Vector2(4, -48)
position = Vector2(0, -48)
texture = ExtResource("1_p0vlq")
hframes = 10
frame = 1
[node name="mainbody" type="CollisionShape2D" parent="."]
position = Vector2(0, -43)
shape = ExtResource("2_khinc")
shape = SubResource("RectangleShape2D_gv3ic")
[node name="Camera2D" type="Camera2D" parent="."]
position = Vector2(0, -90)
[node name="RootMotion" type="Node" parent="."]
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
root_node = NodePath("../Camera2D")
libraries = {
@ -474,40 +625,102 @@ libraries = {
}
autoplay = "idle"
[node name="crouchrc1" type="RayCast2D" parent="."]
[node name="topcheck1" type="RayCast2D" parent="."]
position = Vector2(-29, -50)
target_position = Vector2(0, -37)
[node name="crouchrc2" type="RayCast2D" parent="."]
[node name="topcheck2" type="RayCast2D" parent="."]
position = Vector2(29, -50)
target_position = Vector2(0, -37)
[node name="wallrunrcright1" type="RayCast2D" parent="."]
position = Vector2(0, -22)
target_position = Vector2(150, 0)
target_position = Vector2(120, 0)
[node name="wallrunrcright2" type="RayCast2D" parent="."]
position = Vector2(0, -97)
target_position = Vector2(150, 0)
target_position = Vector2(120, 0)
[node name="wallrunrcleft1" type="RayCast2D" parent="."]
position = Vector2(0, -22)
target_position = Vector2(-150, 0)
target_position = Vector2(-120, 0)
[node name="wallrunrcleft2" type="RayCast2D" parent="."]
position = Vector2(0, -97)
target_position = Vector2(-150, 0)
target_position = Vector2(-120, 0)
[node name="wallcheckleft" type="ShapeCast2D" parent="."]
position = Vector2(-28, -60)
scale = Vector2(0.5, 0.8)
shape = SubResource("RectangleShape2D_bruh7")
[node name="wallcheckright" type="ShapeCast2D" parent="."]
position = Vector2(28, -60)
scale = Vector2(0.5, 0.8)
shape = SubResource("RectangleShape2D_sfy4j")
[node name="floorcheck" type="RayCast2D" parent="."]
position = Vector2(-1.90735e-06, -42)
scale = Vector2(3.5, 1)
[node name="wallcheck" type="ShapeCast2D" parent="."]
position = Vector2(0, -68)
scale = Vector2(3.4, 1)
shape = SubResource("RectangleShape2D_bruh7")
position = Vector2(0, -47)
[node name="ledgecollision" type="CollisionShape2D" parent="."]
position = Vector2(0, -90)
scale = Vector2(3.4, 1e-05)
scale = Vector2(3.5, 1e-05)
shape = SubResource("RectangleShape2D_6eyey")
[node name="StateMachine" type="Node" parent="." node_paths=PackedStringArray("player", "initial_state")]
script = ExtResource("9_bruh7")
player = NodePath("..")
initial_state = NodePath("PlayerIdle")
[node name="PlayerCrouch" type="Node" parent="StateMachine" node_paths=PackedStringArray("player")]
script = ExtResource("10_6eyey")
player = NodePath("../..")
metadata/_custom_type_script = "uid://cawr3av2aa8jb"
[node name="PlayerCrouchWalk" type="Node" parent="StateMachine" node_paths=PackedStringArray("player")]
script = ExtResource("11_srp4u")
player = NodePath("../..")
metadata/_custom_type_script = "uid://dhvehwhg63p2h"
[node name="PlayerRun" type="Node" parent="StateMachine" node_paths=PackedStringArray("player")]
script = ExtResource("11_p7iby")
player = NodePath("../..")
metadata/_custom_type_script = "uid://dyee6xwb8js1s"
[node name="PlayerJump" type="Node" parent="StateMachine" node_paths=PackedStringArray("player")]
script = ExtResource("12_0rnld")
player = NodePath("../..")
metadata/_custom_type_script = "uid://d0cc7xgq16onu"
[node name="PlayerDoubleJump" type="Node" parent="StateMachine" node_paths=PackedStringArray("player")]
script = ExtResource("14_61ith")
player = NodePath("../..")
metadata/_custom_type_script = "uid://cgsyaphtn6k6q"
[node name="PlayerWallrun" type="Node" parent="StateMachine" node_paths=PackedStringArray("player")]
script = ExtResource("13_srp4u")
player = NodePath("../..")
metadata/_custom_type_script = "uid://bcnm70o0yo87k"
[node name="PlayerWallrunPushoff" type="Node" parent="StateMachine"]
script = ExtResource("16_61ith")
metadata/_custom_type_script = "uid://bxkdsl12qa7jy"
[node name="PlayerIdle" type="Node" parent="StateMachine" node_paths=PackedStringArray("player")]
script = ExtResource("14_jfpux")
player = NodePath("../..")
metadata/_custom_type_script = "uid://d34ia87aolokd"
[node name="PlayerFall" type="Node" parent="StateMachine" node_paths=PackedStringArray("player")]
script = ExtResource("16_jfpux")
player = NodePath("../..")
metadata/_custom_type_script = "uid://whap2d3r3yk"
[node name="PlayerLedgeGrab" type="Node" parent="StateMachine" node_paths=PackedStringArray("player")]
script = ExtResource("19_ebwui")
player = NodePath("../..")
metadata/_custom_type_script = "uid://c46i4062efgw1"
[node name="PlayerClimbUp" type="Node" parent="StateMachine"]
script = ExtResource("21_gv3ic")
metadata/_custom_type_script = "uid://boe7p8pcolkln"

View File

@ -0,0 +1,523 @@
[gd_scene load_steps=23 format=3 uid="uid://c3w3n7ysd02bd"]
[ext_resource type="Texture2D" uid="uid://c1my4xbvhsdq8" path="res://assets/textures/Player Idle 144x144.png" id="1_p0vlq"]
[ext_resource type="Shape2D" uid="uid://bsdsjlbi8h6cf" path="res://resources/player standing cshape.tres" id="2_khinc"]
[ext_resource type="Texture2D" uid="uid://crkx6pt8e4cmc" path="res://assets/textures/player new jump 144x144.png" id="2_qu4a1"]
[ext_resource type="Texture2D" uid="uid://dvy7cws4egkmh" path="res://assets/textures/player fall 144x144.png" id="3_70d11"]
[ext_resource type="Texture2D" uid="uid://d11goqqiewsdg" path="res://assets/textures/player run 144x144.png" id="4_cw2d6"]
[ext_resource type="Texture2D" uid="uid://dletf8p3wr4n4" path="res://assets/textures/player air spin 144x144.png" id="5_khinc"]
[ext_resource type="Texture2D" uid="uid://cox74najv0828" path="res://assets/textures/player crouch-walk 144x144.png" id="6_70d11"]
[ext_resource type="Texture2D" uid="uid://co5l6328i3y76" path="res://assets/textures/Player Crouch-Idle 144x144.png" id="6_cw2d6"]
[ext_resource type="Script" uid="uid://c0iqbs1ms86cw" path="res://scripts/state_machine.gd" id="9_bruh7"]
[ext_resource type="Script" uid="uid://cawr3av2aa8jb" path="res://scripts/playercrouch.gd" id="10_6eyey"]
[sub_resource type="GDScript" id="GDScript_khinc"]
script/source = "extends CharacterBody2D
"
[sub_resource type="Animation" id="Animation_6eyey"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("../Sprite2D:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("1_p0vlq")]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("../Sprite2D:hframes")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [10]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("../Sprite2D:vframes")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("../Sprite2D:frame")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
[sub_resource type="Animation" id="Animation_cw2d6"]
resource_name = "crouch idle"
step = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("../Sprite2D:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("6_cw2d6")]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("../Sprite2D:hframes")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [10]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("../Sprite2D:vframes")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("../Sprite2D:frame")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1, 1, 1, 1),
"update": 1,
"values": [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
}
[sub_resource type="Animation" id="Animation_khinc"]
resource_name = "crouch walk"
step = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("../Sprite2D:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("6_70d11")]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("../Sprite2D:hframes")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [10]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("../Sprite2D:vframes")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("../Sprite2D:frame")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1, 1, 1, 1),
"update": 1,
"values": [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
}
[sub_resource type="Animation" id="Animation_p7iby"]
resource_name = "double jump"
length = 0.55
step = 0.05
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("../Sprite2D:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("5_khinc")]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("../Sprite2D:hframes")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [6]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("../Sprite2D:vframes")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("../Sprite2D:frame")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0, 0.1, 0.2, 0.3, 0.4, 0.5),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1),
"update": 1,
"values": [0, 1, 2, 3, 4, 5]
}
[sub_resource type="Animation" id="Animation_o4126"]
resource_name = "fall"
length = 0.05
step = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("../Sprite2D:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("3_70d11")]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("../Sprite2D:hframes")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("../Sprite2D:vframes")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("../Sprite2D:frame")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [0]
}
[sub_resource type="Animation" id="Animation_bruh7"]
resource_name = "idle"
length = 0.95
loop_mode = 1
step = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("../Sprite2D:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("1_p0vlq")]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("../Sprite2D:hframes")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [10]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("../Sprite2D:vframes")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("../Sprite2D:frame")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1, 1, 1, 1),
"update": 1,
"values": [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
}
[sub_resource type="Animation" id="Animation_d3wef"]
resource_name = "jump"
length = 0.55
step = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("../Sprite2D:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("2_qu4a1")]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("../Sprite2D:hframes")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [6]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("../Sprite2D:vframes")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("../Sprite2D:frame")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0, 0.1, 0.2, 0.3, 0.4, 0.5),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1),
"update": 1,
"values": [0, 1, 2, 3, 4, 5]
}
[sub_resource type="Animation" id="Animation_lkdrv"]
resource_name = "run"
length = 0.81
loop_mode = 1
step = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("../Sprite2D:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("4_cw2d6")]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("../Sprite2D:hframes")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [8]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("../Sprite2D:vframes")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("../Sprite2D:frame")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1, 1),
"update": 1,
"values": [0, 1, 2, 3, 4, 5, 6, 7]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_0rnld"]
_data = {
&"RESET": SubResource("Animation_6eyey"),
&"crouch idle": SubResource("Animation_cw2d6"),
&"crouch walk": SubResource("Animation_khinc"),
&"double jump": SubResource("Animation_p7iby"),
&"fall": SubResource("Animation_o4126"),
&"idle": SubResource("Animation_bruh7"),
&"jump": SubResource("Animation_d3wef"),
&"run": SubResource("Animation_lkdrv")
}
[sub_resource type="RectangleShape2D" id="RectangleShape2D_bruh7"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_6eyey"]
[node name="Player" type="CharacterBody2D"]
script = SubResource("GDScript_khinc")
[node name="Sprite2D" type="Sprite2D" parent="."]
position = Vector2(4, -48)
texture = ExtResource("1_p0vlq")
hframes = 10
frame = 1
[node name="mainbody" type="CollisionShape2D" parent="."]
position = Vector2(0, -43)
shape = ExtResource("2_khinc")
[node name="Camera2D" type="Camera2D" parent="."]
position = Vector2(0, -90)
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
root_node = NodePath("../Camera2D")
libraries = {
&"": SubResource("AnimationLibrary_0rnld")
}
autoplay = "idle"
[node name="crouchrc1" type="RayCast2D" parent="."]
position = Vector2(-29, -50)
target_position = Vector2(0, -37)
[node name="crouchrc2" type="RayCast2D" parent="."]
position = Vector2(29, -50)
target_position = Vector2(0, -37)
[node name="wallrunrcright1" type="RayCast2D" parent="."]
position = Vector2(0, -22)
target_position = Vector2(150, 0)
[node name="wallrunrcright2" type="RayCast2D" parent="."]
position = Vector2(0, -97)
target_position = Vector2(150, 0)
[node name="wallrunrcleft1" type="RayCast2D" parent="."]
position = Vector2(0, -22)
target_position = Vector2(-150, 0)
[node name="wallrunrcleft2" type="RayCast2D" parent="."]
position = Vector2(0, -97)
target_position = Vector2(-150, 0)
[node name="floorcheck" type="RayCast2D" parent="."]
position = Vector2(-1.90735e-06, -42)
scale = Vector2(3.5, 1)
[node name="wallcheck" type="ShapeCast2D" parent="."]
position = Vector2(0, -68)
scale = Vector2(3.4, 1)
shape = SubResource("RectangleShape2D_bruh7")
[node name="ledgecollision" type="CollisionShape2D" parent="."]
position = Vector2(0, -90)
scale = Vector2(3.4, 1e-05)
shape = SubResource("RectangleShape2D_6eyey")
[node name="state machine" type="Node" parent="." node_paths=PackedStringArray("initial_state")]
script = ExtResource("9_bruh7")
initial_state = NodePath("PlayerCrouch")
[node name="PlayerCrouch" type="Node" parent="state machine"]
script = ExtResource("10_6eyey")
metadata/_custom_type_script = "uid://cawr3av2aa8jb"

View File

@ -0,0 +1,523 @@
[gd_scene load_steps=23 format=3 uid="uid://c3w3n7ysd02bd"]
[ext_resource type="Texture2D" uid="uid://c1my4xbvhsdq8" path="res://assets/textures/Player Idle 144x144.png" id="1_p0vlq"]
[ext_resource type="Shape2D" uid="uid://bsdsjlbi8h6cf" path="res://resources/player standing cshape.tres" id="2_khinc"]
[ext_resource type="Texture2D" uid="uid://crkx6pt8e4cmc" path="res://assets/textures/player new jump 144x144.png" id="2_qu4a1"]
[ext_resource type="Texture2D" uid="uid://dvy7cws4egkmh" path="res://assets/textures/player fall 144x144.png" id="3_70d11"]
[ext_resource type="Texture2D" uid="uid://d11goqqiewsdg" path="res://assets/textures/player run 144x144.png" id="4_cw2d6"]
[ext_resource type="Texture2D" uid="uid://dletf8p3wr4n4" path="res://assets/textures/player air spin 144x144.png" id="5_khinc"]
[ext_resource type="Texture2D" uid="uid://cox74najv0828" path="res://assets/textures/player crouch-walk 144x144.png" id="6_70d11"]
[ext_resource type="Texture2D" uid="uid://co5l6328i3y76" path="res://assets/textures/Player Crouch-Idle 144x144.png" id="6_cw2d6"]
[ext_resource type="Script" uid="uid://c0iqbs1ms86cw" path="res://scripts/state_machine.gd" id="9_bruh7"]
[ext_resource type="Script" uid="uid://cawr3av2aa8jb" path="res://scripts/playercrouch.gd" id="10_6eyey"]
[sub_resource type="GDScript" id="GDScript_khinc"]
script/source = "extends CharacterBody2D
"
[sub_resource type="Animation" id="Animation_6eyey"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("../Sprite2D:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("1_p0vlq")]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("../Sprite2D:hframes")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [10]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("../Sprite2D:vframes")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("../Sprite2D:frame")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
[sub_resource type="Animation" id="Animation_cw2d6"]
resource_name = "crouch idle"
step = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("../Sprite2D:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("6_cw2d6")]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("../Sprite2D:hframes")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [10]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("../Sprite2D:vframes")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("../Sprite2D:frame")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1, 1, 1, 1),
"update": 1,
"values": [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
}
[sub_resource type="Animation" id="Animation_khinc"]
resource_name = "crouch walk"
step = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("../Sprite2D:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("6_70d11")]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("../Sprite2D:hframes")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [10]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("../Sprite2D:vframes")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("../Sprite2D:frame")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1, 1, 1, 1),
"update": 1,
"values": [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
}
[sub_resource type="Animation" id="Animation_p7iby"]
resource_name = "double jump"
length = 0.55
step = 0.05
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("../Sprite2D:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("5_khinc")]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("../Sprite2D:hframes")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [6]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("../Sprite2D:vframes")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("../Sprite2D:frame")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0, 0.1, 0.2, 0.3, 0.4, 0.5),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1),
"update": 1,
"values": [0, 1, 2, 3, 4, 5]
}
[sub_resource type="Animation" id="Animation_o4126"]
resource_name = "fall"
length = 0.05
step = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("../Sprite2D:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("3_70d11")]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("../Sprite2D:hframes")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("../Sprite2D:vframes")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("../Sprite2D:frame")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [0]
}
[sub_resource type="Animation" id="Animation_bruh7"]
resource_name = "idle"
length = 0.95
loop_mode = 1
step = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("../Sprite2D:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("1_p0vlq")]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("../Sprite2D:hframes")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [10]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("../Sprite2D:vframes")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("../Sprite2D:frame")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1, 1, 1, 1),
"update": 1,
"values": [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
}
[sub_resource type="Animation" id="Animation_d3wef"]
resource_name = "jump"
length = 0.55
step = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("../Sprite2D:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("2_qu4a1")]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("../Sprite2D:hframes")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [6]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("../Sprite2D:vframes")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("../Sprite2D:frame")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0, 0.1, 0.2, 0.3, 0.4, 0.5),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1),
"update": 1,
"values": [0, 1, 2, 3, 4, 5]
}
[sub_resource type="Animation" id="Animation_lkdrv"]
resource_name = "run"
length = 0.81
loop_mode = 1
step = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("../Sprite2D:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("4_cw2d6")]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("../Sprite2D:hframes")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [8]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("../Sprite2D:vframes")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("../Sprite2D:frame")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1, 1),
"update": 1,
"values": [0, 1, 2, 3, 4, 5, 6, 7]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_0rnld"]
_data = {
&"RESET": SubResource("Animation_6eyey"),
&"crouch idle": SubResource("Animation_cw2d6"),
&"crouch walk": SubResource("Animation_khinc"),
&"double jump": SubResource("Animation_p7iby"),
&"fall": SubResource("Animation_o4126"),
&"idle": SubResource("Animation_bruh7"),
&"jump": SubResource("Animation_d3wef"),
&"run": SubResource("Animation_lkdrv")
}
[sub_resource type="RectangleShape2D" id="RectangleShape2D_bruh7"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_6eyey"]
[node name="Player" type="CharacterBody2D"]
script = SubResource("GDScript_khinc")
[node name="Sprite2D" type="Sprite2D" parent="."]
position = Vector2(4, -48)
texture = ExtResource("1_p0vlq")
hframes = 10
frame = 1
[node name="mainbody" type="CollisionShape2D" parent="."]
position = Vector2(0, -43)
shape = ExtResource("2_khinc")
[node name="Camera2D" type="Camera2D" parent="."]
position = Vector2(0, -90)
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
root_node = NodePath("../Camera2D")
libraries = {
&"": SubResource("AnimationLibrary_0rnld")
}
autoplay = "idle"
[node name="crouchrc1" type="RayCast2D" parent="."]
position = Vector2(-29, -50)
target_position = Vector2(0, -37)
[node name="crouchrc2" type="RayCast2D" parent="."]
position = Vector2(29, -50)
target_position = Vector2(0, -37)
[node name="wallrunrcright1" type="RayCast2D" parent="."]
position = Vector2(0, -22)
target_position = Vector2(150, 0)
[node name="wallrunrcright2" type="RayCast2D" parent="."]
position = Vector2(0, -97)
target_position = Vector2(150, 0)
[node name="wallrunrcleft1" type="RayCast2D" parent="."]
position = Vector2(0, -22)
target_position = Vector2(-150, 0)
[node name="wallrunrcleft2" type="RayCast2D" parent="."]
position = Vector2(0, -97)
target_position = Vector2(-150, 0)
[node name="floorcheck" type="RayCast2D" parent="."]
position = Vector2(-1.90735e-06, -42)
scale = Vector2(3.5, 1)
[node name="wallcheck" type="ShapeCast2D" parent="."]
position = Vector2(0, -68)
scale = Vector2(3.4, 1)
shape = SubResource("RectangleShape2D_bruh7")
[node name="ledgecollision" type="CollisionShape2D" parent="."]
position = Vector2(0, -90)
scale = Vector2(3.4, 1e-05)
shape = SubResource("RectangleShape2D_6eyey")
[node name="state machine" type="Node" parent="." node_paths=PackedStringArray("initial_state")]
script = ExtResource("9_bruh7")
initial_state = NodePath("PlayerCrouch")
[node name="PlayerCrouch" type="Node" parent="state machine"]
script = ExtResource("10_6eyey")
metadata/_custom_type_script = "uid://cawr3av2aa8jb"

View File

@ -0,0 +1,545 @@
[gd_scene load_steps=27 format=3 uid="uid://c3w3n7ysd02bd"]
[ext_resource type="Texture2D" uid="uid://c1my4xbvhsdq8" path="res://assets/textures/Player Idle 144x144.png" id="1_p0vlq"]
[ext_resource type="Shape2D" uid="uid://bsdsjlbi8h6cf" path="res://resources/player standing cshape.tres" id="2_khinc"]
[ext_resource type="Texture2D" uid="uid://crkx6pt8e4cmc" path="res://assets/textures/player new jump 144x144.png" id="2_qu4a1"]
[ext_resource type="Texture2D" uid="uid://dvy7cws4egkmh" path="res://assets/textures/player fall 144x144.png" id="3_70d11"]
[ext_resource type="Texture2D" uid="uid://d11goqqiewsdg" path="res://assets/textures/player run 144x144.png" id="4_cw2d6"]
[ext_resource type="Texture2D" uid="uid://dletf8p3wr4n4" path="res://assets/textures/player air spin 144x144.png" id="5_khinc"]
[ext_resource type="Texture2D" uid="uid://cox74najv0828" path="res://assets/textures/player crouch-walk 144x144.png" id="6_70d11"]
[ext_resource type="Texture2D" uid="uid://co5l6328i3y76" path="res://assets/textures/Player Crouch-Idle 144x144.png" id="6_cw2d6"]
[ext_resource type="Script" uid="uid://c0iqbs1ms86cw" path="res://scripts/State Machine.gd" id="9_bruh7"]
[ext_resource type="Script" uid="uid://cawr3av2aa8jb" path="res://scripts/playercrouch.gd" id="10_6eyey"]
[ext_resource type="Script" uid="uid://dyee6xwb8js1s" path="res://scripts/playerrun.gd" id="11_p7iby"]
[ext_resource type="Script" uid="uid://d0cc7xgq16onu" path="res://scripts/playerjump.gd" id="12_0rnld"]
[ext_resource type="Script" uid="uid://bcnm70o0yo87k" path="res://scripts/playerwallrun.gd" id="13_srp4u"]
[ext_resource type="Script" uid="uid://d34ia87aolokd" path="res://scripts/playeridle.gd" id="14_jfpux"]
[sub_resource type="GDScript" id="GDScript_khinc"]
script/source = "extends CharacterBody2D
"
[sub_resource type="Animation" id="Animation_6eyey"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("../Sprite2D:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("1_p0vlq")]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("../Sprite2D:hframes")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [10]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("../Sprite2D:vframes")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("../Sprite2D:frame")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
[sub_resource type="Animation" id="Animation_cw2d6"]
resource_name = "crouch idle"
step = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("../Sprite2D:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("6_cw2d6")]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("../Sprite2D:hframes")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [10]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("../Sprite2D:vframes")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("../Sprite2D:frame")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1, 1, 1, 1),
"update": 1,
"values": [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
}
[sub_resource type="Animation" id="Animation_khinc"]
resource_name = "crouch walk"
step = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("../Sprite2D:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("6_70d11")]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("../Sprite2D:hframes")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [10]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("../Sprite2D:vframes")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("../Sprite2D:frame")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1, 1, 1, 1),
"update": 1,
"values": [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
}
[sub_resource type="Animation" id="Animation_p7iby"]
resource_name = "double jump"
length = 0.55
step = 0.05
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("../Sprite2D:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("5_khinc")]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("../Sprite2D:hframes")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [6]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("../Sprite2D:vframes")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("../Sprite2D:frame")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0, 0.1, 0.2, 0.3, 0.4, 0.5),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1),
"update": 1,
"values": [0, 1, 2, 3, 4, 5]
}
[sub_resource type="Animation" id="Animation_o4126"]
resource_name = "fall"
length = 0.05
step = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("../Sprite2D:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("3_70d11")]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("../Sprite2D:hframes")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("../Sprite2D:vframes")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("../Sprite2D:frame")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [0]
}
[sub_resource type="Animation" id="Animation_bruh7"]
resource_name = "idle"
length = 0.95
loop_mode = 1
step = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("../Sprite2D:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("1_p0vlq")]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("../Sprite2D:hframes")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [10]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("../Sprite2D:vframes")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("../Sprite2D:frame")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1, 1, 1, 1),
"update": 1,
"values": [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
}
[sub_resource type="Animation" id="Animation_d3wef"]
resource_name = "jump"
length = 0.55
step = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("../Sprite2D:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("2_qu4a1")]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("../Sprite2D:hframes")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [6]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("../Sprite2D:vframes")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("../Sprite2D:frame")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0, 0.1, 0.2, 0.3, 0.4, 0.5),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1),
"update": 1,
"values": [0, 1, 2, 3, 4, 5]
}
[sub_resource type="Animation" id="Animation_lkdrv"]
resource_name = "run"
length = 0.81
loop_mode = 1
step = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("../Sprite2D:texture")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [ExtResource("4_cw2d6")]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("../Sprite2D:hframes")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [8]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("../Sprite2D:vframes")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [1]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("../Sprite2D:frame")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1, 1),
"update": 1,
"values": [0, 1, 2, 3, 4, 5, 6, 7]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_0rnld"]
_data = {
&"RESET": SubResource("Animation_6eyey"),
&"crouch idle": SubResource("Animation_cw2d6"),
&"crouch walk": SubResource("Animation_khinc"),
&"double jump": SubResource("Animation_p7iby"),
&"fall": SubResource("Animation_o4126"),
&"idle": SubResource("Animation_bruh7"),
&"jump": SubResource("Animation_d3wef"),
&"run": SubResource("Animation_lkdrv")
}
[sub_resource type="RectangleShape2D" id="RectangleShape2D_bruh7"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_6eyey"]
[node name="Player" type="CharacterBody2D"]
script = SubResource("GDScript_khinc")
[node name="Sprite2D" type="Sprite2D" parent="."]
position = Vector2(4, -48)
texture = ExtResource("1_p0vlq")
hframes = 10
frame = 1
[node name="mainbody" type="CollisionShape2D" parent="."]
position = Vector2(0, -43)
shape = ExtResource("2_khinc")
[node name="Camera2D" type="Camera2D" parent="."]
position = Vector2(0, -90)
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
root_node = NodePath("../Camera2D")
libraries = {
&"": SubResource("AnimationLibrary_0rnld")
}
autoplay = "idle"
[node name="crouchrc1" type="RayCast2D" parent="."]
position = Vector2(-29, -50)
target_position = Vector2(0, -37)
[node name="crouchrc2" type="RayCast2D" parent="."]
position = Vector2(29, -50)
target_position = Vector2(0, -37)
[node name="wallrunrcright1" type="RayCast2D" parent="."]
position = Vector2(0, -22)
target_position = Vector2(150, 0)
[node name="wallrunrcright2" type="RayCast2D" parent="."]
position = Vector2(0, -97)
target_position = Vector2(150, 0)
[node name="wallrunrcleft1" type="RayCast2D" parent="."]
position = Vector2(0, -22)
target_position = Vector2(-150, 0)
[node name="wallrunrcleft2" type="RayCast2D" parent="."]
position = Vector2(0, -97)
target_position = Vector2(-150, 0)
[node name="floorcheck" type="RayCast2D" parent="."]
position = Vector2(-1.90735e-06, -42)
scale = Vector2(3.5, 1)
[node name="wallcheck" type="ShapeCast2D" parent="."]
position = Vector2(0, -68)
scale = Vector2(3.4, 1)
shape = SubResource("RectangleShape2D_bruh7")
[node name="ledgecollision" type="CollisionShape2D" parent="."]
position = Vector2(0, -90)
scale = Vector2(3.4, 1e-05)
shape = SubResource("RectangleShape2D_6eyey")
[node name="State Machine" type="Node" parent="." node_paths=PackedStringArray("player", "initial_state")]
script = ExtResource("9_bruh7")
player = NodePath("..")
initial_state = NodePath("PlayerIdle")
[node name="PlayerCrouch" type="Node" parent="State Machine"]
script = ExtResource("10_6eyey")
metadata/_custom_type_script = "uid://cawr3av2aa8jb"
[node name="PlayerRun" type="Node" parent="State Machine"]
script = ExtResource("11_p7iby")
metadata/_custom_type_script = "uid://dyee6xwb8js1s"
[node name="PlayerJump" type="Node" parent="State Machine"]
script = ExtResource("12_0rnld")
metadata/_custom_type_script = "uid://d0cc7xgq16onu"
[node name="PlayerWallrun" type="Node" parent="State Machine"]
script = ExtResource("13_srp4u")
metadata/_custom_type_script = "uid://bcnm70o0yo87k"
[node name="PlayerIdle" type="Node" parent="State Machine" node_paths=PackedStringArray("player")]
script = ExtResource("14_jfpux")
player = NodePath("../..")
metadata/_custom_type_script = "uid://d34ia87aolokd"

View File

@ -13,15 +13,15 @@ size = Vector2(1001, 98)
[node name="World" type="Node2D"]
[node name="Player" parent="." instance=ExtResource("1_go701")]
position = Vector2(601, 137)
position = Vector2(589, 149)
script = ExtResource("2_5a7ea")
speed = 350
gravity = 40
grav = 40
jump_force = 800
fallvelocity_cap = 1000
max_air_jumps = 1
crouch_mult = 1
sprint_mult = 1
sprint_mult = 1.5
crouch_mult = 0.4
[node name="Platform" type="StaticBody2D" parent="."]
position = Vector2(604, 135)

View File

@ -0,0 +1,42 @@
extends Node
@export var player: Node # In Godot im Inspector zuweisen!
@export var initial_state : State
var current_state : State
var states : Dictionary = {}
func _ready():
for child in get_children():
if child is State:
states[child.name.to_lower()] = child
child.Transitioned.connect(on_child_transitioned)
child.player = player
if initial_state:
initial_state.enter()
current_state = initial_state
func _process(delta):
if current_state:
current_state.update(delta)
func _physics_process(delta):
if current_state:
current_state.physics_update(delta)
func on_child_transitioned(state, new_state_name):
if state != current_state:
return
var new_state = states.get(new_state_name.to_lower())
if !new_state:
return
if current_state:
current_state.exit()
new_state.enter()
current_state = new_state

View File

@ -0,0 +1 @@
uid://c0iqbs1ms86cw

View File

@ -0,0 +1,19 @@
extends Node
class_name State
@export var player: CharacterBody2D # HIER hinzugefügt
signal Transitioned
func enter():
pass
func exit():
pass
func update(_delta: float):
pass
func physics_update(_delta: float):
pass

View File

@ -0,0 +1 @@
uid://c6qk0yh300myk

View File

@ -1,113 +1,114 @@
extends CharacterBody2D
@export var speed = 350
@export var gravity = 40
@export var grav = 40
@export var jump_force = 800
@export var fallvelocity_cap = 1000 # How fast the player can get when falling
@export var max_air_jumps = 1 # Number of total jumps allowed (1 = normal, 2 = double jump)
@export var crouch_mult = 1
@export var sprint_mult = 1
var input_direction = 0
var direction_locked = false
var facing_direction = 1 # 1 = right, -1 = left
@export var sprint_mult = 1.5
@export var crouch_mult = 0.4
@onready var ap = $AnimationPlayer
@onready var sprite = $Sprite2D
@onready var cshape = $mainbody
@onready var crouch_raycast1 = $crouchrc1
@onready var crouch_raycast2 = $crouchrc2
@onready var topcheck1 = $topcheck1
@onready var topcheck2 = $topcheck2
@onready var statemachine = $StateMachine
@onready var wallrun_raycast_left1 = $wallrunrcleft1
@onready var wallrun_raycast_left2 = $wallrunrcleft2
@onready var wallrun_raycast_right1 = $wallrunrcright1
@onready var wallrun_raycast_right2 = $wallrunrcright2
@onready var wallcheck = $wallcheck
@onready var wallcheckright = $wallcheckright
@onready var wallcheckleft = $wallcheckleft
@onready var floorcheck = $floorcheck
var horizontal_direction = 0
var v_mult = 1 #velocity multiplier
var v_push = 0 #velocity push in either direction
var air_jumps_done = 0
var is_crouching = false
var stuck_under_object = false
var wallrun_available := true
var wallrun_timer := 0.0 #:= bedeutet, dass der Typ fest festgelegt ist (z.B int, bool etc.)
var wallrun_time := 1 # Dauer des Wallruns in Sekunden
var wallrun_speed := -250.0 # Geschwindigkeit nach oben (negativ wegen y-Achse)
var wallpushoff_force := 450 # Stärke des Abstoßens
var wallpushoff_mult := 0.3 # schränkt die velocity.x Kontrolle des Spielers ein.
var wallpushoff_timer := 0.0
var wallpushoff_time := 0.5 # dauer des pushoffs
var wallrunning := false
var pushingoffwall := false
var wallrun_direction := 0 # -1 = links, 1 = rechts
var standing_cshape = preload("res://resources/player standing cshape.tres")
var crouching_cshape = preload("res://resources/player crouching cshape.tres")
var climbup_pos1 = Vector2(0, 0)
var climbup_pos2 = Vector2(0, 0)
var climbup_pos1_reached = false
var climbup_speed_y = 100
var climbup_speed_x = 500
func _process(delta):
#turnmovement()
pass
func _physics_process(delta):
var horizontal_direction = Input.get_axis("move_left", "move_right")
if !is_on_floor():
velocity.y += gravity
if velocity.y > fallvelocity_cap:
velocity.y = fallvelocity_cap
else:
air_jumps_done = 0
wallrun_available = true
if Input.is_action_just_pressed("jump") && Input.is_action_pressed("move_right") && wall_detected_right() && wallrun_available:
start_wallrun(1)
elif Input.is_action_just_pressed("jump") && Input.is_action_pressed("move_left") && wall_detected_left() && wallrun_available:
start_wallrun(-1)
elif Input.is_action_just_pressed("jump"):
if is_on_floor():
velocity.y = -jump_force
elif air_jumps_done < max_air_jumps:
velocity.y = -jump_force
air_jumps_done += 1
if wallrunning:
wallrun_timer += delta
velocity.y = wallrun_speed # Bewegt nach oben
if wallrun_direction > 0 && !wallrun_raycast_right2.is_colliding():
ledgedetected()
if wallrun_direction < 1 && !wallrun_raycast_left2.is_colliding():
ledgedetected()
elif wallrun_timer >= wallrun_time:
wallpushoff()
elif pushingoffwall:
wallpushoff_timer += delta
velocity.x = speed * 0.3 * horizontal_direction + (-wallrun_direction * wallpushoff_force)
if wallpushoff_timer >= wallpushoff_time:
pushingoffwall = false
else:
velocity.x = speed * horizontal_direction * crouch_mult
if horizontal_direction != 0:
switchdirection(horizontal_direction)
if Input.is_action_just_pressed("crouch"):
crouch()
elif Input.is_action_just_released("crouch"):
if above_head_empty():
stand()
else:
if stuck_under_object != true:
stuck_under_object = true
print("player stuck under object")
if stuck_under_object && above_head_empty():
if !Input.is_action_pressed("crouch"):
stand()
stuck_under_object = false
move_and_slide()
update_animation(horizontal_direction)
func above_head_empty() -> bool:
var result = !crouch_raycast1.is_colliding() && !crouch_raycast2.is_colliding()
func _physics_process(delta):
move_and_slide()
input_direction = Input.get_axis("move_left", "move_right")
#print(statemachine.current_state.get_state_name()) # zum debuggen aktivieren
if statemachine.current_state.get_state_name() not in ["PlayerWallrun", "PlayerClimbUp"]:
gravity()
if statemachine.current_state.get_state_name() not in ["PlayerWallrun", "PlayerWallrunPushoff", "PlayerLedgeGrab", "PlayerClimbUp"]:
turnmovement()
$ledgecollision.disabled = statemachine.current_state.get_state_name() in ["PlayerIdle", "PlayerRun", "PlayerCrouch", "PlayerCrouchWalk", "PlayerJump", "PlayerWallrun", "PlayerClimbUp"] or velocity.y < 0 or Input.is_action_pressed("crouch") or(topcheck1.is_colliding() and topcheck2.is_colliding() and statemachine.current_state.get_state_name() != "PlayerLedgeGrab")
func movement():
velocity.x = speed * input_direction * v_mult + v_push
func turnmovement():
movement()
if direction_locked:
return
if input_direction != 0 and sign(input_direction) != facing_direction:
switch_direction(sign(input_direction))
func switch_direction(new_direction):
facing_direction = new_direction
sprite.flip_h = (facing_direction == -1)
func set_facing_direction(dir: int): #manual flip
if direction_locked:
return
if dir in [-1, 1] and dir != facing_direction:
switch_direction(dir)
func lock_direction():
direction_locked = true
func unlock_direction():
direction_locked = false
func gravity():
velocity.y += grav
if velocity.y > fallvelocity_cap:
velocity.y = fallvelocity_cap
func head_clear() -> bool:
var result = !topcheck1.is_colliding() && !topcheck2.is_colliding()
return result
func wall_detected_left() -> bool:
@ -117,67 +118,42 @@ func wall_detected_left() -> bool:
func wall_detected_right() -> bool:
var result = wallrun_raycast_right1.is_colliding() && wallrun_raycast_right2.is_colliding()
return result
# transition functions
func transitionidle() -> bool:
var result = Input.get_axis("move_left", "move_right") == 0 && is_on_floor()
return result
func start_wallrun(direction: int):
wallrunning = true
wallrun_available = false
wallrun_direction = direction
velocity.x = 1000 * wallrun_direction # An Wand haften
print("start wallrun called")
func transitionrun() -> bool:
var result = Input.get_axis("move_left", "move_right") != 0 && is_on_floor()
return result
func wallpushoff():
wallrunning = false
pushingoffwall = true
wallpushoff_timer = 0.0
wallrun_timer = 0.0
print("stop wallrun called")
func transitionjump() -> bool:
var result = Input.is_action_just_pressed("jump") && is_on_floor()
return result
func ledgedetected():
wallrunning = false
wallrun_timer = 0.0
func transitiondoublejump() -> bool:
var result = Input.is_action_just_pressed("jump") && !is_on_floor() && (air_jumps_done < max_air_jumps)
return result
func checkledgegrab() -> bool:
var result = wallcheck.is_colliding() && !floorcheck.is_colliding() && velocity.y == 0
func transitionfall() -> bool:
var result = velocity.y > 0 && !is_on_floor()
return result
func transitionledgegrab() -> bool:
var result = !floorcheck.is_colliding() && velocity.y - grav == 0 && (wallcheckright.is_colliding() or wallcheckleft.is_colliding())
return result
func update_animation(horizontal_direction):
if is_on_floor():
if horizontal_direction == 0:
if is_crouching:
ap.play("crouch idle")
else:
ap.play("idle")
else:
if is_crouching:
ap.play("crouch walk")
else:
ap.play("run")
else:
if velocity.y < 0:
if air_jumps_done == 0 :
ap.play("jump")
elif air_jumps_done == 1:
ap.play("double jump")
elif velocity.y > 0:
ap.play("fall")
func crouch():
if is_crouching:
return
is_crouching = true
crouch_mult = 0.4
cshape.shape = crouching_cshape
cshape.position.y = -31
func transitioncrouch() -> bool:
var result = is_on_floor() && Input.is_action_pressed("crouch")
return result
func stand():
if is_crouching == false:
return
is_crouching = false
crouch_mult = 1
cshape.shape = standing_cshape
cshape.position.y = -44
func transitioncrouchwalk() -> bool:
var result = is_on_floor() && Input.is_action_pressed("crouch") && Input.get_axis("move_left", "move_right") != 0
return result
func switchdirection(horizontal_direction):
sprite.flip_h = (horizontal_direction == -1)
sprite.position.x = horizontal_direction * 4
func transitionwallrun() -> bool:
var result = Input.is_action_just_pressed("jump") and ((Input.is_action_pressed("move_right") && wall_detected_right()) or (Input.is_action_pressed("move_left") && wall_detected_left())) and wallrun_available
return result

View File

@ -0,0 +1,46 @@
extends State
class_name PlayerClimbUp
func get_state_name():
return str(self).split(":")[0]
var ledge_cshape = preload("res://resources/player ledge cshape.tres")
var standing_cshape = preload("res://resources/player standing cshape.tres")
func enter():
player.climbup_pos1 = player.position + Vector2(0, -52)
player.climbup_pos2 = player.position + Vector2(player.facing_direction * 40, -52)
print(player.position)
print (player.climbup_pos1)
player.ap.play("climb up")
player.sprite.position.x = player.facing_direction * 11
player.sprite.position.y = -60
player.cshape.shape = ledge_cshape
player.cshape.position.y = -69
func exit():
player.cshape.shape = standing_cshape
player.cshape.position.y = -43
player.sprite.position.x = 0
player.sprite.position.y = -48
player.climbup_pos1_reached = false
func update(delta):
pass
func physics_update(delta):
if player.position != player.climbup_pos1 && !player.climbup_pos1_reached:
player.position = player.position.move_toward(player.climbup_pos1, player.climbup_speed_y * delta)
if player.position == player.climbup_pos1:
player.climbup_pos1_reached = true
elif player.position != player.climbup_pos2 && player.climbup_pos1_reached:
player.position = player.position.move_toward(player.climbup_pos2, player.climbup_speed_x * delta)
elif player.position == player.climbup_pos2:
Transitioned.emit(self, "PlayerFall")

View File

@ -0,0 +1 @@
uid://boe7p8pcolkln

View File

@ -0,0 +1,37 @@
extends State
class_name PlayerCrouch
var crouching_cshape = preload("res://resources/player crouching cshape.tres")
var standing_cshape = preload("res://resources/player standing cshape.tres")
func get_state_name():
return str(self).split(":")[0]
func enter():
player.cshape.shape = crouching_cshape
player.cshape.position.y = -31
func exit():
player.cshape.shape = standing_cshape
player.cshape.position.y = -44
func update(delta):
var horizontal_direction = Input.get_axis("move_left", "move_right")
if player.is_on_floor():
if horizontal_direction == 0:
player.ap.play("crouch idle")
else:
Transitioned.emit(self, "PlayerCrouchwalk")
if player.head_clear() and (Input.is_action_just_released("crouch") or !Input.is_action_pressed("crouch")):
Transitioned.emit(self, "PlayerIdle")
player.stuck_under_object = false
elif !player.head_clear():
if player.stuck_under_object != true:
player.stuck_under_object = true
print("player stuck under object", player.stuck_under_object)
func physics_update(delta):
pass

View File

@ -0,0 +1 @@
uid://cawr3av2aa8jb

View File

@ -0,0 +1,32 @@
extends State
class_name PlayerCrouchWalk
var crouching_cshape = preload("res://resources/player crouching cshape.tres")
var standing_cshape = preload("res://resources/player standing cshape.tres")
func get_state_name():
return str(self).split(":")[0]
func enter():
player.cshape.shape = crouching_cshape
player.cshape.position.y = -31
player.v_mult = player.crouch_mult
func exit():
player.cshape.shape = standing_cshape
player.cshape.position.y = -44
player.v_mult = 1
func update(delta):
player.ap.play("crouch walk")
if player.head_clear() and (Input.is_action_just_released("crouch") or !Input.is_action_pressed("crouch")):
Transitioned.emit(self, "PlayerIdle")
player.stuck_under_object = false
elif Input.get_axis("move_left", "move_right") == 0:
Transitioned.emit(self, "PlayerCrouch")
elif !player.head_clear():
if player.stuck_under_object != true:
player.stuck_under_object = true
print("player stuck under object")
func physics_update(delta):
pass

View File

@ -0,0 +1 @@
uid://dhvehwhg63p2h

View File

@ -0,0 +1,26 @@
extends State
class_name PlayerDoubleJump
func get_state_name():
return str(self).split(":")[0]
func enter():
player.ap.play("double jump")
player.velocity.y = -player.jump_force
player.air_jumps_done += 1
func exit():
pass
func update(delta):
if player.velocity.y > 0 and !player.is_on_floor():
Transitioned.emit(self, "PlayerFall")
elif !player.is_on_floor() and Input.is_action_just_pressed("jump") and (player.air_jumps_done < player.max_air_jumps):
Transitioned.emit(self, "PlayerDoubleJump")
elif player.is_on_floor() && player.velocity.x != 0:
Transitioned.emit(self, "PlayerRun")
elif player.is_on_floor():
Transitioned.emit(self, "PlayerIdle")
func physics_update(delta):
pass

View File

@ -0,0 +1 @@
uid://cgsyaphtn6k6q

View File

@ -0,0 +1,30 @@
extends State
class_name PlayerFall
func get_state_name():
return str(self).split(":")[0]
func enter():
pass
func exit():
pass
func update(delta):
player.ap.play("fall")
if player.transitionledgegrab():
Transitioned.emit(self, "PlayerLedgeGrab")
elif player.transitiondoublejump():
Transitioned.emit(self, "PlayerDoubleJump")
elif player.transitionidle():
Transitioned.emit(self, "PlayerIdle")
elif player.transitionrun():
Transitioned.emit(self, "PlayerRun")
player.gravity()
func physics_update(delta):
pass
#player.turnmovement()

View File

@ -0,0 +1 @@
uid://whap2d3r3yk

View File

@ -0,0 +1,27 @@
extends State
class_name PlayerIdle
func get_state_name():
return str(self).split(":")[0]
func enter():
player.air_jumps_done = 0
player.wallrun_available = true
func exit():
pass
func update(delta):
player.ap.play("idle")
if player.transitionfall():
Transitioned.emit(self, "PlayerFall")
elif player.transitionrun():
Transitioned.emit(self, "PlayerRun")
elif player.transitioncrouch():
Transitioned.emit(self, "PlayerCrouch")
elif player.transitionjump():
Transitioned.emit(self, "PlayerJump")
func physics_update(delta):
player.gravity()

View File

@ -0,0 +1 @@
uid://d34ia87aolokd

View File

@ -0,0 +1,25 @@
extends State
class_name PlayerJump
func get_state_name():
return str(self).split(":")[0]
func enter():
player.ap.play("jump")
player.velocity.y = -player.jump_force
func exit():
pass
func update(delta):
if player.transitionledgegrab():
Transitioned.emit(self, "PlayerLedgeGrab")
elif player.transitionfall():
Transitioned.emit(self, "PlayerFall")
elif !player.is_on_floor() and Input.is_action_just_pressed("jump") and (player.air_jumps_done < player.max_air_jumps):
Transitioned.emit(self, "PlayerDoubleJump")
elif player.is_on_floor() && player.velocity.x != 0:
Transitioned.emit(self, "PlayerRun")
elif player.is_on_floor():
Transitioned.emit(self, "PlayerIdle")
func physics_update(delta):
pass

View File

@ -0,0 +1 @@
uid://d0cc7xgq16onu

View File

@ -0,0 +1,38 @@
extends State
class_name PlayerLedgeGrab
var ledge_cshape = preload("res://resources/player ledge cshape.tres")
var standing_cshape = preload("res://resources/player standing cshape.tres")
func get_state_name():
return str(self).split(":")[0]
func enter():
if player.wallcheckright.is_colliding() and player.facing_direction == -1:
player.set_facing_direction(1)
elif player.wallcheckleft.is_colliding() and player.facing_direction == 1:
player.set_facing_direction(-1)
player.ap.play("ledge hang")
player.sprite.position.x = player.facing_direction * 11
player.sprite.position.y = -54
player.cshape.shape = ledge_cshape
player.cshape.position.y = -55
func exit():
player.cshape.shape = standing_cshape
player.cshape.position.y = -43
player.sprite.position.x = 0
player.sprite.position.y = -48
func update(delta):
if Input.is_action_just_pressed("jump"):
Transitioned.emit(self, "PlayerClimbUp")
elif player.floorcheck.is_colliding() or (!player.wallcheckright.is_colliding() and !player.wallcheckleft.is_colliding()) or Input.is_action_pressed("crouch"):
Transitioned.emit(self, "PlayerFall")
func physics_update(delta):
pass

View File

@ -0,0 +1 @@
uid://c46i4062efgw1

View File

@ -0,0 +1,28 @@
extends State
class_name PlayerRun
func get_state_name():
return str(self).split(":")[0]
func enter():
player.air_jumps_done = 0
player.wallrun_available = true
player.v_mult = 1
func exit():
pass
func update(delta):
player.ap.play("run")
if player.transitionidle():
Transitioned.emit(self, "PlayerIdle")
elif player.transitioncrouch():
Transitioned.emit(self, "PlayerCrouchwalk")
elif player.transitionwallrun():
Transitioned.emit(self, "PlayerWallrun")
elif player.transitionjump():
Transitioned.emit(self, "PlayerJump")
elif player.transitionfall():
Transitioned.emit(self, "PlayerFall")
func physics_update(delta):
pass

View File

@ -0,0 +1 @@
uid://dyee6xwb8js1s

View File

@ -0,0 +1,31 @@
extends State
class_name PlayerWallrun
func get_state_name():
return str(self).split(":")[0]
func enter():
player.wallrun_available = false
player.velocity.x = 2000 * player.facing_direction # An Wand haften
func exit():
player.wallrun_timer = 0.0
func update(delta):
pass
func physics_update(delta):
player.wallrun_timer += delta
player.velocity.y = player.wallrun_speed # Bewegt nach oben
if player.facing_direction > 0 && !player.wallrun_raycast_right2.is_colliding():
Transitioned.emit(self, "PlayerFall")
if player.facing_direction < 1 && !player.wallrun_raycast_left2.is_colliding():
Transitioned.emit(self, "PlayerFall")
elif player.wallrun_timer >= player.wallrun_time:
Transitioned.emit(self, "PlayerWallrunPushoff")
func transitionwallrunpushoff() -> bool:
var result = player.wallrun_timer >= player.wallrun_time
return result

View File

@ -0,0 +1 @@
uid://bcnm70o0yo87k

View File

@ -0,0 +1,27 @@
extends State
class_name PlayerWallrunPushoff
func get_state_name():
return str(self).split(":")[0]
func enter():
player.v_mult = player.wallpushoff_mult
player.v_push = -player.facing_direction * player.wallpushoff_force
print("pushoff entered")
func exit():
player.wallpushoff_timer = 0.0
player.v_mult = 1
player.v_push = 0
player.set_facing_direction(-player.facing_direction)
func update(delta):
pass
func physics_update(delta):
player.movement()
player.wallpushoff_timer += delta
if player.wallpushoff_timer >= player.wallpushoff_time:
Transitioned.emit(self, "PlayerFall")

View File

@ -0,0 +1 @@
uid://bxkdsl12qa7jy