First commit

Add simple player movement with a finite state machine.
Add enemy that can move to target point.
Add ground through a tilemap and wall that player and enemy cannot
cross.
This commit is contained in:
Mathilde Grapin 2023-06-11 23:38:54 +02:00
commit 7038d29d87
34 changed files with 883 additions and 0 deletions

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[node name="Main" type="Node2D"]
y_sort_enabled = true
[node name="TileMap" parent="." instance=ExtResource("2_c6bkg")]
position = Vector2(324, 82)
[node name="Enemy" parent="TileMap" instance=ExtResource("3_2xcd4")]
z_index = 1
y_sort_enabled = true
position = Vector2(0, 40)
[node name="Player" parent="TileMap" instance=ExtResource("2_idv37")]
z_index = 1
z_as_relative = false
y_sort_enabled = true

217
scenes/player.tscn Normal file
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[gd_scene load_steps=16 format=3 uid="uid://ba1t35yyot4jl"]
[ext_resource type="Texture2D" uid="uid://bqkvmyqo86dtj" path="res://art/Owlet_Monster_Walk_6.png" id="1_e23l4"]
[ext_resource type="Script" path="res://scripts/player.gd" id="1_fmx2p"]
[ext_resource type="Texture2D" uid="uid://cjxkidkeka7yp" path="res://art/Owlet_Monster_Run_6.png" id="2_qq5i7"]
[ext_resource type="Texture2D" uid="uid://bi7ceeuwhg5mp" path="res://art/Owlet_Monster_Idle_4.png" id="4_orj3a"]
[ext_resource type="Texture2D" uid="uid://dbrr63tv6i2ek" path="res://art/Owlet_Monster_Throw_4.png" id="5_2s1mg"]
[ext_resource type="Script" path="res://scripts/state_machine.gd" id="6_hl63m"]
[ext_resource type="Script" path="res://scripts/player_idle_state.gd" id="7_0nfrc"]
[ext_resource type="Script" path="res://scripts/player_walk_state.gd" id="7_gcd3q"]
[sub_resource type="Animation" id="Animation_rh7n7"]
length = 0.001
[sub_resource type="Animation" id="Animation_7igie"]
resource_name = "idle"
length = 0.4
loop_mode = 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_orj3a")]
}
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": [4]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("Sprite2D:frame")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0, 0.1, 0.2, 0.3),
"transitions": PackedFloat32Array(1, 1, 1, 1),
"update": 1,
"values": [0, 1, 2, 3]
}
[sub_resource type="Animation" id="Animation_xfiuh"]
resource_name = "run"
length = 0.6
loop_mode = 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_qq5i7")]
}
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:frame")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/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_gswgu"]
resource_name = "throw"
length = 0.4
loop_mode = 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("5_2s1mg")]
}
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": [4]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("Sprite2D:frame")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0, 0.1, 0.2, 0.3),
"transitions": PackedFloat32Array(1, 1, 1, 1),
"update": 1,
"values": [0, 1, 2, 3]
}
[sub_resource type="Animation" id="Animation_pjkea"]
resource_name = "walk"
length = 0.6
loop_mode = 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_e23l4")]
}
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:frame")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/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="AnimationLibrary" id="AnimationLibrary_ldfyt"]
_data = {
"RESET": SubResource("Animation_rh7n7"),
"idle": SubResource("Animation_7igie"),
"run": SubResource("Animation_xfiuh"),
"throw": SubResource("Animation_gswgu"),
"walk": SubResource("Animation_pjkea")
}
[sub_resource type="RectangleShape2D" id="RectangleShape2D_hocsq"]
size = Vector2(21, 7.5)
[node name="Player" type="CharacterBody2D"]
script = ExtResource("1_fmx2p")
[node name="Sprite2D" type="Sprite2D" parent="."]
position = Vector2(0, -16)
texture = ExtResource("4_orj3a")
hframes = 4
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
"": SubResource("AnimationLibrary_ldfyt")
}
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
y_sort_enabled = true
position = Vector2(-2.5, -3.75)
shape = SubResource("RectangleShape2D_hocsq")
[node name="StateMachine" type="Node" parent="." node_paths=PackedStringArray("state")]
script = ExtResource("6_hl63m")
state = NodePath("Idle")
[node name="Idle" type="Node" parent="StateMachine"]
script = ExtResource("7_0nfrc")
[node name="Walk" type="Node" parent="StateMachine"]
script = ExtResource("7_gcd3q")

43
scenes/tile_map.tscn Normal file
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[gd_scene load_steps=7 format=3 uid="uid://m8uyi35gr3qd"]
[ext_resource type="Texture2D" uid="uid://cm58s70te836m" path="res://art/tile.png" id="1_2goti"]
[ext_resource type="Texture2D" uid="uid://lnt0clkwms52" path="res://art/wall.png" id="2_xllgf"]
[ext_resource type="Script" path="res://scripts/tile_map.gd" id="3_067ya"]
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_wq1n0"]
texture = ExtResource("1_2goti")
texture_region_size = Vector2i(32, 32)
0:0/0 = 0
0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:0/0/physics_layer_0/angular_velocity = 0.0
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_u0t08"]
texture = ExtResource("2_xllgf")
texture_region_size = Vector2i(32, 32)
0:0/0 = 0
0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:0/0/physics_layer_0/angular_velocity = 0.0
0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 8.5, 0, 1.5, 15.5, 9, 0, 16)
[sub_resource type="TileSet" id="TileSet_kwgeq"]
tile_shape = 1
tile_layout = 5
tile_size = Vector2i(32, 16)
physics_layer_0/collision_layer = 1
sources/0 = SubResource("TileSetAtlasSource_wq1n0")
sources/1 = SubResource("TileSetAtlasSource_u0t08")
[node name="TileMap" type="TileMap"]
y_sort_enabled = true
tile_set = SubResource("TileSet_kwgeq")
format = 2
layer_0/name = "ground"
layer_0/y_sort_enabled = true
layer_1/name = "wall"
layer_1/enabled = true
layer_1/modulate = Color(1, 1, 1, 1)
layer_1/y_sort_enabled = true
layer_1/y_sort_origin = 0
layer_1/z_index = 1
layer_1/tile_data = PackedInt32Array()
script = ExtResource("3_067ya")

36
scripts/enemy.gd Normal file
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extends CharacterBody2D
@onready var tile_map: TileMap = get_parent()
@onready var animation_player = $AnimationPlayer
@export var speed = 80
var y_spawn_offset = -8
var is_moving = false
var destination: Vector2 = Vector2.ZERO
func _ready():
var spawn_cell: Vector2i = tile_map.get_top_spawn_cell()
position = tile_map.map_to_local(spawn_cell)
position.y += y_spawn_offset
func _process(_delta):
if is_moving:
animation_player.play("walk")
else:
animation_player.stop()
func _physics_process(delta):
move_to_rand_cell(delta)
func move_to_rand_cell(delta):
if !is_moving:
var rand_cell: Vector2i = tile_map.get_random_top_cell()
tile_map.set_cell(0, Vector2i(rand_cell.x, rand_cell.y), 1, Vector2i(0, 0), 0) # debug purpose
destination = tile_map.map_to_local(rand_cell)
destination.y += y_spawn_offset
is_moving = true
position = position.move_toward(destination, delta * speed)
if position == destination:
is_moving = false

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scripts/player.gd Normal file
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class_name Player
extends CharacterBody2D
@export var speed = 120
var y_spawn_offset = -8
@onready var animation_player = $AnimationPlayer
@onready var sprite = $Sprite2D
@onready var tile_map: TileMap = get_parent()
func _ready():
var spawn_cell: Vector2i = tile_map.get_bottom_spawn_cell()
position = tile_map.map_to_local(spawn_cell)
position.y += y_spawn_offset

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class_name PlayerIdleState
extends PlayerState
func enter(_msg := {}):
player.velocity = Vector2.ZERO
player.animation_player.play("idle")
func update(_delta):
if get_input_direction() != Vector2.ZERO:
state_machine.transition_to("Walk")
func get_input_direction():
return Input.get_vector("move_left", "move_right", "move_up", "move_down")

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scripts/player_state.gd Normal file
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class_name PlayerState
extends State
var player: Player
func _ready():
await owner.ready
player = owner as Player
assert(player != null)

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class_name PlayerWalkState
extends PlayerState
func enter(_msg := {}):
player.animation_player.play("walk")
func physics_update(_delta):
var direction = get_input_direction()
player.velocity = direction * player.speed
player.move_and_slide() # this method calculate with delta, we dont need to do it
if player.velocity == Vector2.ZERO:
state_machine.transition_to("Idle")
func get_input_direction():
var direction = Input.get_vector("move_left", "move_right", "move_up", "move_down")
if Input.is_action_pressed("move_left"):
player.sprite.flip_h = true
elif Input.is_action_pressed("move_right"):
player.sprite.flip_h = false
return direction

19
scripts/state.gd Normal file
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class_name State
extends Node
var state_machine = null
func handle_input(_event: InputEvent):
pass
func update(_delta: float):
pass
func physics_update(_delta: float):
pass
func enter(_msg: Dictionary = {}):
pass
func exit():
pass

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scripts/state_machine.gd Normal file
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class_name StateMachine
extends Node
signal transitioned(state_name)
@export var state: State
func _ready():
await owner.ready
for child in get_children():
child.state_machine = self
state.enter()
func _unhandled_input(event):
state.handle_input(event)
func _process(delta):
state.update(delta)
func _physics_process(delta):
state.physics_update(delta)
func transition_to(target_state_name: String, msg: Dictionary = {}):
if not has_node(target_state_name):
push_warning("No state with name " + target_state_name)
return
state.exit()
state = get_node(target_state_name)
state.enter(msg)
emit_signal("transitioned", state.name)

38
scripts/tile_map.gd Normal file
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extends TileMap
@export var map_width = 13 # keep to a odd value
@export var map_height = 19 # keep to a odd value
func _ready():
draw_map()
func draw_map():
draw_ground()
draw_separation()
get_random_top_cell()
func draw_ground():
for x in range(map_width):
for y in range(map_height):
set_cell(0, Vector2i(x, y), 0, Vector2i(0, 0), 0)
# The tilemap is initially divided in two section
# One for the player (bottom section)
# One for the enemy (top section)
func draw_separation():
var middle_height = floor(map_height / 2.0)
for x in range(map_width):
set_cell(1, Vector2i(x - 1, middle_height - 1), 1, Vector2i(0, 0), 0) # why have we to add -1?
func get_top_spawn_cell() -> Vector2i:
return Vector2i(floor(map_width / 2.0), 1)
func get_bottom_spawn_cell() -> Vector2i:
return Vector2i(floor(map_width / 2.0), map_height - 2)
func get_random_top_cell() -> Vector2i:
var middle_height = floor(map_height / 2.0)
var rand_width = randi_range(0, map_width - 1)
var rand_height = randi_range(0, middle_height - 1)
#set_cell(0, Vector2i(rand_width, rand_height), 1, Vector2i(0, 0), 0)
return Vector2i(rand_width, rand_height)