Fix colors

This commit is contained in:
Renarde-dev 2025-01-24 21:16:37 +01:00
parent 790385b67a
commit ee2ff1112e
Signed by: renarde
GPG key ID: 5B8FE0B3816369DE
11 changed files with 88 additions and 108 deletions

View file

@ -25,6 +25,11 @@ window/stretch/mode="canvas_items"
project/assembly_name="code-game-jam-drop-plafond-2025"
[global_group]
World_Border=""
Enemies=""
[input]
BOUGER_HAUT={
@ -52,6 +57,11 @@ PAUSE={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194305,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
JOUER_MUSIQUE={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
]
}
JOUER_MUSIQUE_HAUT={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194320,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)

View file

@ -32,7 +32,9 @@ stretch_mode = 1
[node name="Player_Melodie" parent="." instance=ExtResource("1_cl1wt")]
scale = Vector2(4, 4)
[node name="StaticBody2D" type="StaticBody2D" parent="."]
[node name="StaticBody2D" type="StaticBody2D" parent="." groups=["World_Border"]]
collision_layer = 3
collision_mask = 3
[node name="World Border Up" type="CollisionShape2D" parent="StaticBody2D"]
shape = SubResource("WorldBoundaryShape2D_1c4te")
@ -50,5 +52,5 @@ shape = SubResource("WorldBoundaryShape2D_ia1hi")
[node name="Camera2D" type="Camera2D" parent="CanvasLayer"]
[node name="Slime" parent="." instance=ExtResource("3_04ip2")]
[node name="Slime" parent="." groups=["Enemies"] instance=ExtResource("3_04ip2")]
position = Vector2(-448, 205)

View file

@ -0,0 +1,22 @@
[gd_scene load_steps=4 format=3 uid="uid://buhlaoq2nalup"]
[ext_resource type="Script" path="res://scripts/Instrument/balle.gd" id="1_4kd3w"]
[ext_resource type="Texture2D" uid="uid://csbrejwjfkspr" path="res://ressources/images/note1.png" id="1_qx664"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_1x7bj"]
size = Vector2(8, 16)
[node name="Balle" type="Area2D" node_paths=PackedStringArray("raycast")]
collision_layer = 3
collision_mask = 3
script = ExtResource("1_4kd3w")
raycast = NodePath("")
[node name="Sprite2D" type="Sprite2D" parent="."]
rotation = 3.14159
texture = ExtResource("1_qx664")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_1x7bj")
[connection signal="body_entered" from="." to="." method="Collision"]

View file

@ -1,16 +0,0 @@
[gd_scene load_steps=3 format=3 uid="uid://btpp8l4efhrmj"]
[ext_resource type="Script" path="res://scripts/Instrument/balle.gd" id="1_mw8yb"]
[ext_resource type="Texture2D" uid="uid://csbrejwjfkspr" path="res://ressources/images/note1.png" id="2_xpv2h"]
[node name="Balle1" type="CharacterBody2D" node_paths=PackedStringArray("raycast")]
script = ExtResource("1_mw8yb")
raycast = NodePath("RayCast2D")
[node name="Sprite2D" type="Sprite2D" parent="."]
rotation = 3.14159
texture = ExtResource("2_xpv2h")
[node name="RayCast2D" type="RayCast2D" parent="."]
position = Vector2(0, -7)
target_position = Vector2(0, 15)

View file

@ -1,16 +0,0 @@
[gd_scene load_steps=3 format=3 uid="uid://crpjmum8m2m1b"]
[ext_resource type="Script" path="res://scripts/Instrument/balle.gd" id="1_gf62f"]
[ext_resource type="Texture2D" uid="uid://1xayae6jyuge" path="res://ressources/images/note2.png" id="2_5005k"]
[node name="Balle1" type="CharacterBody2D" node_paths=PackedStringArray("raycast")]
script = ExtResource("1_gf62f")
raycast = NodePath("RayCast2D")
[node name="Sprite2D" type="Sprite2D" parent="."]
rotation = 3.14159
texture = ExtResource("2_5005k")
[node name="RayCast2D" type="RayCast2D" parent="."]
position = Vector2(0, -7)
target_position = Vector2(0, 15)

View file

@ -1,16 +0,0 @@
[gd_scene load_steps=3 format=3 uid="uid://j4j8mg7jhuwy"]
[ext_resource type="Script" path="res://scripts/Instrument/balle.gd" id="1_7dxcl"]
[ext_resource type="Texture2D" uid="uid://cq5j2fb07d7f8" path="res://ressources/images/notes3.svg" id="2_gx4yt"]
[node name="Balle1" type="CharacterBody2D" node_paths=PackedStringArray("raycast")]
script = ExtResource("1_7dxcl")
raycast = NodePath("RayCast2D")
[node name="Sprite2D" type="Sprite2D" parent="."]
rotation = 3.14159
texture = ExtResource("2_gx4yt")
[node name="RayCast2D" type="RayCast2D" parent="."]
position = Vector2(0, -7)
target_position = Vector2(0, 15)

View file

@ -1,9 +1,9 @@
[gd_scene load_steps=7 format=3 uid="uid://cyvqa6g64cw37"]
[ext_resource type="Script" path="res://scenes/enemies/slime.gd" id="1_hnufy"]
[ext_resource type="Texture2D" uid="uid://devrwnq1oj3qv" path="res://ressources/images/blob-1.png.png" id="1_n4mgf"]
[ext_resource type="Texture2D" uid="uid://b0cua5ecp7bfw" path="res://ressources/images/blob-2-4.png.png" id="2_w8gqg"]
[ext_resource type="Texture2D" uid="uid://cc1kqgdbwm1dh" path="res://ressources/images/blob-3.png.png" id="3_pwpfc"]
[ext_resource type="Texture2D" uid="uid://ba14nw87lxef4" path="res://ressources/images/blob-1.png.png" id="1_n4mgf"]
[ext_resource type="Texture2D" uid="uid://cpge55gmdllmi" path="res://ressources/images/blob-2-4.png.png" id="2_w8gqg"]
[ext_resource type="Texture2D" uid="uid://bst1iwqgqmcvl" path="res://ressources/images/blob-3.png.png" id="3_pwpfc"]
[sub_resource type="SpriteFrames" id="SpriteFrames_qfla8"]
animations = [{
@ -40,6 +40,8 @@ animations = [{
radius = 20.0
[node name="Slime" type="CharacterBody2D"]
collision_layer = 3
collision_mask = 3
script = ExtResource("1_hnufy")
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
@ -51,4 +53,3 @@ frame_progress = 1.0
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_bokrm")
disabled = true

View file

@ -3,8 +3,9 @@
[ext_resource type="Script" path="res://scripts/player_control.gd" id="1_7sg4g"]
[ext_resource type="Texture2D" uid="uid://uebyv8y862vt" path="res://ressources/images/melodie.svg" id="2_se13h"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_uwwdc"]
size = Vector2(16, 32)
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_wgkyh"]
radius = 6.0
height = 32.0
[node name="Player_Melodie" type="CharacterBody2D"]
script = ExtResource("1_7sg4g")
@ -14,4 +15,4 @@ scale = Vector2(0.75, 0.75)
texture = ExtResource("2_se13h")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_uwwdc")
shape = SubResource("CapsuleShape2D_wgkyh")

View file

@ -1,14 +1,16 @@
class_name Flute
var scene_node = null
var balle_scenes = [
preload("res://scenes/attaques/Balle1.tscn"),
preload("res://scenes/attaques/Balle2.tscn"),
preload("res://scenes/attaques/Balle3.tscn")
var balle_template = preload("res://scenes/attaques/Balle.tscn")
var color_index = 0
var color_list = [
preload("res://ressources/images/note1.png"),
preload("res://ressources/images/note2.png"),
preload("res://ressources/images/note3.png"),
preload("res://ressources/images/note2.png")
]
var current_balle_index = 0
@export var cooldown = 0.15 # Durée du cooldown en secondes
@export var cooldown = 0.5 # Durée du cooldown en secondes
var is_on_cooldown = false # Indique si le cooldown est en cours
func set_scene_parent(node: Node) -> void:
@ -36,23 +38,15 @@ func spawn_balle(player_position: Vector2, direction_balle: Vector2, angle: floa
if scene_node == null:
print("Erreur : Aucun nœud parent défini pour ajouter la balle.")
return
var current_balle_scene = balle_scenes[current_balle_index]
var balle = current_balle_scene.instantiate()
if balle:
balle.position = player_position
balle.initial_direction = direction_balle
balle.rotation = deg_to_rad(angle)
scene_node.add_child(balle)
# Basculer vers la prochaine balle pour le prochain tir
current_balle_index = (current_balle_index + 1) % len(balle_scenes)
# Démarrez le cooldown après ce tir
start_cooldown()
else:
print("Erreur : la création de la balle a échoué.")
var balle = balle_template.instantiate()
balle.position = player_position
balle.initial_direction = direction_balle
balle.rotation = deg_to_rad(angle)
color_index = (1 +color_index)% len(color_list)
balle.get_node("Sprite2D").texture = color_list[color_index]
scene_node.add_child(balle)
# Démarrez le cooldown après ce tir
start_cooldown()
# Démarrer le timer pour le cooldown

View file

@ -1,20 +1,17 @@
extends CharacterBody2D
extends Area2D
@export var speed: float = 400 # Définir la vitesse de la balle
@export var speed: float = 300 # Définir la vitesse de la balle
@export var raycast: RayCast2D
# Direction initiale du mouvement
var initial_direction: Vector2 = Vector2(1, 0) # Exemple par défaut : vers la droite
func _ready() -> void:
# Configurer la vitesse sur l'axe désiré
velocity = initial_direction * speed # Multiplie la direction initiale par la vitesse
func _physics_process(delta: float) -> void:
move_and_collide(velocity * delta)
if raycast.is_colliding():
queue_free()
position += initial_direction * speed * delta
func Collision(body: Node2D) -> void:
if body.is_in_group("World_Border") :
queue_free()
if body.is_in_group("Enemies") :
queue_free()

View file

@ -13,6 +13,7 @@ var tambour = null
# Slot actif (0 = Flûte, 1 = Tambour)
var active_slot = 0
var flute_timer = 0
func _ready() -> void:
flute = load("res://scripts/Instrument/Flute.gd").new()
@ -47,22 +48,22 @@ func _process(delta: float) -> void:
if Input.is_action_just_pressed("CHANGER_SLOT"):
active_slot = (active_slot + 1) % 2
if Input.is_action_pressed("JOUER_MUSIQUE_HAUT") or Input.is_action_pressed("JOUER_MUSIQUE_BAS") or Input.is_action_pressed("JOUER_MUSIQUE_DROITE") or Input.is_action_pressed("JOUER_MUSIQUE_GAUCHE"):
var direction_balle = Vector2.ZERO
var angle = 0
if Input.is_action_pressed("JOUER_MUSIQUE_HAUT"):
direction_balle = Vector2(0, -1)
angle = 180
elif Input.is_action_pressed("JOUER_MUSIQUE_BAS"):
direction_balle = Vector2(0, 1)
angle = 0
elif Input.is_action_pressed("JOUER_MUSIQUE_DROITE"):
direction_balle = Vector2(1, 0)
angle = 270
elif Input.is_action_pressed("JOUER_MUSIQUE_GAUCHE"):
direction_balle = Vector2(-1, 0)
angle = 90
var direction_balle = Vector2.ZERO
var angle = 0
if Input.is_action_pressed("JOUER_MUSIQUE_HAUT"):
direction_balle = Vector2(0, -1)
angle = 180
elif Input.is_action_pressed("JOUER_MUSIQUE_BAS"):
direction_balle = Vector2(0, 1)
angle = 0
elif Input.is_action_pressed("JOUER_MUSIQUE_DROITE"):
direction_balle = Vector2(1, 0)
angle = 270
elif Input.is_action_pressed("JOUER_MUSIQUE_GAUCHE"):
direction_balle = Vector2(-1, 0)
angle = 90
if direction_balle != Vector2.ZERO :
if active_slot == 0: # Slot Flûte
flute.jouer_melodie(position, direction_balle, angle)
elif active_slot == 1: # Slot Tambour