Le #merge
This commit is contained in:
commit
ef0b911b9c
22 changed files with 388 additions and 61 deletions
|
@ -166,7 +166,6 @@ layout_mode = 1
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|||
[node name="MusiqueFond" type="AudioStreamPlayer" parent="."]
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stream = ExtResource("8_sq6yk")
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autoplay = true
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bus = &"Music"
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[connection signal="pressed" from="Menu_principal/HBoxContainer/VBoxMainButton/play_button" to="." method="_on_play_button_pressed"]
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[connection signal="pressed" from="Menu_principal/HBoxContainer/VBoxMainButton/quit_button" to="." method="_on_quit_button_pressed"]
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@ -25,6 +25,11 @@ window/stretch/mode="canvas_items"
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project/assembly_name="code-game-jam-drop-plafond-2025"
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[global_group]
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World_Border=""
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Enemies=""
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[input]
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BOUGER_HAUT={
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@ -52,6 +57,11 @@ PAUSE={
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"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)
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]
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}
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JOUER_MUSIQUE={
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"deadzone": 0.5,
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"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)
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]
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}
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JOUER_MUSIQUE_HAUT={
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"deadzone": 0.5,
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"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)
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@ -72,6 +82,11 @@ JOUER_MUSIQUE_GAUCHE={
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"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":4194319,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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CHANGER_SLOT={
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"deadzone": 0.5,
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"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":4194306,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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[rendering]
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BIN
ressources/images/poulpe-1.png
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BIN
ressources/images/poulpe-1.png
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After Width: | Height: | Size: 3.6 KiB |
34
ressources/images/poulpe-1.png.import
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34
ressources/images/poulpe-1.png.import
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@ -0,0 +1,34 @@
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[remap]
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||||
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importer="texture"
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type="CompressedTexture2D"
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||||
uid="uid://2spn60rmdyy5"
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||||
path="res://.godot/imported/poulpe-1.png-9fe980980e71224a7a2953bc228f988d.ctex"
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metadata={
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"vram_texture": false
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||||
}
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[deps]
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||||
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source_file="res://ressources/images/poulpe-1.png"
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dest_files=["res://.godot/imported/poulpe-1.png-9fe980980e71224a7a2953bc228f988d.ctex"]
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[params]
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||||
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compress/mode=0
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||||
compress/high_quality=false
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compress/lossy_quality=0.7
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||||
compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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BIN
ressources/images/poulpe-2.png
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BIN
ressources/images/poulpe-2.png
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After Width: | Height: | Size: 3.4 KiB |
34
ressources/images/poulpe-2.png.import
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34
ressources/images/poulpe-2.png.import
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@ -0,0 +1,34 @@
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[remap]
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||||
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importer="texture"
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type="CompressedTexture2D"
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||||
uid="uid://b4ukmsspx16f"
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path="res://.godot/imported/poulpe-2.png-e0bb613d3a74e50be7b911ae44672c8a.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://ressources/images/poulpe-2.png"
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dest_files=["res://.godot/imported/poulpe-2.png-e0bb613d3a74e50be7b911ae44672c8a.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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BIN
ressources/images/poulpe-atk.png
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BIN
ressources/images/poulpe-atk.png
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After Width: | Height: | Size: 3.6 KiB |
34
ressources/images/poulpe-atk.png.import
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34
ressources/images/poulpe-atk.png.import
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@ -0,0 +1,34 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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||||
uid="uid://dinxaox0ug7kx"
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path="res://.godot/imported/poulpe-atk.png-083584296229d569f6bbc6969a32bc79.ctex"
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metadata={
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||||
"vram_texture": false
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}
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[deps]
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source_file="res://ressources/images/poulpe-atk.png"
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dest_files=["res://.godot/imported/poulpe-atk.png-083584296229d569f6bbc6969a32bc79.ctex"]
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||||
[params]
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||||
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compress/mode=0
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||||
compress/high_quality=false
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compress/lossy_quality=0.7
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||||
compress/hdr_compression=1
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||||
compress/normal_map=0
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||||
compress/channel_pack=0
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||||
mipmaps/generate=false
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mipmaps/limit=-1
|
||||
roughness/mode=0
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||||
roughness/src_normal=""
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||||
process/fix_alpha_border=true
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||||
process/premult_alpha=false
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||||
process/normal_map_invert_y=false
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||||
process/hdr_as_srgb=false
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||||
process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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BIN
ressources/images/poulpe-bullet.png
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BIN
ressources/images/poulpe-bullet.png
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After Width: | Height: | Size: 2.5 KiB |
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ressources/images/poulpe-bullet.png.import
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ressources/images/poulpe-bullet.png.import
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@ -0,0 +1,34 @@
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[remap]
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||||
|
||||
importer="texture"
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||||
type="CompressedTexture2D"
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||||
uid="uid://bg7xknf5g2rfj"
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||||
path="res://.godot/imported/poulpe-bullet.png-b20bc813564a020a5c3d1f084af754d3.ctex"
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||||
metadata={
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||||
"vram_texture": false
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||||
}
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||||
[deps]
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||||
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source_file="res://ressources/images/poulpe-bullet.png"
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dest_files=["res://.godot/imported/poulpe-bullet.png-b20bc813564a020a5c3d1f084af754d3.ctex"]
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||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
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||||
compress/high_quality=false
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||||
compress/lossy_quality=0.7
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||||
compress/hdr_compression=1
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||||
compress/normal_map=0
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||||
compress/channel_pack=0
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||||
mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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||||
roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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||||
process/normal_map_invert_y=false
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||||
process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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34
ressources/images/ronde-tambour.png.import
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34
ressources/images/ronde-tambour.png.import
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@ -0,0 +1,34 @@
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[remap]
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||||
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||||
importer="texture"
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||||
type="CompressedTexture2D"
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||||
uid="uid://h0y356ur32vi"
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||||
path="res://.godot/imported/ronde-tambour.png-ee4e4d2b4e71a4aef719ad8901b83c4c.ctex"
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||||
metadata={
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||||
"vram_texture": false
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||||
}
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||||
[deps]
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||||
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source_file="res://ressources/images/ronde-tambour.png"
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dest_files=["res://.godot/imported/ronde-tambour.png-ee4e4d2b4e71a4aef719ad8901b83c4c.ctex"]
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||||
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||||
[params]
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||||
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compress/mode=0
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||||
compress/high_quality=false
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||||
compress/lossy_quality=0.7
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||||
compress/hdr_compression=1
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||||
compress/normal_map=0
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||||
compress/channel_pack=0
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||||
mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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||||
process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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@ -32,7 +32,9 @@ stretch_mode = 1
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[node name="Player_Melodie" parent="." instance=ExtResource("1_cl1wt")]
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scale = Vector2(4, 4)
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[node name="StaticBody2D" type="StaticBody2D" parent="."]
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[node name="StaticBody2D" type="StaticBody2D" parent="." groups=["World_Border"]]
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collision_layer = 3
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collision_mask = 3
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[node name="World Border Up" type="CollisionShape2D" parent="StaticBody2D"]
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shape = SubResource("WorldBoundaryShape2D_1c4te")
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@ -50,5 +52,5 @@ shape = SubResource("WorldBoundaryShape2D_ia1hi")
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[node name="Camera2D" type="Camera2D" parent="CanvasLayer"]
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[node name="Slime" parent="." instance=ExtResource("3_04ip2")]
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[node name="Slime" parent="." groups=["Enemies"] instance=ExtResource("3_04ip2")]
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position = Vector2(-448, 205)
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@ -1,16 +1,21 @@
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[gd_scene load_steps=3 format=3 uid="uid://btpp8l4efhrmj"]
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[gd_scene load_steps=4 format=3 uid="uid://buhlaoq2nalup"]
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[ext_resource type="Script" path="res://scripts/Instrument/balle.gd" id="1_4kd3w"]
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[ext_resource type="Texture2D" uid="uid://csbrejwjfkspr" path="res://ressources/images/note1.png" id="1_qx664"]
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[node name="Balle1" type="CharacterBody2D" node_paths=PackedStringArray("raycast")]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_1x7bj"]
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size = Vector2(8, 16)
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[node name="Balle" type="Area2D"]
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collision_layer = 3
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collision_mask = 3
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script = ExtResource("1_4kd3w")
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raycast = NodePath("RayCast2D")
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[node name="Sprite2D" type="Sprite2D" parent="."]
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rotation = 3.14159
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texture = ExtResource("1_qx664")
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[node name="RayCast2D" type="RayCast2D" parent="."]
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position = Vector2(0, -7)
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target_position = Vector2(0, 15)
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("RectangleShape2D_1x7bj")
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[connection signal="body_entered" from="." to="." method="Collision"]
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19
scenes/attaques/Onde.tscn
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19
scenes/attaques/Onde.tscn
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@ -0,0 +1,19 @@
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[gd_scene load_steps=4 format=3 uid="uid://y2j5qtyg4vt3"]
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[ext_resource type="Script" path="res://scripts/Instrument/onde.gd" id="1_6377h"]
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[ext_resource type="Texture2D" uid="uid://bq2gg8sxvwth2" path="res://ressources/images/ronde tambour.png.png" id="1_oawub"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_r81ru"]
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radius = 125.575
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[node name="Onde" type="CharacterBody2D"]
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collision_layer = 2
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collision_mask = 2
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script = ExtResource("1_6377h")
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[node name="Sprite2D" type="Sprite2D" parent="."]
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scale = Vector2(2.5, 2.5)
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texture = ExtResource("1_oawub")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("CircleShape2D_r81ru")
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@ -16,7 +16,6 @@ func _physics_process(delta: float) -> void:
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move_and_slide()
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for i in get_slide_collision_count():
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var collision = get_slide_collision(i)
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print("Collided with: ", collision.get_collider().name)
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func _process(delta: float) -> void:
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var direction : Vector2
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@ -1,9 +1,9 @@
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[gd_scene load_steps=7 format=3 uid="uid://cyvqa6g64cw37"]
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||||
|
||||
[ext_resource type="Script" path="res://scenes/enemies/slime.gd" id="1_hnufy"]
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||||
[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"]
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||||
|
||||
[sub_resource type="SpriteFrames" id="SpriteFrames_qfla8"]
|
||||
animations = [{
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||||
|
@ -40,6 +40,8 @@ animations = [{
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|||
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
|
||||
|
|
|
@ -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)
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|||
texture = ExtResource("2_se13h")
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||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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||||
shape = SubResource("RectangleShape2D_uwwdc")
|
||||
shape = SubResource("CapsuleShape2D_wgkyh")
|
||||
|
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|
@ -1,28 +1,60 @@
|
|||
class_name Flute
|
||||
|
||||
var scene_node = null
|
||||
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")
|
||||
]
|
||||
|
||||
@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:
|
||||
scene_node = node
|
||||
# Si scene_node est défini pour la première fois, on ajoute un Timer
|
||||
if not scene_node.has_node("TirCooldownTimer"):
|
||||
var cooldown_timer = Timer.new()
|
||||
cooldown_timer.name = "TirCooldownTimer"
|
||||
cooldown_timer.one_shot = true
|
||||
cooldown_timer.wait_time = cooldown
|
||||
cooldown_timer.connect("timeout", Callable(self, "_on_cooldown_timeout"))
|
||||
scene_node.add_child(cooldown_timer)
|
||||
|
||||
|
||||
|
||||
func jouer_melodie(player_position, direction_balle, angle) -> void:
|
||||
spawn_balle(player_position, direction_balle, angle)
|
||||
func _process(delta) -> void:
|
||||
pass # Cette fonction est requise pour que delta fonctionne correctement
|
||||
|
||||
|
||||
func spawn_balle(player_position, direction_balle, angle) -> void:
|
||||
func jouer_melodie(player_position: Vector2, direction_balle: Vector2, angle: float) -> void:
|
||||
if not is_on_cooldown: # Vérifiez si nous pouvons tirer
|
||||
spawn_balle(player_position, direction_balle, angle)
|
||||
|
||||
|
||||
func spawn_balle(player_position: Vector2, direction_balle: Vector2, angle: float) -> void:
|
||||
if scene_node == null:
|
||||
print("Erreur : Aucun nœud parent défini pour ajouter la balle.")
|
||||
return
|
||||
|
||||
var balle = preload("res://scenes/attaques/Balle.tscn").instantiate()
|
||||
if balle:
|
||||
balle.position = player_position
|
||||
balle.initial_direction = direction_balle
|
||||
balle.rotation = deg_to_rad(angle)
|
||||
scene_node.add_child(balle)
|
||||
|
||||
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()
|
||||
|
||||
else:
|
||||
print("Erreur : la création de la balle a échoué.")
|
||||
|
||||
# Démarrer le timer pour le cooldown
|
||||
func start_cooldown() -> void:
|
||||
is_on_cooldown = true
|
||||
var cooldown_timer = scene_node.get_node("TirCooldownTimer")
|
||||
cooldown_timer.start()
|
||||
|
||||
|
||||
func _on_cooldown_timeout() -> void:
|
||||
is_on_cooldown = false # Réinitialisez l'état de cooldown après expiration du Timer
|
||||
|
|
|
@ -1,5 +1,55 @@
|
|||
class_name Tambour
|
||||
|
||||
var scene_node = null
|
||||
@export var cooldown = 0.9 # Durée du cooldown en secondes
|
||||
var is_on_cooldown = false # Indique si le cooldown est actif
|
||||
|
||||
func faire_roulement() -> void:
|
||||
print("Le tambour fait un roulement.")
|
||||
func set_scene_parent(node: Node) -> void:
|
||||
scene_node = node
|
||||
# Si scene_node est défini pour la première fois, on ajoute un Timer
|
||||
if not scene_node.has_node("TambourCooldownTimer2"): # Changement du nom du Timer unique pour le Tambour
|
||||
var cooldown_timer = Timer.new()
|
||||
cooldown_timer.name = "TambourCooldownTimer2" # Nom unique pour éviter les conflits
|
||||
cooldown_timer.one_shot = true
|
||||
cooldown_timer.wait_time = cooldown
|
||||
cooldown_timer.connect("timeout", Callable(self, "_on_cooldown_timeout"))
|
||||
scene_node.add_child(cooldown_timer)
|
||||
|
||||
|
||||
func jouer_melodie(player_position: Vector2) -> void:
|
||||
if not is_on_cooldown: # Vérifiez si nous sommes en cooldown
|
||||
spawn_onde(player_position)
|
||||
|
||||
|
||||
|
||||
func spawn_onde(player_position: Vector2) -> void:
|
||||
if scene_node == null:
|
||||
print("Erreur : Aucun nœud parent défini pour ajouter l'onde.")
|
||||
return
|
||||
|
||||
var onde_scene = preload("res://scenes/attaques/Onde.tscn") # Chargez la scène de l'onde
|
||||
var onde = onde_scene.instantiate()
|
||||
|
||||
if onde:
|
||||
onde.position = player_position
|
||||
scene_node.add_child(onde)
|
||||
|
||||
# Démarrez le cooldown après avoir ajouté l'onde
|
||||
start_cooldown()
|
||||
else:
|
||||
print("Erreur : Impossible de créer l'onde.")
|
||||
|
||||
|
||||
# Démarrer le Timer pour le cooldown
|
||||
func start_cooldown() -> void:
|
||||
is_on_cooldown = true
|
||||
var cooldown_timer = scene_node.get_node("TambourCooldownTimer2") # Assurez-vous que le Timer est bien trouvé
|
||||
if cooldown_timer:
|
||||
cooldown_timer.start()
|
||||
else:
|
||||
print("Erreur : Timer introuvable.")
|
||||
|
||||
|
||||
func _on_cooldown_timeout() -> void:
|
||||
is_on_cooldown = false # Réinitialiser le cooldown lorsque le Timer se termine
|
||||
print("Cooldown terminé.")
|
||||
|
|
|
@ -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()
|
||||
|
|
20
scripts/Instrument/onde.gd
Normal file
20
scripts/Instrument/onde.gd
Normal file
|
@ -0,0 +1,20 @@
|
|||
extends CharacterBody2D
|
||||
|
||||
var cooldown_timer = null
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if cooldown_timer == null:
|
||||
cooldown_timer = Timer.new()
|
||||
cooldown_timer.name = "OndeCooldownTimer"
|
||||
cooldown_timer.one_shot = true
|
||||
cooldown_timer.connect("timeout", Callable(self, "_on_cooldown_timeout"))
|
||||
get_tree().root.add_child(cooldown_timer)
|
||||
|
||||
# Démarrer le timer pour le cooldown
|
||||
func start_cooldown() -> void:
|
||||
cooldown_timer.start()
|
||||
|
||||
func _on_cooldown_timeout() -> void:
|
||||
cooldown_timer.queue_free()
|
||||
cooldown_timer = null
|
||||
queue_free()
|
|
@ -6,11 +6,21 @@ const max_boost_speed = 800
|
|||
|
||||
var previous_direction = Vector2.ZERO
|
||||
var boost_speed = 0
|
||||
|
||||
var flute = null
|
||||
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()
|
||||
flute.set_scene_parent(get_tree().get_root())
|
||||
|
||||
tambour = load("res://scripts/Instrument/Tambour.gd").new()
|
||||
tambour.set_scene_parent(get_tree().get_root())
|
||||
|
||||
|
||||
|
||||
|
@ -35,21 +45,28 @@ func _process(delta: float) -> void:
|
|||
previous_direction = direction
|
||||
velocity = direction * (move_speed + boost_speed)
|
||||
|
||||
if Input.is_action_just_pressed("JOUER_MUSIQUE_HAUT") or Input.is_action_just_pressed("JOUER_MUSIQUE_BAS") or Input.is_action_just_pressed("JOUER_MUSIQUE_DROITE") or Input.is_action_just_pressed("JOUER_MUSIQUE_GAUCHE"):
|
||||
var direction_balle = Vector2.ZERO
|
||||
var angle = 0
|
||||
if Input.is_action_just_pressed("JOUER_MUSIQUE_HAUT"):
|
||||
direction_balle = Vector2(0, -1)
|
||||
angle = 180
|
||||
elif Input.is_action_just_pressed("JOUER_MUSIQUE_BAS"):
|
||||
direction_balle = Vector2(0, 1)
|
||||
angle = 0
|
||||
elif Input.is_action_just_pressed("JOUER_MUSIQUE_DROITE"):
|
||||
direction_balle = Vector2(1, 0)
|
||||
angle = 270
|
||||
elif Input.is_action_just_pressed("JOUER_MUSIQUE_GAUCHE"):
|
||||
direction_balle = Vector2(-1, 0)
|
||||
angle = 90
|
||||
if Input.is_action_just_pressed("CHANGER_SLOT"):
|
||||
active_slot = (active_slot + 1) % 2
|
||||
|
||||
|
||||
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
|
||||
tambour.jouer_melodie(position)
|
||||
|
||||
flute.jouer_melodie(position, direction_balle, angle)
|
||||
pass
|
||||
|
|
Loading…
Add table
Reference in a new issue