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[remap]
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uid="uid://d4jxpnnuxtj55"
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source_file="res://assets/Textures/mask-grunt-sound-38713.mp3"
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loop_offset=0
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bpm=0
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beat_count=0
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bar_beats=4
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[remap]
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editor/scale_with_editor_scale=false
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editor/convert_colors_with_editor_theme=false
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|
@ -0,0 +1,74 @@
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; Engine configuration file.
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; It's best edited using the editor UI and not directly,
|
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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[application]
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config/name="Wild West Shooter"
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run/main_scene="uid://qijbxpxaa5q4"
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config/features=PackedStringArray("4.4", "GL Compatibility")
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config/icon="res://icon.svg"
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[display]
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window/size/viewport_width=1280
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window/size/viewport_height=720
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]
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]
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}
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"deadzone": 0.2,
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]
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}
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shoot={
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"deadzone": 0.2,
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]
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}
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"deadzone": 0.2,
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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":82,"key_label":0,"unicode":114,"location":0,"echo":false,"script":null)
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]
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}
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move_dash={
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"deadzone": 0.2,
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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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[layer_names]
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|
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2d_physics/layer_1="environment"
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2d_physics/layer_2="player"
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2d_physics/layer_3="player_hit_box"
|
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2d_physics/layer_4="enemy_bullet"
|
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2d_physics/layer_5="enemy_hit_box"
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2d_physics/layer_6="enemy_player_detector"
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2d_physics/layer_7="Star"
|
|
@ -0,0 +1,22 @@
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[gd_scene load_steps=4 format=3 uid="uid://bsyvwetid4lqe"]
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[ext_resource type="Script" uid="uid://d00tcsqfapyp1" path="res://scripts/enemy.gd" id="1_4ra3w"]
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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[node name="AnimationPlayerGun" type="AnimationPlayer" parent="."]
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[node name="Button" type="Button" parent="."]
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theme_override_font_sizes/font_size = 22
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theme_override_styles/normal = SubResource("StyleBoxFlat_vue75")
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text = "Start Game"
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uid://bpnuvnt16ex0k
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_ur7pv"]
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[node name="Player" type="CharacterBody2D"]
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[node name="Gun" type="Sprite2D" parent="Body"]
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[node name="Camera2D" type="Camera2D" parent="."]
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[node name="HitBox" type="Area2D" parent="."]
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[node name="CameraRemoteTransform" type="RemoteTransform2D" parent="."]
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[node name="ShootRaycast" type="RayCast2D" parent="."]
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[node name="ShotFlare" type="Sprite2D" parent="."]
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[node name="ShootSound" type="AudioStreamPlayer2D" parent="."]
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[node name="ReloadSound" type="AudioStreamPlayer2D" parent="."]
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|
||||
[node name="EmptyGunSound" type="AudioStreamPlayer2D" parent="."]
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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&"": SubResource("AnimationLibrary_fjrip")
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|
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||||
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|
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[node name="AnimationPlayerHurt" type="AnimationPlayer" parent="."]
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|
||||
[node name="StaticBody2D11" parent="." instance=ExtResource("10_q5onr")]
|
||||
position = Vector2(734, 2714)
|
||||
scale = Vector2(-1.5, -1.5)
|
||||
|
||||
[node name="StaticBody2D14" parent="." instance=ExtResource("10_q5onr")]
|
||||
position = Vector2(3319, 2770)
|
||||
scale = Vector2(-1.5, -1.5)
|
||||
|
||||
[node name="StaticBody2D12" parent="." instance=ExtResource("6_qfnet")]
|
||||
position = Vector2(2133, 2042)
|
||||
rotation = -1.5708
|
||||
|
||||
[node name="StaticBody2D19" parent="." instance=ExtResource("6_qfnet")]
|
||||
position = Vector2(-2694, 910)
|
||||
rotation = -1.5708
|
||||
|
||||
[node name="StaticBody2D20" parent="." instance=ExtResource("6_qfnet")]
|
||||
position = Vector2(-2699, 1734)
|
||||
rotation = -1.5708
|
||||
|
||||
[node name="StaticBody2D13" parent="." instance=ExtResource("6_qfnet")]
|
||||
position = Vector2(3776, 2052)
|
||||
rotation = -4.71239
|
||||
|
||||
[node name="WinSound" type="AudioStreamPlayer2D" parent="."]
|
||||
stream = ExtResource("17_lakw3")
|
|
@ -0,0 +1,86 @@
|
|||
extends CharacterBody2D
|
||||
class_name Enemy
|
||||
|
||||
@onready var animplayer = $AnimationPlayer
|
||||
@onready var animplayerGun = $AnimationPlayerGun
|
||||
@onready var shoot_raycast = $ShootRaycast
|
||||
@onready var shoot_sound = $EnemyShotSound
|
||||
@onready var hurt_sound = $HurtSound
|
||||
|
||||
var player: Player = null
|
||||
|
||||
var hit_chance: float = 0.3
|
||||
var speed: float = 100.0
|
||||
var direction := Vector2.ZERO
|
||||
var stop_distance := 200.0
|
||||
var hit_points: int = 3
|
||||
var justShot: bool = false
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if player != null:
|
||||
look_at(player.global_position)
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
if player != null:
|
||||
var enemy_to_player = (player.global_position - global_position)
|
||||
await get_tree().create_timer(0.5).timeout
|
||||
enemy_shoot()
|
||||
if enemy_to_player.length() > stop_distance:
|
||||
direction = enemy_to_player.normalized()
|
||||
else:
|
||||
direction = Vector2.ZERO
|
||||
|
||||
if direction != Vector2.ZERO:
|
||||
velocity = speed * direction
|
||||
else:
|
||||
velocity.x = move_toward(velocity.x, 0, speed)
|
||||
velocity.y = move_toward(velocity.y, 0, speed)
|
||||
|
||||
move_and_slide()
|
||||
|
||||
#func _on_hit_box_body_entered(body: Node2D) -> void:
|
||||
#pass
|
||||
|
||||
|
||||
func _on_player_detector_body_entered(body: Node2D) -> void:
|
||||
if body is Player:
|
||||
if player == null:
|
||||
player = body
|
||||
print (name + " found the player")
|
||||
|
||||
|
||||
func _on_player_detector_body_exited(body: Node2D) -> void:
|
||||
if body is Player:
|
||||
if player != null:
|
||||
player = null
|
||||
print (name + " lost the player")
|
||||
|
||||
func take_damage(amount: int):
|
||||
if amount > 0:
|
||||
hit_points -= amount
|
||||
hurt_sound.play()
|
||||
animplayer.play("take_damage")
|
||||
if hit_points <= 0:
|
||||
print(name +" died")
|
||||
queue_free()
|
||||
|
||||
func enemy_shoot():
|
||||
if justShot != true:
|
||||
shoot_sound.play()
|
||||
animplayerGun.play("enemy_gun_shot_flare")
|
||||
enemy_shot_check()
|
||||
justShot = true
|
||||
await get_tree().create_timer(1.0).timeout
|
||||
justShot = false
|
||||
|
||||
func enemy_shot_check():
|
||||
if shoot_raycast.is_colliding():
|
||||
var collider = shoot_raycast.get_collider()
|
||||
if collider is StaticBody2D:
|
||||
print("Shot a box!")
|
||||
elif collider is Player:
|
||||
if randf() < hit_chance:
|
||||
print("Hit the Player!")
|
||||
player.take_damage(1)
|
||||
else:
|
||||
print("Shot missed the Player!")
|
|
@ -0,0 +1 @@
|
|||
uid://d00tcsqfapyp1
|
|
@ -0,0 +1,21 @@
|
|||
extends Control
|
||||
|
||||
@onready var hit_points_label = $HitPoints
|
||||
@onready var bullets_label = $Bullets
|
||||
@onready var stars_label = $StarsLeft
|
||||
@onready var you_won_label = $YouWonLabel
|
||||
@onready var game_over_label = $GameOverLabel
|
||||
|
||||
|
||||
func update_values(hp: int, bullets: int) -> void:
|
||||
hit_points_label.text = "HP: %d" % hp
|
||||
bullets_label.text = "Bullets: %d" % bullets
|
||||
|
||||
func update_stars_left(count: int) -> void:
|
||||
stars_label.text = "Stars: %d" % count
|
||||
|
||||
func show_you_won():
|
||||
you_won_label.visible = true
|
||||
|
||||
func show_game_over():
|
||||
game_over_label.visible = true
|
|
@ -0,0 +1 @@
|
|||
uid://jds7ynetjysj
|
|
@ -0,0 +1,99 @@
|
|||
extends CharacterBody2D
|
||||
class_name Player
|
||||
|
||||
var speed = 300.0
|
||||
var hit_points: int = 3
|
||||
var bullets: int = 6
|
||||
var isReloading: bool = false
|
||||
var dash_just_used: bool = false
|
||||
signal died
|
||||
|
||||
@onready var animplayer = $AnimationPlayer
|
||||
@onready var camera_remote_transform = $CameraRemoteTransform
|
||||
@onready var shoot_raycast = $ShootRaycast
|
||||
@onready var shoot_sound = $ShootSound
|
||||
@onready var reload_sound = $ReloadSound
|
||||
@onready var empty_sound = $EmptyGunSound
|
||||
@onready var reload_timer = $ReloadTimer
|
||||
@onready var animplayer_hurt = $AnimationPlayerHurt
|
||||
|
||||
|
||||
@warning_ignore("unused_parameter")
|
||||
func _process(delta: float) -> void:
|
||||
look_at(get_global_mouse_position())
|
||||
|
||||
if Input.is_action_just_pressed("quit"):
|
||||
get_tree().quit()
|
||||
|
||||
if Input.is_action_just_pressed("shoot") && isReloading == false:
|
||||
if bullets == 0:
|
||||
empty_sound.play()
|
||||
print("No more Bullets left!")
|
||||
|
||||
else:
|
||||
shoot_sound.play()
|
||||
animplayer.play("shot_flare")
|
||||
bullets = bullets -1
|
||||
if shoot_raycast.is_colliding():
|
||||
var collider = shoot_raycast.get_collider()
|
||||
if collider is StaticBody2D:
|
||||
print("Shot a box!")
|
||||
elif collider is Enemy:
|
||||
print("Hit an Enemy!")
|
||||
var e = collider as Enemy
|
||||
e.player = self
|
||||
e.take_damage(1)
|
||||
|
||||
|
||||
if Input.is_action_just_pressed("reload") && isReloading == false && bullets != 6:
|
||||
isReloading = true
|
||||
reload_sound.play()
|
||||
#reload_timer.start()
|
||||
await get_tree().create_timer(3.0).timeout
|
||||
bullets = 6
|
||||
isReloading = false
|
||||
print("Reloaded!")
|
||||
|
||||
func dash():
|
||||
if dash_just_used != true:
|
||||
speed = 1000
|
||||
dash_just_used = true
|
||||
await get_tree().create_timer(0.2).timeout
|
||||
speed = 300
|
||||
await get_tree().create_timer(1).timeout
|
||||
dash_just_used = false
|
||||
|
||||
@warning_ignore("unused_parameter")
|
||||
func _physics_process(delta: float) -> void:
|
||||
var move_dir = Vector2(Input.get_axis("move_left", "move_right"),
|
||||
Input.get_axis("move_up", "move_down"))
|
||||
if Input.is_action_just_pressed("move_dash") && dash_just_used == false:
|
||||
dash()
|
||||
if move_dir != Vector2.ZERO:
|
||||
velocity = speed * move_dir.normalized()
|
||||
else:
|
||||
velocity.x = move_toward(velocity.x, 0, speed)
|
||||
velocity.y = move_toward(velocity.y, 0, speed)
|
||||
|
||||
move_and_slide()
|
||||
|
||||
func _on_hit_box_body_entered(body: Node2D) -> void:
|
||||
if body is Enemy:
|
||||
print("got hit!")
|
||||
died.emit()
|
||||
queue_free()
|
||||
|
||||
func take_damage(amount: int):
|
||||
if amount > 0:
|
||||
hit_points -= amount
|
||||
animplayer_hurt.play("Hurt")
|
||||
if hit_points <= 0:
|
||||
print(name +" died")
|
||||
died.emit()
|
||||
queue_free()
|
||||
|
||||
func get_bullets():
|
||||
return bullets
|
||||
|
||||
func get_hit_points():
|
||||
return hit_points
|
|
@ -0,0 +1 @@
|
|||
uid://dlsggvm2k67kh
|
|
@ -0,0 +1,18 @@
|
|||
extends Area2D
|
||||
|
||||
@onready var coin_sound = $CoinSound
|
||||
@onready var sprite = $Sprite2D
|
||||
|
||||
func _ready():
|
||||
body_entered.connect(_on_body_entered)
|
||||
|
||||
func _on_body_entered(body):
|
||||
if body is Player:
|
||||
sprite.hide()
|
||||
coin_sound.play()
|
||||
|
||||
# Notify world
|
||||
get_tree().current_scene.star_collected()
|
||||
|
||||
await coin_sound.finished
|
||||
queue_free()
|
|
@ -0,0 +1 @@
|
|||
uid://dqlaal1fu87i7
|
|
@ -0,0 +1,43 @@
|
|||
extends Node2D
|
||||
|
||||
#@onready var player = $Player
|
||||
@onready var main_camera = $MainCamera
|
||||
@onready var hud = $UI/HUD
|
||||
@onready var player: Player = $Player
|
||||
@onready var win_sound = $WinSound
|
||||
|
||||
var stars_remaining: int = 3 # total at start
|
||||
|
||||
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
if player:
|
||||
var hit_points: int = player.get_hit_points()
|
||||
var bullets: int = player.get_bullets()
|
||||
var kills: int = 0
|
||||
hud.update_values(hit_points, bullets)
|
||||
hud.update_stars_left(stars_remaining)
|
||||
player.died.connect(_on_player_died)
|
||||
player.camera_remote_transform.remote_path = main_camera.get_path()
|
||||
|
||||
|
||||
func _process(_delta):
|
||||
if player:
|
||||
hud.update_values(player.get_hit_points(), player.get_bullets())
|
||||
|
||||
func star_collected():
|
||||
stars_remaining -= 1
|
||||
hud.update_stars_left(stars_remaining)
|
||||
|
||||
if stars_remaining == 0:
|
||||
win_sound.play()
|
||||
hud.show_you_won()
|
||||
get_tree().paused = true
|
||||
|
||||
|
||||
func _on_player_died():
|
||||
print("game over")
|
||||
hud.update_values(player.get_hit_points(), player.get_bullets())
|
||||
hud.show_game_over()
|
||||
get_tree().create_timer(3).timeout.connect(get_tree().reload_current_scene)
|