diff --git a/.import/Scavengers_SpriteSheet.png-453d28febfc58649b3861793faca8d61.md5 b/.import/Scavengers_SpriteSheet.png-453d28febfc58649b3861793faca8d61.md5 index 812dbf0..5ced2a0 100644 --- a/.import/Scavengers_SpriteSheet.png-453d28febfc58649b3861793faca8d61.md5 +++ b/.import/Scavengers_SpriteSheet.png-453d28febfc58649b3861793faca8d61.md5 @@ -1,3 +1,3 @@ source_md5="f992a46100220ca1148978becf8ffd19" -dest_md5="ffc7e4ff827dec1ee28c759af4554b9c" +dest_md5="0a021db42e78a7aaa2f62cc44d31a75d" diff --git a/.import/Scavengers_SpriteSheet.png-453d28febfc58649b3861793faca8d61.stex b/.import/Scavengers_SpriteSheet.png-453d28febfc58649b3861793faca8d61.stex index b0dbe95..b4cf663 100644 Binary files a/.import/Scavengers_SpriteSheet.png-453d28febfc58649b3861793faca8d61.stex and b/.import/Scavengers_SpriteSheet.png-453d28febfc58649b3861793faca8d61.stex differ diff --git a/.mono/metadata/scripts_metadata.editor b/.mono/metadata/scripts_metadata.editor index e3bd200..d68e0c7 100644 --- a/.mono/metadata/scripts_metadata.editor +++ b/.mono/metadata/scripts_metadata.editor @@ -1 +1 @@ -{"res://codigos/BoardManager.cs":{"modified_time":"1587848329","class":{"namespace":"","class_name":"BoardManager","nested":false}},"res://codigos/Enemy.cs":{"modified_time":"1588266694","class":{"namespace":"","class_name":"Enemy","nested":false}},"res://codigos/Escena_Principal.cs":{"modified_time":"1588085127","class":{"namespace":"","class_name":"Escena_Principal","nested":false}},"res://codigos/GameManager.cs":{"modified_time":"1588265510","class":{"namespace":"","class_name":"GameManager","nested":false}},"res://codigos/MovingObject.cs":{"modified_time":"1588268271","class":{"namespace":"","class_name":"MovingObject","nested":false}},"res://codigos/Player.cs":{"modified_time":"1588266209","class":{"namespace":"","class_name":"Player","nested":false}},"res://codigos/SingletonVariables.cs":{"modified_time":"1588182349","class":{"namespace":"","class_name":"SingletonVariables","nested":false}},"res://codigos/SuelosScript/Suelo1.cs":{"modified_time":"1587836811","class":{"namespace":"","class_name":"Suelo1","nested":false}},"res://codigos/Wall.cs":{"modified_time":"1588244399","class":{"namespace":"","class_name":"Wall","nested":false}}} \ No newline at end of file +{"res://codigos/BoardManager.cs":{"modified_time":"1587848329","class":{"namespace":"","class_name":"BoardManager","nested":false}},"res://codigos/Enemy.cs":{"modified_time":"1588356725","class":{"namespace":"","class_name":"Enemy","nested":false}},"res://codigos/Escena_Principal.cs":{"modified_time":"1588085127","class":{"namespace":"","class_name":"Escena_Principal","nested":false}},"res://codigos/GameManager.cs":{"modified_time":"1588265510","class":{"namespace":"","class_name":"GameManager","nested":false}},"res://codigos/MovingObject.cs":{"modified_time":"1588535072","class":{"namespace":"","class_name":"MovingObject","nested":false}},"res://codigos/Player.cs":{"modified_time":"1588534166","class":{"namespace":"","class_name":"Player","nested":false}},"res://codigos/SingletonVariables.cs":{"modified_time":"1588182349","class":{"namespace":"","class_name":"SingletonVariables","nested":false}},"res://codigos/SuelosScript/Suelo1.cs":{"modified_time":"1587836811","class":{"namespace":"","class_name":"Suelo1","nested":false}},"res://codigos/Wall.cs":{"modified_time":"1588244399","class":{"namespace":"","class_name":"Wall","nested":false}}} \ No newline at end of file diff --git a/.mono/metadata/scripts_metadata.editor_player b/.mono/metadata/scripts_metadata.editor_player index e3bd200..d68e0c7 100644 --- a/.mono/metadata/scripts_metadata.editor_player +++ b/.mono/metadata/scripts_metadata.editor_player @@ -1 +1 @@ -{"res://codigos/BoardManager.cs":{"modified_time":"1587848329","class":{"namespace":"","class_name":"BoardManager","nested":false}},"res://codigos/Enemy.cs":{"modified_time":"1588266694","class":{"namespace":"","class_name":"Enemy","nested":false}},"res://codigos/Escena_Principal.cs":{"modified_time":"1588085127","class":{"namespace":"","class_name":"Escena_Principal","nested":false}},"res://codigos/GameManager.cs":{"modified_time":"1588265510","class":{"namespace":"","class_name":"GameManager","nested":false}},"res://codigos/MovingObject.cs":{"modified_time":"1588268271","class":{"namespace":"","class_name":"MovingObject","nested":false}},"res://codigos/Player.cs":{"modified_time":"1588266209","class":{"namespace":"","class_name":"Player","nested":false}},"res://codigos/SingletonVariables.cs":{"modified_time":"1588182349","class":{"namespace":"","class_name":"SingletonVariables","nested":false}},"res://codigos/SuelosScript/Suelo1.cs":{"modified_time":"1587836811","class":{"namespace":"","class_name":"Suelo1","nested":false}},"res://codigos/Wall.cs":{"modified_time":"1588244399","class":{"namespace":"","class_name":"Wall","nested":false}}} \ No newline at end of file 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\ No newline at end of file diff --git a/.mono/temp/bin/Debug/Rogue en Godot.dll b/.mono/temp/bin/Debug/Rogue en Godot.dll index 6104409..856bef0 100644 Binary files a/.mono/temp/bin/Debug/Rogue en Godot.dll and b/.mono/temp/bin/Debug/Rogue en Godot.dll differ diff --git a/.mono/temp/bin/Debug/Rogue en Godot.pdb b/.mono/temp/bin/Debug/Rogue en Godot.pdb index 2d76661..a9a41d0 100644 Binary files a/.mono/temp/bin/Debug/Rogue en Godot.pdb and b/.mono/temp/bin/Debug/Rogue en Godot.pdb differ diff --git a/.mono/temp/obj/Debug/Rogue en Godot.dll b/.mono/temp/obj/Debug/Rogue en Godot.dll index 6104409..856bef0 100644 Binary files a/.mono/temp/obj/Debug/Rogue en Godot.dll and b/.mono/temp/obj/Debug/Rogue en Godot.dll differ diff --git a/.mono/temp/obj/Debug/Rogue en Godot.pdb b/.mono/temp/obj/Debug/Rogue en Godot.pdb index 2d76661..a9a41d0 100644 Binary files a/.mono/temp/obj/Debug/Rogue en Godot.pdb and b/.mono/temp/obj/Debug/Rogue en Godot.pdb differ diff --git a/codigos/Enemy.cs b/codigos/Enemy.cs index 4eb9f07..1f0d581 100644 --- a/codigos/Enemy.cs +++ b/codigos/Enemy.cs @@ -41,6 +41,7 @@ public override void _Process(float delta) targetPosition = targetCharacter.Position;//guardo la posición del personaje en targetPosition } + protected override bool AttempMove(int xDir, int yDir)//este metodo devuelve si se movio o no "Bool" { diff --git a/codigos/MovingObject.cs b/codigos/MovingObject.cs index 2fe33db..05b9e12 100644 --- a/codigos/MovingObject.cs +++ b/codigos/MovingObject.cs @@ -15,7 +15,10 @@ public abstract class MovingObject : KinematicBody2D//esta es una clase global q public bool enable;//para saber si el objeto puede estar enable y moverse public Tween moverConTween; public int dimensionSprite = 32; + private Vector2 raycastDirecciónAnterior; + private Vector2 RaycastDirecciónNueva; + public Vector2 posicionDelRayo;//para saber hacia adonde tiene que apuntar el raycast // Called when the node enters the scene tree for the first time. /*public override void _Ready()//no puedo implementar override desde player o enemigo por eso muevo todas estas variables del ready a cada script independiente { @@ -25,6 +28,7 @@ public abstract class MovingObject : KinematicBody2D//esta es una clase global q moverConTween = GetNode("Tween"); //rb2D = thi;por ahora voy a evitarla }*/ + bool colisiono; protected void SmoothMovementWithTween(Vector2 end)//Esta función va a procesar el movimiento en unity se usa una corrutina,pero en godot puede hacerce lo mismo con un nodo tween { @@ -43,61 +47,73 @@ protected void SmoothMovementWithTween(Vector2 end)//Esta función va a procesar //metodo para mover al jugador o al enemigo devuelve 2 si se movio y la colisión de raycast - protected bool Move(int xDir, int Ydir,RayCast2D hitRaycast)//es privada para cualquier otra clase que no hereda de esta + protected bool Move(int xDir, int yDir,RayCast2D hitRaycast)//es privada para cualquier otra clase que no hereda de esta { - Vector2 posicionAnteriorRayCast = hitRaycast.CastTo; bool colisiono;//para saber cuando el raycast colisiona Vector2 start = Position;//posicion inicial - Vector2 end = start + new Vector2(xDir,Ydir);//la posición de adonde queremos movernos suma de vectores (0,0) + (1,0) = (1,0) - hitRaycast.CastTo = RaycastDirection(xDir,Ydir);//esto determina para adonde va apuntar el raycast - - //hacemos una raycast entre el punto inicial y final - //si hay un collider por donde pasa esa linea encontrado ese objeto + Vector2 end = start + new Vector2(xDir,yDir);//la posición de adonde queremos movernos suma de vectores (0,0) + (1,0) = (1,0) + hitRaycast.CastTo = RaycastDirection(xDir,yDir);//esto determina para adonde va apuntar el raycast colisiono = hitRaycast.IsColliding();//esto es para verificar si colisionamos tengo que verificar utilizando la colisión del raycast con un grupo - if(colisiono == false)//sino esta colisionando + + GD.Print("el rayo esta colisionado: ", hitRaycast.IsColliding()); + GD.Print("direccion adonde apunta el raycast: ",RaycastDirection(xDir,yDir)); + GD.Print("posicion adonde me muevo: ",xDir," : ",yDir); + GD.Print("la dirección anterior del raycast: ",raycastDirecciónAnterior); + GD.Print("\n"); + //si hay un collider por donde pasa esa linea encontrado ese objeto + //&& xDir != RaycastDirection(xDir,Ydir).y && Ydir != RaycastDirection(xDir,Ydir).x *-1 + + /*if(!colisiono)//sino esta colisionando { - //hacemos el movimiento - //GD.Print("tendria que moverse"); - //GD.Print("cantidad que mueve en X: ",xDir); - //GD.Print("cantidad que mueve en Y: ",Ydir); - //GD.Print("la posicion en final X: ",end.x); - //GD.Print("laposicion en final Y: ",end.y); SmoothMovementWithTween(end);//movemos con interpolación lineal recibe por parametro la ultima posición - return true; + raycastDirecciónAnterior = RaycastDirection(xDir,yDir); + return true; + }*/ + + if(!colisiono || xDir != raycastDirecciónAnterior.y || yDir != raycastDirecciónAnterior.x * -1)//sino esta colisionando + { + SmoothMovementWithTween(end);//movemos con interpolación lineal recibe por parametro la ultima posición + raycastDirecciónAnterior = RaycastDirection(xDir,yDir); + return true; } - else//si en la mascara 2 hay 1 personaje o un obstaculo + if(colisiono)//si en la mascara 2 hay 1 personaje o un obstaculo { GD.Print("No podemos movernos"); return false;//no hemos podido movernos } + //me faltaria una condición para verificar x con y osea si esta en X pero si tengo que girar la flecha + + return false;//no hemos podido movernos + } - - //Esto es relacionado al movimiento y al tipo de obstaculo - protected abstract void OnCantMoveStaticBody2D(StaticBody2D go); //aqui viene el comportamiento luego de no poder moverse,es un meotdoABstracto ya que se va a comportar de diferente manera según sea el personaje o elenemigo - protected abstract void OnCantMoveRigidBody2D(KinematicBody2D go); - protected abstract Vector2 RaycastDirection(int xDir, int Ydir);//como el personaje y el enemigo tienen algunas diferencias tengo que procesar la direccioń del raycast en cada uno por separado - protected virtual bool AttempMove(int xDir,int yDir)//metodo para internar moverse esto recibe por parametro cuanto en x y cuanto en y lo marcamos como abstracto ya que esto lo haremos en cada personaje { RayCast2D hit = rayo;//tomo la referencia del nodo que esta en la función ready - bool canMove = Move(xDir,yDir,hit);// - if(!canMove)//si no se movio + bool canMove = Move(xDir,yDir,hit);////si se puede mover o no + if(canMove) return true;//el personaje tendria que mover por lo tanto salgo de esta función + + Node col = (Node)hit.GetCollider();//usando la colisicioń del raycast busco el nodo + if(col != null && col.IsInGroup("Wall"))//si el nodo colisionado esta en el grupo wall { - Node col = (Node)hit.GetCollider();//usando la colisicioń del raycast busco el nodo - if(col != null && col.IsInGroup("Wall"))//si el nodo colisionado esta en el grupo wall - { - //GD.Print("estoy conlisionado con un muro"); - OnCantMoveStaticBody2D((StaticBody2D)hit.GetCollider());//aqui tengo que pasarle el staticbody que estamos colisionando - } - if(col != null && col.IsInGroup("characters"))//si el nodo colisionado esta enel grupo character - { - //GD.Print("estoy conlisionado con un personaje"); - OnCantMoveRigidBody2D((KinematicBody2D)hit.GetCollider());//aqui tengo que pasarle el kinematicBody que estamos colisionando) - } + //GD.Print("estoy conlisionado con un muro"); + OnCantMoveStaticBody2D((StaticBody2D)hit.GetCollider());//aqui tengo que pasarle el staticbody que estamos colisionando } + else if(col != null && col.IsInGroup("characters"))//si el nodo colisionado esta enel grupo character + { + //GD.Print("estoy conlisionado con un personaje"); + OnCantMoveRigidBody2D((KinematicBody2D)hit.GetCollider());//aqui tengo que pasarle el kinematicBody que estamos colisionando) + } + return canMove;//devuelve verdadero o falso para saber si se movio o no } - + + + //Esto es relacionado al movimiento y al tipo de obstaculo + protected abstract void OnCantMoveStaticBody2D(StaticBody2D go); //aqui viene el comportamiento luego de no poder moverse,es un meotdoABstracto ya que se va a comportar de diferente manera según sea el personaje o elenemigo + protected abstract void OnCantMoveRigidBody2D(KinematicBody2D go); + protected abstract Vector2 RaycastDirection(int xDir, int Ydir);//como el personaje y el enemigo tienen algunas diferencias tengo que procesar la direccioń del raycast en cada uno por separado + + } diff --git a/codigos/Player.cs b/codigos/Player.cs index d4442ad..38992d0 100644 --- a/codigos/Player.cs +++ b/codigos/Player.cs @@ -40,6 +40,7 @@ public class Player : MovingObject Wall hitWall;//referencia a la pared que esta chocando + // Called when the node enters the scene tree for the first time. public override void _Ready() { @@ -50,18 +51,12 @@ public override void _Ready() //rb2D = thi;por ahora voy a evitarla animator = GetNode("AnimationTree");//referencia al animation three _GameManager = (GameManager)GetTree().GetNodesInGroup("GameManager")[0]; - - - playback = (AnimationNodeStateMachinePlayback)GetNode("AnimationTree").Get("parameters/playback");//accedo al nodo animation three y a la propiedad de las maquinas de estado playback.Start("PlayerIdle");//animación inicial player estatico osea igle - _SingletonVariables = GetNode("/root/SingletonVariables");//para acceder al singleton desde el player y cambiar el número del nivel y guardar el puntaje - _FoodText = (Label)GetTree().GetNodesInGroup("FoodText")[0];//accedo al nodo label que muestra la comida en la pantalla food = _SingletonVariables.food;//la comida inicial del jugador busco desde el game manager _FoodText.Text = "food " + food;//comida del jugador - //para procesar el audio y buscar los nodos scavengersFootstepNode = (AudioStreamPlayer)GetTree().GetNodesInGroup("scavengers_footstep")[0]; scavengersFruitNode = (AudioStreamPlayer)GetTree().GetNodesInGroup("scavengers_fruit")[0]; @@ -100,8 +95,9 @@ protected override bool AttempMove(int xDir, int yDir)//para mover el personaje return canMove;//regresa si se movio o no } - public override void _PhysicsProcess(float delta) + public override void _Input(InputEvent @event) { + //GD.Print(rayo.IsColliding()); if(!_GameManager.playersTurn || _GameManager.doingSetup)//si no es el turno del jugador o se esta inciando la escena con el menu { return;//dejamos de ejecutar y el personaje no se mueve @@ -109,16 +105,49 @@ public override void _PhysicsProcess(float delta) int horizontal = Convert.ToInt16((Input.GetActionStrength("d") - Input.GetActionStrength("a")) * dimensionSprite);//mover izquierda derecha int vertical = Convert.ToInt16((Input.GetActionStrength("s") - Input.GetActionStrength("w")) * dimensionSprite );//mover arriba abajo + + /*if(Input.IsActionJustPressed("a")) + { + horizontal = -32; + } + + else if(Input.IsActionJustPressed("d")) + { + horizontal = 32; + } + + else if(Input.IsActionJustPressed("s")) + { + vertical = 32; + } + + else if(Input.IsActionJustPressed("w")) + { + vertical = -32; + } + + else + { + horizontal =0; + vertical = 0; + }*/ + + //posicionDelRayo = RaycastDirection(horizontal,vertical); if(horizontal != 0)//esto es para que NO se mueva en diagonal { vertical = 0;//esto es para que NO se mueva en diagonal } + if(horizontal != 0 || vertical != 0 )///nos estamos moviendo { + //rayo.CastTo = RaycastDirection(horizontal,vertical); AttempMove(horizontal,vertical);//movemos el personaje - } + } + + } + protected override void OnCantMoveStaticBody2D(StaticBody2D pared)//si "NO" podemos movernos recibe el cuerpo estatico y es un una pared.Este es un metodo que se sobreescribe { if(pared.IsInGroup("Wall"))//si esta en el grupo suelo @@ -143,11 +172,6 @@ protected override void OnCantMoveRigidBody2D(KinematicBody2D body2D)//si "NO" p }*/ } - - - - - private void Restart() { GetTree().ReloadCurrentScene();//reinicia la scena esto puede cambiar @@ -170,7 +194,7 @@ public async void _on_Area2D_area_entered(Area _area)//esta funcion tiene una co _GameManager.doingSetup = true;//Cuando entro al area exit ya no puedo mover el personaje _SingletonVariables.level += 1;//aumento el nivel desde el singleton _SingletonVariables.food = food;//guardo el valor de la comida en el singleton - await ToSignal(GetTree().CreateTimer(1.0f),"timeout");//detengo por 1 segundo + await ToSignal(GetTree().CreateTimer(0.5f),"timeout");//detengo por 1 segundo Restart();//reinicio el nivel,voy a tener que utilizar un singleton para guardar puntajes } if(_area.IsInGroup("Food")) diff --git a/default_bus_layout.tres b/default_bus_layout.tres index 42e4613..dce6548 100644 --- a/default_bus_layout.tres +++ b/default_bus_layout.tres @@ -1,6 +1,7 @@ [gd_resource type="AudioBusLayout" format=2] [resource] +bus/0/volume_db = -80.0 bus/1/name = "music" bus/1/solo = false bus/1/mute = false 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