princesse/mort: gestion avancée de la mort

Lorsque la princesse meurt, une animation de mort est lancée qui la fait
disparaitre dans un tourbillon de la mort. A la fin du tourbillon de la
mort, un signal est renvoyé à la princesse pour que la scene redémarre.

Basique mais fait le taff!
This commit is contained in:
Thomas Lavocat
2023-05-01 12:54:00 +02:00
parent c8eae91233
commit 5288ca99e4
2 changed files with 67 additions and 3 deletions

View File

@@ -10,6 +10,7 @@ var gravity: int = ProjectSettings.get("physics/2d/default_gravity")
@onready var ground_far_detect := $ground_far_detect as RayCast2D
@onready var animation := $AnimatedSprite2D as AnimatedSprite2D
@onready var camera := $Camera2D as Camera2D
@onready var death_animation := $"Death player" as AnimationPlayer
################################################################################
#
@@ -43,11 +44,14 @@ var DASH_SPEED = WALKING_SPEED * 2
signal cheese_collected()
var locked = true
################################################################################
#
# Etat de la princesse
#
################################################################################
var dead = false
# Direction dans laquelle est positioné le personnage.
var direction : int = 1
@@ -276,7 +280,6 @@ func cancel_dash() -> void:
dash_step = -1
dashing=false
func choose_animation_orientation() -> void:
# Oriente l'animation correctement en fonction de laquelle on joue et de
# la direction du personnage
@@ -308,7 +311,7 @@ func move_and_handle_collisions() -> void:
var tile_rid = collider.get_collider_rid()
layer_of_collision = PhysicsServer2D.body_get_collision_layer(tile_rid)
if layer_of_collision == PICS_BLOCK_LAYER:
get_tree(). reload_current_scene()
death()
if dashing and not is_on_floor():
cancel_dash()
@@ -320,6 +323,8 @@ func get_coyote(table: Array):
func read_input() -> void:
# Lis les commandes du joueur pour piloter Princesse
if locked:
return
# Le joueur veut-il et peut-il s'accrocher au mur ?
grab_wall = pressing_wall and Input.is_action_pressed("grab" + action_suffix)
@@ -452,6 +457,8 @@ func get_new_animation() -> String:
return animation_new
func _physics_process(delta: float) -> void:
if dead:
return
compute_state()
read_input()
velocity.y = jump()
@@ -465,3 +472,20 @@ func _physics_process(delta: float) -> void:
func reload_fart() -> void:
available_dashs = min(available_dashs+1, MAX_FARTS)
Input.start_joy_vibration(0, 0, 1, 0.1)
func death() -> void:
if not dead:
print("death")
locked = true
Input.start_joy_vibration(0, 1, 1, 1)
self.rotation = 90
dead = true
death_animation.play(&"death")
func _ready():
await get_tree().create_timer(0.3).timeout
locked = false
dead = false
func _on_death_player_animation_finished(anim_name: StringName) -> void:
get_tree(). reload_current_scene()

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=31 format=3 uid="uid://dv0mokf4eogm7"]
[gd_scene load_steps=33 format=3 uid="uid://dv0mokf4eogm7"]
[ext_resource type="Script" path="res://princesse.gd" id="1_dkp7s"]
[ext_resource type="Texture2D" uid="uid://dr7fyh2rufsyj" path="res://sprite/princess_falling_direction.png" id="2_hholp"]
@@ -199,6 +199,39 @@ animations = [{
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_6r7th"]
height = 52.0
[sub_resource type="Animation" id="Animation_uo4aj"]
resource_name = "death"
length = 0.5
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("AnimatedSprite2D:rotation")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0.1, 0.5),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [0.0, 31.4159]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("AnimatedSprite2D:scale")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0.1, 0.5),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector2(1, 1), Vector2(0, 0)]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_hxxp0"]
_data = {
"death": SubResource("Animation_uo4aj")
}
[node name="Princesse" type="CharacterBody2D"]
collision_mask = 113
slide_on_ceiling = false
@@ -234,4 +267,11 @@ shape = SubResource("CapsuleShape2D_6r7th")
target_position = Vector2(0, 38)
collision_mask = 16
[node name="Death player" type="AnimationPlayer" parent="."]
libraries = {
"": SubResource("AnimationLibrary_hxxp0")
}
[connection signal="cheese_collected" from="." to="." method="reload_fart"]
[connection signal="animation_finished" from="Death player" to="." method="_on_death_player_animation_finished"]
[connection signal="animation_finished" from="Death player" to="." method="reload_scene"]