Files
Princesse-Lactose-Godot/princesse.tscn
Thomas Lavocat 99ae21ed87 niveau: avoir des niveaux indépendants
Il est maintenant possible d'avoir des niveaux indépendants et de
switcher de l'un à l'autre en utilisant une porte. La porte doit
indiquer le nom du niveau suivant et ensuite dans game.gd un mapping
statique permet de passer d'un niveau à l'autre.

Les limitations actuelles et la todo liste:

- La princesse spawn toujours au même endroit, elle devrait spawner par
  la porte qui l'a fait venir et bien sur dans la carte pas dans le vide
  à côté.
- On perds l'état du niveau quand on meurt, il faut que ça change dans
  le futur, c'est pas préssé ceci dit.
- Le niveau devrait s'inscire automatiquement à l'événement de mort de
  la princesse pour pas oublier de le faire à chaque fois.

En tout cas, ce chantier va permettre de travailler des niveaux
indépendament les uns des autres et paralléliser si on veut être
plusieurs à tweaker en parallèle.
2023-05-02 21:41:07 +02:00

318 lines
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tracks/0/type = "value"
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tracks/0/interp = 1
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gradient = SubResource("Gradient_srny4")
width = 512
height = 512
fill = 1
fill_from = Vector2(0.5, 0.5)
[node name="Princesse" type="CharacterBody2D"]
scale = Vector2(0.6, 0.6)
collision_mask = 241
slide_on_ceiling = false
floor_constant_speed = true
script = ExtResource("1_dkp7s")
JUMPING_SPEED = 230
KICK_JUMP_LIMITER = 0.7
COYOTE_LENGTH = 5
WALK_INCR_AIR = 4
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
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[node name="wall_detect_left" type="RayCast2D" parent="."]
target_position = Vector2(-10, 0)
collision_mask = 16
[node name="wall_detect_right" type="RayCast2D" parent="."]
target_position = Vector2(14, 0)
collision_mask = 16
[node name="Camera2D" type="Camera2D" parent="."]
zoom = Vector2(2, 2)
drag_horizontal_enabled = true
drag_vertical_enabled = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(1, 0)
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target_position = Vector2(0, 38)
collision_mask = 16
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texture = SubResource("GradientTexture2D_irtut")
texture_scale = 1.2
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