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mipmaps/generate=false
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roughness/src_normal=""
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process/premult_alpha=false
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detect_3d/compress_to=1
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BIN
Factions/Knights/Troops/Warrior/Red/.DS_Store
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BIN
Factions/Knights/Troops/Warrior/Red/Warrior_Red.aseprite
Normal file
BIN
Factions/Knights/Troops/Warrior/Red/Warrior_Red.png
Normal file
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After Width: | Height: | Size: 82 KiB |
34
Factions/Knights/Troops/Warrior/Red/Warrior_Red.png.import
Normal file
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roughness/src_normal=""
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process/premult_alpha=false
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process/normal_map_invert_y=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
Factions/Knights/Troops/Warrior/Yellow/.DS_Store
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Normal file
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Factions/Knights/Troops/Warrior/Yellow/Warrior_Yellow.aseprite
Normal file
BIN
Factions/Knights/Troops/Warrior/Yellow/Warrior_Yellow.png
Normal file
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After Width: | Height: | Size: 82 KiB |
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detect_3d/compress_to=1
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62
Factions/Knights/Troops/base_character.gd
Normal file
@@ -0,0 +1,62 @@
|
||||
extends CharacterBody2D
|
||||
class_name BaseCharacter
|
||||
|
||||
var _can_attack: bool = true
|
||||
var _attack_animation_name: String = ""
|
||||
|
||||
@export_category("Variables")
|
||||
@export var _move_speed: float = 128.0
|
||||
@export var _left_attack_name: String
|
||||
@export var _right_attack_name: String
|
||||
@export_category("Objects")
|
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@export var _animation: AnimationPlayer
|
||||
@export var _sprite2d: Sprite2D
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
pass
|
||||
|
||||
func _physics_process(_delta: float) -> void:
|
||||
_move()
|
||||
_attack()
|
||||
_animate()
|
||||
|
||||
func _move() -> void:
|
||||
var _direction: Vector2 = Input.get_vector("move_left", "move_right", "move_up", "move_down")
|
||||
velocity = _direction * _move_speed
|
||||
move_and_slide()
|
||||
|
||||
func _attack() -> void:
|
||||
if Input.is_action_just_pressed("left_attack") and _can_attack:
|
||||
_can_attack = false
|
||||
_attack_animation_name = _left_attack_name
|
||||
set_physics_process(false)
|
||||
|
||||
if Input.is_action_just_pressed("right_attack") and _can_attack:
|
||||
_can_attack = false
|
||||
_attack_animation_name = _right_attack_name
|
||||
set_physics_process(false)
|
||||
|
||||
func _animate() -> void:
|
||||
if velocity.x > 0:
|
||||
_sprite2d.flip_h = false
|
||||
if velocity.x < 0:
|
||||
_sprite2d.flip_h = true
|
||||
|
||||
if _can_attack == false:
|
||||
_animation.play(_attack_animation_name)
|
||||
return
|
||||
|
||||
if velocity:
|
||||
_animation.play("run")
|
||||
return
|
||||
_animation.play("idle")
|
||||
|
||||
#print("direction is: " + str(_direction))
|
||||
#print("moved to " + str(velocity))
|
||||
|
||||
|
||||
func _on_animation_finished(_anim_name: StringName) -> void:
|
||||
#if _anim_name == "attack_hammer" or _anim_name == "attack_axe":
|
||||
if _anim_name == _attack_animation_name:
|
||||
_can_attack = true
|
||||
set_physics_process(true)
|
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1
Factions/Knights/Troops/base_character.gd.uid
Normal file
@@ -0,0 +1 @@
|
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uid://cbuavletjs0kl
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16
Factions/Knights/Troops/base_character.tscn
Normal file
@@ -0,0 +1,16 @@
|
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[gd_scene load_steps=2 format=3 uid="uid://dfbpq23nrtd23"]
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|
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[node name="BaseCharacter" type="CharacterBody2D" node_paths=PackedStringArray("_animation", "_sprite2d")]
|
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script = ExtResource("1_jdal0")
|
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_animation = NodePath("Animation")
|
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_sprite2d = NodePath("Texture")
|
||||
|
||||
[node name="Texture" type="Sprite2D" parent="."]
|
||||
|
||||
[node name="Collision" type="CollisionShape2D" parent="."]
|
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|
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[node name="Animation" type="AnimationPlayer" parent="."]
|
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|
||||
[connection signal="animation_finished" from="Animation" to="." method="_on_animation_finished"]
|
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