Remove dmore unneeded sripts and scenes.

This commit is contained in:
Relintai 2022-02-20 22:24:59 +01:00
parent 5631fd22d7
commit ec9ceddf9d
4 changed files with 0 additions and 249 deletions

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@ -1,133 +0,0 @@
extends Sprite
enum Facing {
FACING_RIGHT = 0,
FACING_LEFT = 1,
FACING_FRONT = 2,
FACING_BACK = 3
}
enum Animations {
ANIMATION_RUN = 0,
ANIMATION_WALK = 1,
ANIMATION_CAST = 2,
ANIMATION_STAND = 3
}
export(bool) var enabled : bool = true
export(float) var timer : float = 0.13
export(int) var _animset = 0
export(int) var _animset_size = 16
export(int) var _animset_count = 16
var _min_frame = 0
var _max_frame = 16 * 16
var x = 0
var y = 0
var _timer : float = 0
var _frame : int = 0
var _facing : int = Facing.FACING_RIGHT
var _current_animation : int = Animations.ANIMATION_STAND
# Called when the node enters the scene tree for the first time.
func _ready():
#set_frame(_min_frame)
update_animset()
#_sprite.set_position(Vector2(x, y))
func set_movement_vector(vector):
var a = Vector2(vector.x, vector.z)
a = a.normalized()
var base = Vector2(0, -1)
var angle = a.angle_to(base) + PI
var slice = (2*PI) / _animset_count
var num_slice = int(angle / slice)
set_animset(num_slice)
func set_animset(animest_id):
if (animest_id >= _animset_count):
_animset = _animset_count - 1
if (animest_id < 0):
_animset = 0
_animset = animest_id
#_min_frame = _animset * _animset_size
#_max_frame = _animset * _animset_size + _animset_size
func update_animset():
_animset = _current_animation * 4 + (_facing)
func _process(delta):
#set_animset(_animset)
if not enabled:
set_process(false)
return
_timer += delta
if (_timer > timer):
_timer -= timer
_frame += 1
if _frame > _animset_size - 1:
_frame = 0
set_frame(_frame + (_animset * _animset_size))
func set_to_move():
if _current_animation != Animations.ANIMATION_RUN:
_current_animation = Animations.ANIMATION_RUN
_frame = 0
func set_facing(input_direction : Vector2) -> void:
var front : bool = abs(input_direction.dot(Vector2(0, 1))) > 0.9
if front:
if input_direction.y > 0:
_facing = Facing.FACING_FRONT
else:
_facing = Facing.FACING_BACK
else:
if input_direction.x > 0.01:
_facing = Facing.FACING_RIGHT
elif input_direction.x < -0.01:
_facing = Facing.FACING_LEFT
update_animset()
func set_to_stand():
if _current_animation != Animations.ANIMATION_STAND:
_current_animation = Animations.ANIMATION_STAND
_frame = 0
update_animset()
func set_to_cast():
if _current_animation != Animations.ANIMATION_CAST:
_current_animation = Animations.ANIMATION_CAST
_frame = 0
update_animset()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func a_process(delta):
#x += int(delta * 300)
y += int(delta * 200)
if y > 700:
y = -50
set_position(Vector2(x, y))

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[gd_scene load_steps=5 format=2]
[ext_resource path="res://characters/naturalist_characteratlas.tres" type="CharacterAtlas" id=1]
[ext_resource path="res://player/CharacterSkeleton2DGD.gd" type="Script" id=2]
[ext_resource path="res://characters/CharacterSideModel.tscn" type="PackedScene" id=5]
[ext_resource path="res://characters/CharacterFrontModel.tscn" type="PackedScene" id=6]
[node name="Character" type="CharacterSkeleton2D"]
entity_type = 1
attach_point_paths/0_left_hand = NodePath("")
attach_point_paths/1_right_hand = NodePath("")
attach_point_paths/2_torso = NodePath("")
attach_point_paths/3_root = NodePath("")
attach_point_paths/4_right_hip = NodePath("")
attach_point_paths/5_left_hip = NodePath("")
attach_point_paths/6_spine_2 = NodePath("")
attach_point_paths/7_weapon_left = NodePath("")
attach_point_paths/8_weapon_right = NodePath("")
attach_point_paths/9_weapon_left_back = NodePath("")
attach_point_paths/10_weapon_right_back = NodePath("")
attach_point_paths/11_weapon_shield_left = NodePath("")
script = ExtResource( 2 )
front_node_path = NodePath("CharacterFrontModel")
front_animation_player_path = NodePath("../Character/CharacterFrontModel/AnimationPlayer")
front_animation_tree_path = NodePath("../Character/CharacterFrontModel/AnimationTree")
side_node_path = NodePath("CharacterSideModel")
side_animation_player_path = NodePath("../Character/CharacterSideModel/AnimationPlayer")
side_animation_tree_path = NodePath("../Character/CharacterSideModel/AnimationTree")
character_atlas = ExtResource( 1 )
[node name="CharacterFrontModel" parent="." instance=ExtResource( 6 )]
visible = false
[node name="Torso" parent="CharacterFrontModel/Hip" index="1"]
position = Vector2( 0, -2.33066 )
[node name="leg_r" parent="CharacterFrontModel/Hip/Torso" index="0"]
position = Vector2( -2, 1 )
[node name="CharacterSideModel" parent="." instance=ExtResource( 5 )]
[node name="arm_r" parent="CharacterSideModel" index="0"]
position = Vector2( -3.49998, -24.142 )
[node name="hand_r" parent="CharacterSideModel" index="1"]
position = Vector2( -3.49998, -18.642 )
[node name="Torso" parent="CharacterSideModel/Hip" index="3"]
position = Vector2( 5.75098e-05, -1.52647 )
[editable path="CharacterFrontModel"]
[editable path="CharacterSideModel"]

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@ -1,27 +0,0 @@
extends CharacterSkeleton2D
export(NodePath) var sprite_path : NodePath
var _sprite : Sprite
var _standing = true
func _ready():
_sprite = get_node(sprite_path)
func get_sprite() -> Sprite:
return _sprite
func move_dir(input_dir):
if _standing:
_standing = false
_sprite.set_to_move()
_sprite.set_facing(input_dir)
func stand():
if _standing:
return
_standing = true
_sprite.set_to_stand()

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@ -1,37 +0,0 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://testsave.png" type="Texture" id=1]
[ext_resource path="res://characters/CharacterSprite.gd" type="Script" id=2]
[ext_resource path="res://characters/SheetCharacter.gd" type="Script" id=3]
[ext_resource path="res://lights/light32x16.png" type="Texture" id=4]
[node name="SheetCharacter" type="CharacterSkeleton2D"]
entity_type = 1
attach_point_paths/0_left_hand = NodePath("")
attach_point_paths/1_right_hand = NodePath("")
attach_point_paths/2_torso = NodePath("")
attach_point_paths/3_root = NodePath("")
attach_point_paths/4_right_hip = NodePath("")
attach_point_paths/5_left_hip = NodePath("")
attach_point_paths/6_spine_2 = NodePath("")
attach_point_paths/7_weapon_left = NodePath("")
attach_point_paths/8_weapon_right = NodePath("")
attach_point_paths/9_weapon_left_back = NodePath("")
attach_point_paths/10_weapon_right_back = NodePath("")
attach_point_paths/11_weapon_shield_left = NodePath("")
script = ExtResource( 3 )
sprite_path = NodePath("CharacterSprite")
[node name="CharacterSprite" type="Sprite" parent="."]
modulate = Color( 0.737255, 0.737255, 0.784314, 1 )
position = Vector2( 0, -11.906 )
z_index = 1
texture = ExtResource( 1 )
hframes = 16
vframes = 16
script = ExtResource( 2 )
timer = 0.07
[node name="Light2D" type="Light2D" parent="."]
texture = ExtResource( 4 )
texture_scale = 12.0