lot of work on 2D lighting and isometric maps

added a new demo, isometric_light that does full isometric sorting,
lights, shadows, etc.
This commit is contained in:
Juan Linietsky 2015-03-09 02:34:56 -03:00
parent 2c2894ceb6
commit 09489e3a78
214 changed files with 1093 additions and 309 deletions

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@ -21,3 +21,7 @@
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
**********************************************************************

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extends KinematicBody2D
# member variables here, example:
# var a=2
# var b="textvar"
const MAX_SPEED = 300.0
const IDLE_SPEED = 10.0
const ACCEL=5.0
const VSCALE=0.5
const SHOOT_INTERVAL=0.3
var speed=Vector2()
var current_anim=""
var current_mirror=false
var shoot_countdown=0
func _input(ev):
if (ev.type==InputEvent.MOUSE_BUTTON and ev.button_index==1 and ev.pressed and shoot_countdown<=0):
var pos = get_canvas_transform().affine_inverse() * ev.pos
var dir = (pos-get_global_pos()).normalized()
var bullet = preload("res://shoot.scn").instance()
bullet.advance_dir=dir
bullet.set_pos( get_global_pos() + dir * 60 )
get_parent().add_child(bullet)
shoot_countdown=SHOOT_INTERVAL
func _fixed_process(delta):
shoot_countdown-=delta
var dir = Vector2()
if (Input.is_action_pressed("up")):
dir+=Vector2(0,-1)
if (Input.is_action_pressed("down")):
dir+=Vector2(0,1)
if (Input.is_action_pressed("left")):
dir+=Vector2(-1,0)
if (Input.is_action_pressed("right")):
dir+=Vector2(1,0)
if (dir!=Vector2()):
dir=dir.normalized()
speed = speed.linear_interpolate(dir*MAX_SPEED,delta*ACCEL)
var motion = speed * delta
motion.y*=VSCALE
motion=move(motion)
if (is_colliding()):
var n = get_collision_normal()
motion=n.slide(motion)
move(motion)
var next_anim=""
var next_mirror=false
if (dir==Vector2() and speed.length()<IDLE_SPEED):
next_anim="idle"
next_mirror=false
elif (speed.length()>IDLE_SPEED*0.1):
var angle = atan2(abs(speed.x),speed.y)
next_mirror = speed.x>0
if (angle<PI/8):
next_anim="bottom"
next_mirror=false
elif (angle<PI/4+PI/8):
next_anim="bottom_left"
elif (angle<PI*2/4+PI/8):
next_anim="left"
elif (angle<PI*3/4+PI/8):
next_anim="top_left"
else:
next_anim="top"
next_mirror=false
if (next_anim!=current_anim or next_mirror!=current_mirror):
get_node("frames").set_flip_h(next_mirror)
get_node("anim").play(next_anim)
current_anim=next_anim
current_mirror=next_mirror
func _ready():
# Initialization here
set_fixed_process(true)
set_process_input(true)
pass

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