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split screen platformer: fix duplicate key binding

Rémi Verschelde 9 years ago
parent
commit
80aea98747
2 changed files with 2 additions and 106 deletions
  1. 2 2
      2d/split_screen_platformer/engine.cfg
  2. 0 104
      2d/split_screen_platformer/player.gd~

+ 2 - 2
2d/split_screen_platformer/engine.cfg

@@ -23,10 +23,10 @@ move_left2=[key(A)]
 move_right2=[key(D)]
 jump2=[key(W)]
 shoot2=[key(Space)]
-shoot1=[jbutton(0, 2), key(Return)]
-jump1=[key(Up), jbutton(0, 0), key(Return)]
 move_left1=[key(Left), jbutton(0, 14)]
 move_right1=[key(Right), jbutton(0, 15)]
+jump1=[key(Up), jbutton(0, 0)]
+shoot1=[jbutton(0, 2), key(Return)]
 spawn=[key(F1), jbutton(0, 11)]
 
 [physics_2d]

+ 0 - 104
2d/split_screen_platformer/player.gd~

@@ -1,104 +0,0 @@
-
-extends KinematicBody2D
-
-const GRAVITY_VEC = Vector2(0,900)
-const FLOOR_NORMAL = Vector2(0,-1)
-const SLOPE_SLIDE_STOP = 25.0
-const MIN_ONAIR_TIME = 0.1
-const WALK_SPEED = 250 # pixels/sec
-const JUMP_SPEED = 480
-const SIDING_CHANGE_SPEED = 10
-const BULLET_VELOCITY = 1000
-const SHOOT_TIME_SHOW_WEAPON = 0.2
-
-var linear_vel = Vector2()
-var onair_time = 0 # 
-var on_floor = false
-var shoot_time=99999 #time since last shot
-
-var anim=""
-
-#cache the sprite here for fast access (we will set scale to flip it often)
-onready var sprite = get_node("sprite")
-
-func _fixed_process(delta):
-	
-	#increment counters
-	
-	onair_time+=delta
-	shoot_time+=delta
-	
-	
-	### MOVEMENT ###
-	
-	# Apply Gravity
-	linear_vel += delta * GRAVITY_VEC
-	# Move and Slide
-	linear_vel = move_and_slide( linear_vel, FLOOR_NORMAL, SLOPE_SLIDE_STOP )
-	# Detect Floor
-	if (is_move_and_slide_on_floor()):
-		onair_time=0		
-		
-	on_floor = onair_time < MIN_ONAIR_TIME
-	
-	### CONTROL ###
-	
-	# Horizontal Movement
-	var target_speed = 0
-	if (Input.is_action_pressed("move_left")):
-		target_speed += -1
-	if (Input.is_action_pressed("move_right")):
-		target_speed +=  1
-		
-	target_speed *= WALK_SPEED
-	linear_vel.x = lerp( linear_vel.x, target_speed, 0.1 )
-	
-	# Jumping
-	if (Input.is_action_just_pressed("jump")):
-		linear_vel.y=-JUMP_SPEED
-		get_node("sound").play("jump")
-	
-	# Shooting		
-	
-	if (Input.is_action_just_pressed("shoot")):
-		
-		var bullet = preload("res://bullet.tscn").instance()
-		bullet.set_pos( get_node("sprite/bullet_shoot").get_global_pos() ) #use node for shoot position
-		bullet.set_linear_velocity( Vector2( sprite.get_scale().x * BULLET_VELOCITY,0 ) )		
-		bullet.add_collision_exception_with(self) # don't want player to collide with bullet
-		get_parent().add_child( bullet ) #don't want bullet to move with me, so add it as child of parent
-		get_node("sound").play("shoot")
-		shoot_time=0
-		
-		
-	### ANIMATION ###
-	
-	var new_anim="idle"
-	
-	if (on_floor):
-		if (linear_vel.x < -SIDING_CHANGE_SPEED):
-			sprite.set_scale( Vector2( -1, 1 ) )
-			new_anim="run"
-			
-		if (linear_vel.x > SIDING_CHANGE_SPEED):
-			sprite.set_scale( Vector2( 1, 1 ) )
-			new_anim="run"
-			
-	else:
-		
-		if (linear_vel.y < 0 ):
-			new_anim="jumping"
-		else:
-			new_anim="falling"
-		
-	if (shoot_time < SHOOT_TIME_SHOW_WEAPON):
-		new_anim+="_weapon"
-	
-	if (new_anim!=anim):
-		anim=new_anim
-		get_node("anim").play(anim)
-	
-	
-func _ready():
-	set_fixed_process(true)
-