Move battle sprites to new test scene
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parent
058f436a7d
commit
005152a8c3
23
Node2D.gd
23
Node2D.gd
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@ -1,27 +1,4 @@
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extends Node2D
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var PC = load('PC.tscn')
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var PCs = []
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func _ready():
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Engine.set_target_fps(60)
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var strips = len(SpriteLoader.strip_textures) # * 4 / 5
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#var strip_divide = strips * 2 / 5
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var strip_divide = strips * 1 / 5
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for i in strips:
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PCs.append(PC.instance())
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#PCs[-1].set_position(Vector2((i%strip_divide)*16, (i/strip_divide)*24*11))
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PCs[-1].set_position(Vector2((i%strip_divide)*24, (i/strip_divide)*32))
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PCs[-1].material.set_shader_param('palette', SpriteLoader.character_battle_sprite_palette_textures[i])
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PCs[-1].texture = SpriteLoader.strip_textures[i]
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add_child(PCs[-1])
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# PCs.append(PC.instance())
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# PCs[-1].set_position(Vector2(0, 2*24*11))
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# PCs[-1].material.set_shader_param('palette', SpriteLoader.character_battle_sprite_palette_textures[45])
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# PCs[-1].texture = SpriteLoader.weapon_textures['Fist']
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# add_child(PCs[-1])
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func _on_OptionButton_item_selected(ID):
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for pc in PCs:
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pc.animation = ID
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15
Node2D.tscn
15
Node2D.tscn
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@ -1,9 +1,10 @@
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[gd_scene load_steps=5 format=2]
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[gd_scene load_steps=6 format=2]
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[ext_resource path="res://palette_mat.tres" type="Material" id=1]
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[ext_resource path="res://Node2D.gd" type="Script" id=2]
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[ext_resource path="res://test/audio_system.tscn" type="PackedScene" id=3]
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[ext_resource path="res://test/worldmap_system.tscn" type="PackedScene" id=4]
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[ext_resource path="res://test/battle_sprites.tscn" type="PackedScene" id=5]
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[node name="Control" type="Control"]
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anchor_right = 1.0
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@ -15,19 +16,9 @@ position = Vector2( 16, 16 )
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scale = Vector2( 2, 2 )
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script = ExtResource( 2 )
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[node name="OptionButton" type="OptionButton" parent="Node2D"]
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anchor_bottom = 0.67
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margin_top = 180.0
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margin_right = 100.0
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margin_bottom = 170.0
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rect_scale = Vector2( 0.5, 0.5 )
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text = "Stand"
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items = [ "Stand", null, false, 0, null, "Guard", null, false, 1, null, "Walk", null, false, 2, null, "Down", null, false, 3, null, "R_Swing", null, false, 4, null, "L_Swing", null, false, 5, null, "Cheer", null, false, 6, null, "Recoil", null, false, 7, null, "Chant", null, false, 8, null ]
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selected = 0
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[node name="audio_system" parent="." instance=ExtResource( 3 )]
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position = Vector2( 0, 400 )
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[node name="worldmap_system" parent="." instance=ExtResource( 4 )]
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[connection signal="item_selected" from="Node2D/OptionButton" to="Node2D" method="_on_OptionButton_item_selected"]
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[node name="battle_sprites" parent="." instance=ExtResource( 5 )]
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@ -0,0 +1,25 @@
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extends Node2D
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var PC = load('res://PC.tscn')
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var PCs = []
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func _ready() -> void:
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var strips = len(SpriteLoader.strip_textures) # * 4 / 5
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#var strip_divide = strips * 2 / 5
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var strip_divide = strips * 1 / 5
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for i in strips:
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PCs.append(PC.instance())
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#PCs[-1].set_position(Vector2((i%strip_divide)*16, (i/strip_divide)*24*11))
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PCs[-1].set_position(Vector2((i%strip_divide)*24, (i/strip_divide)*32))
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PCs[-1].material.set_shader_param('palette', SpriteLoader.character_battle_sprite_palette_textures[i])
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PCs[-1].texture = SpriteLoader.strip_textures[i]
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add_child(PCs[-1])
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# PCs.append(PC.instance())
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# PCs[-1].set_position(Vector2(0, 2*24*11))
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# PCs[-1].material.set_shader_param('palette', SpriteLoader.character_battle_sprite_palette_textures[45])
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# PCs[-1].texture = SpriteLoader.weapon_textures['Fist']
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# add_child(PCs[-1])
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func _on_OptionButton_item_selected(ID):
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for pc in PCs:
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pc.animation = ID
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@ -0,0 +1,19 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://test/battle_sprites.gd" type="Script" id=1]
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[node name="battle_sprites" type="Node2D"]
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scale = Vector2( 2, 2 )
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script = ExtResource( 1 )
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[node name="OptionButton" type="OptionButton" parent="."]
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anchor_bottom = 0.67
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margin_top = 160.0
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margin_right = 100.0
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margin_bottom = 180.0
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rect_scale = Vector2( 0.5, 0.5 )
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text = "Stand"
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items = [ "Stand", null, false, 0, null, "Guard", null, false, 1, null, "Walk", null, false, 2, null, "Down", null, false, 3, null, "R_Swing", null, false, 4, null, "L_Swing", null, false, 5, null, "Cheer", null, false, 6, null, "Recoil", null, false, 7, null, "Chant", null, false, 8, null ]
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selected = 0
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[connection signal="item_selected" from="OptionButton" to="." method="_on_OptionButton_item_selected"]
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