Compare commits
No commits in common. "2ff77e8f2a754bed1ae7b2f93b399e6fda9ae8ca" and "fad0d8614e520885ccf15ee79986d38c46c0ba04" have entirely different histories.
2ff77e8f2a
...
fad0d8614e
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@ -24,12 +24,11 @@
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@ -250,396 +249,403 @@
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style="font-size:16px;line-height:1;font-family:'IBM Plex Sans';-inkscape-font-specification:'IBM Plex Sans';text-decoration-color:#000000;white-space:pre;shape-inside:url(#rect1);shape-padding:31.8441;display:inline;fill:#1b1b1b;stroke-width:3.00094;stroke-linejoin:round"><tspan
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id="tspan10"><tspan
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id="tspan4"><tspan
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style="font-weight:bold"
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id="tspan2">Concept</tspan><tspan
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id="tspan1">Concept</tspan><tspan
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style="-inkscape-font-specification:'IBM Plex Sans, Normal'"
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id="tspan11">3D fixed camera dungeon crawler where the player is placed in a randomly selected sequence of rooms
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id="tspan5">3D fixed camera dungeon crawler where the player is placed in a randomly selected sequence of rooms
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</tspan></tspan><tspan
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x="31.84375"
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y="76.32375"
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id="tspan15"><tspan
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id="tspan88"><tspan
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style="-inkscape-font-specification:'IBM Plex Sans, Normal'"
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id="tspan13">and asked to clear as many rooms as possible within a 5min timeframe.
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id="tspan7">and asked to clear as many rooms as possible within a 5min timeframe.
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</tspan></tspan><tspan
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x="31.84375"
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id="tspan17"><tspan
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id="tspan129"><tspan
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id="tspan122">
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</tspan></tspan><tspan
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x="31.84375"
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id="tspan141"><tspan
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style="-inkscape-font-specification:'IBM Plex Sans, Normal'"
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id="tspan18">The environments are an overgrown forest ruin made using a combination of the Nature pack and Prototype assets.
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id="tspan131">The environments are an overgrown forest ruin made using a combination of the Nature pack and Prototype assets.
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</tspan></tspan><tspan
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x="31.84375"
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</tspan></tspan><tspan
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x="31.84375"
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id="tspan25"><tspan
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id="tspan155"><tspan
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style="-inkscape-font-specification:'IBM Plex Sans, Normal'"
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id="tspan22">The </tspan><tspan
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id="tspan150">The </tspan><tspan
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style="font-weight:bold"
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id="tspan23">player</tspan><tspan
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id="tspan153">player</tspan><tspan
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style="-inkscape-font-specification:'IBM Plex Sans, Normal'"
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id="tspan24"> can move horizontally with the Joystick or WASD. The player has two weapons which
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id="tspan154"> can move horizontally with the Joystick or WASD. The player has two weapons which
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</tspan></tspan><tspan
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x="31.84375"
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y="156.32375"
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id="tspan27"><tspan
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id="tspan157"><tspan
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style="-inkscape-font-specification:'IBM Plex Sans, Normal'"
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id="tspan26">bound to two buttons (left/right mousebutton or X/Y).
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id="tspan156">bound to two buttons (left/right mousebutton or X/Y).
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</tspan></tspan><tspan
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x="31.84375"
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y="172.32375"
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id="tspan29"><tspan
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id="tspan158">
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</tspan></tspan><tspan
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x="31.84375"
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id="tspan160">
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</tspan></tspan><tspan
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x="31.84375"
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y="204.32375"
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</tspan></tspan><tspan
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x="31.84375"
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</tspan></tspan><tspan
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x="31.84375"
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</tspan></tspan><tspan
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x="31.84375"
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y="252.32375"
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id="tspan39"><tspan
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</tspan></tspan><tspan
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x="31.84375"
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id="tspan171"><tspan
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style="-inkscape-font-specification:'IBM Plex Sans, Normal'"
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id="tspan40">There are three kinds of enemies.
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id="tspan170">There are three kinds of enemies.
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</tspan></tspan><tspan
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x="31.84375"
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y="284.32375"
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id="tspan44"><tspan
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id="tspan174"><tspan
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||||
style="font-weight:bold"
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id="tspan42">"Fodder"</tspan><tspan
|
||||
id="tspan172">"Fodder"</tspan><tspan
|
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style="-inkscape-font-specification:'IBM Plex Sans, Normal'"
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id="tspan43"> that are slow and die easilly, but if they do end up hitting you they hurt a lot.
|
||||
id="tspan173"> that are slow and die easilly, but if they do end up hitting you they hurt a lot.
|
||||
</tspan></tspan><tspan
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x="31.84375"
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y="300.32375"
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id="tspan46"><tspan
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id="tspan176"><tspan
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style="-inkscape-font-specification:'IBM Plex Sans, Normal'"
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id="tspan45">
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id="tspan175">
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</tspan></tspan><tspan
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x="31.84375"
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y="316.32375"
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id="tspan48"><tspan
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id="tspan178"><tspan
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style="-inkscape-font-specification:'IBM Plex Sans, Normal'"
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id="tspan47">
|
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id="tspan177">
|
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</tspan></tspan><tspan
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x="31.84375"
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y="332.32375"
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id="tspan50"><tspan
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id="tspan180"><tspan
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style="-inkscape-font-specification:'IBM Plex Sans, Normal'"
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id="tspan49">
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id="tspan179">
|
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</tspan></tspan><tspan
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x="31.84375"
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y="348.32375"
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id="tspan52"><tspan
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id="tspan182"><tspan
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style="-inkscape-font-specification:'IBM Plex Sans, Normal'"
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id="tspan51">
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id="tspan181">
|
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</tspan></tspan><tspan
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x="31.84375"
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y="364.32375"
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id="tspan55"><tspan
|
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id="tspan185"><tspan
|
||||
style="font-weight:bold"
|
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id="tspan53">"Tanks"</tspan><tspan
|
||||
id="tspan183">"Tanks"</tspan><tspan
|
||||
style="-inkscape-font-specification:'IBM Plex Sans, Normal'"
|
||||
id="tspan54"> which don't hit very hard but survive for longer.
|
||||
id="tspan184"> which don't hit very hard but survive for longer.
|
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</tspan></tspan><tspan
|
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x="31.84375"
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y="380.32375"
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id="tspan57"><tspan
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id="tspan187"><tspan
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style="-inkscape-font-specification:'IBM Plex Sans, Normal'"
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id="tspan56">
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id="tspan186">
|
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</tspan></tspan><tspan
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x="31.84375"
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y="396.32375"
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id="tspan59"><tspan
|
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id="tspan189"><tspan
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style="-inkscape-font-specification:'IBM Plex Sans, Normal'"
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id="tspan58">
|
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id="tspan188">
|
||||
</tspan></tspan><tspan
|
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x="31.84375"
|
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y="412.32375"
|
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id="tspan61"><tspan
|
||||
id="tspan191"><tspan
|
||||
style="font-weight:bold"
|
||||
id="tspan60">
|
||||
id="tspan190">
|
||||
</tspan></tspan><tspan
|
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x="31.84375"
|
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y="428.32375"
|
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id="tspan64"><tspan
|
||||
id="tspan194"><tspan
|
||||
style="font-weight:bold"
|
||||
id="tspan62">"Ranged"</tspan><tspan
|
||||
id="tspan192">"Ranged"</tspan><tspan
|
||||
style="-inkscape-font-specification:'IBM Plex Sans, Normal'"
|
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id="tspan63"> which, like fodder have low health, low speed, and like the tank low damage, but can hit from a range.
|
||||
id="tspan193"> which, like fodder have low health, low speed, and like the tank low damage, but can hit from a range.
|
||||
</tspan></tspan><tspan
|
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x="31.84375"
|
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y="444.32375"
|
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id="tspan66"><tspan
|
||||
id="tspan196"><tspan
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style="-inkscape-font-specification:'IBM Plex Sans, Normal'"
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id="tspan65">
|
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id="tspan195">
|
||||
</tspan></tspan><tspan
|
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x="31.84375"
|
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y="460.32375"
|
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id="tspan68"><tspan
|
||||
id="tspan198"><tspan
|
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style="-inkscape-font-specification:'IBM Plex Sans, Normal'"
|
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id="tspan67">
|
||||
id="tspan197">
|
||||
</tspan></tspan><tspan
|
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x="31.84375"
|
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y="476.32375"
|
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id="tspan70"><tspan
|
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id="tspan200"><tspan
|
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style="-inkscape-font-specification:'IBM Plex Sans, Normal'"
|
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id="tspan69">
|
||||
id="tspan199">
|
||||
</tspan></tspan><tspan
|
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x="31.84375"
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y="492.32375"
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id="tspan72"><tspan
|
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id="tspan202"><tspan
|
||||
style="-inkscape-font-specification:'IBM Plex Sans, Normal'"
|
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id="tspan71">There is a "Berserk" powerup which will give the player the power to defeat enemies in one hit for a few seconds, but when it ends it </tspan></tspan><tspan
|
||||
id="tspan201">There is a "Berserk" powerup which will give the player the power to defeat enemies in one hit for a few seconds, but when it ends it </tspan></tspan><tspan
|
||||
x="31.84375"
|
||||
y="508.32375"
|
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id="tspan74"><tspan
|
||||
id="tspan204"><tspan
|
||||
style="-inkscape-font-specification:'IBM Plex Sans, Normal'"
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||||
id="tspan73">leaves the player unable to act for a second.
|
||||
id="tspan203">leaves the player unable to act for a second.
|
||||
</tspan></tspan><tspan
|
||||
x="31.84375"
|
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y="524.32375"
|
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id="tspan76"><tspan
|
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id="tspan206"><tspan
|
||||
style="-inkscape-font-specification:'IBM Plex Sans, Normal'"
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id="tspan75">Meaning that if the player fails to clear the room in the "berserk" time, they'll take a lot of hits.
|
||||
id="tspan205">Meaning that if the player fails to clear the room in the "berserk" time, they'll take a lot of hits.
|
||||
</tspan></tspan><tspan
|
||||
x="31.84375"
|
||||
y="540.32375"
|
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id="tspan78"><tspan
|
||||
id="tspan208"><tspan
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style="-inkscape-font-specification:'IBM Plex Sans, Normal'"
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id="tspan77">
|
||||
id="tspan207">
|
||||
</tspan></tspan><tspan
|
||||
x="31.84375"
|
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y="556.32375"
|
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id="tspan80"><tspan
|
||||
id="tspan210"><tspan
|
||||
style="-inkscape-font-specification:'IBM Plex Sans, Normal'"
|
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id="tspan79">There is a "speedup" powerup, which will increase the animation/movement speed for the player but drains health while active (always </tspan></tspan><tspan
|
||||
id="tspan209">There is a "speedup" powerup, which will increase the animation/movement speed for the player but drains health while active (always </tspan></tspan><tspan
|
||||
x="31.84375"
|
||||
y="572.32375"
|
||||
id="tspan84"><tspan
|
||||
id="tspan212"><tspan
|
||||
style="-inkscape-font-specification:'IBM Plex Sans, Normal'"
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id="tspan81">leaving a small amount to avoid frustrating deaths).</tspan></tspan></text><text
|
||||
id="tspan211">leaving a small amount to avoid frustrating deaths).</tspan></tspan></text><text
|
||||
xml:space="preserve"
|
||||
transform="matrix(0.26458333,0,0,0.26458333,-5.8858161,-9.7341241)"
|
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id="text3"
|
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style="font-size:16px;line-height:1;font-family:'IBM Plex Sans';-inkscape-font-specification:'IBM Plex Sans, Normal';text-decoration-color:#000000;white-space:pre;shape-inside:url(#rect3);shape-padding:23.7099;display:inline;fill:#1b1b1b;stroke-width:3.00094;stroke-linejoin:round"><tspan
|
||||
x="1205.7305"
|
||||
y="71.800313"
|
||||
id="tspan87"><tspan
|
||||
id="tspan214"><tspan
|
||||
style="font-weight:bold"
|
||||
id="tspan85">Player:
|
||||
id="tspan213">Player:
|
||||
</tspan></tspan><tspan
|
||||
x="1205.7305"
|
||||
y="87.800313"
|
||||
id="tspan88">- A warrior with an axe and a sword.
|
||||
id="tspan215">- A warrior with an axe and a sword.
|
||||
</tspan><tspan
|
||||
x="1205.7305"
|
||||
y="103.80031"
|
||||
id="tspan89">
|
||||
id="tspan216">
|
||||
</tspan><tspan
|
||||
x="1205.7305"
|
||||
y="119.80031"
|
||||
id="tspan91"><tspan
|
||||
id="tspan218"><tspan
|
||||
style="font-weight:bold"
|
||||
id="tspan90">Objectives:
|
||||
id="tspan217">Objectives:
|
||||
</tspan></tspan><tspan
|
||||
x="1205.7305"
|
||||
y="135.80031"
|
||||
id="tspan94">- Defeat all enemies.<tspan
|
||||
id="tspan220">- Defeat all enemies.<tspan
|
||||
style="font-weight:bold"
|
||||
id="tspan93">
|
||||
id="tspan219">
|
||||
</tspan></tspan><tspan
|
||||
x="1205.7305"
|
||||
y="151.80031"
|
||||
id="tspan95">- Move to the next room.
|
||||
id="tspan221">- Move to the next room.
|
||||
</tspan><tspan
|
||||
x="1205.7305"
|
||||
y="167.80031"
|
||||
id="tspan96">
|
||||
id="tspan222">
|
||||
</tspan><tspan
|
||||
x="1205.7305"
|
||||
y="183.80031"
|
||||
id="tspan99"><tspan
|
||||
id="tspan224"><tspan
|
||||
style="font-weight:bold"
|
||||
id="tspan98">Resources:
|
||||
id="tspan223">Resources:
|
||||
</tspan></tspan><tspan
|
||||
x="1205.7305"
|
||||
y="199.80031"
|
||||
id="tspan100">- Health, depending on what they get hit by, the player can take 4-7 hits
|
||||
id="tspan225">- Health, depending on what they get hit by, the player can take 4-7 hits
|
||||
</tspan><tspan
|
||||
x="1205.7305"
|
||||
y="215.80031"
|
||||
id="tspan101">- Time, 5 minutes
|
||||
id="tspan226">- Time, 5 minutes
|
||||
</tspan><tspan
|
||||
x="1205.7305"
|
||||
y="231.80031"
|
||||
id="tspan102">
|
||||
id="tspan227">
|
||||
</tspan><tspan
|
||||
x="1205.7305"
|
||||
y="247.80031"
|
||||
id="tspan104"><tspan
|
||||
id="tspan229"><tspan
|
||||
style="font-weight:bold"
|
||||
id="tspan103">Mechanics:
|
||||
id="tspan228">Mechanics:
|
||||
</tspan></tspan><tspan
|
||||
x="1205.7305"
|
||||
y="263.80031"
|
||||
id="tspan105">- Short/light/weak attack with the axe
|
||||
id="tspan230">- Short/light/weak attack with the axe
|
||||
</tspan><tspan
|
||||
x="1205.7305"
|
||||
y="279.80031"
|
||||
id="tspan106">- Long/heavy/strong attack with the sword
|
||||
id="tspan231">- Long/heavy/strong attack with the sword
|
||||
</tspan><tspan
|
||||
x="1205.7305"
|
||||
y="295.80031"
|
||||
id="tspan108">- Berserk powerup that has a long vulnerablility period at the end
|
||||
id="tspan232">- Berserk powerup that has a long vulnerablility period at the end
|
||||
</tspan><tspan
|
||||
x="1205.7305"
|
||||
y="311.80031"
|
||||
id="tspan109">- Speed powerup that saps in the ballpark of 30% of the player's max health
|
||||
id="tspan233">- Speed powerup that saps in the ballpark of 30% of the player's max health
|
||||
</tspan><tspan
|
||||
x="1205.7305"
|
||||
y="327.80031"
|
||||
id="tspan110">- The game timer ticks down to game over
|
||||
id="tspan234">- The game timer ticks down to game over
|
||||
</tspan><tspan
|
||||
x="1205.7305"
|
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y="343.80031"
|
||||
id="tspan111">- Rooms will spawn enemies in randomly selected waves.
|
||||
id="tspan235">- Rooms will spawn enemies in randomly selected waves.
|
||||
</tspan><tspan
|
||||
x="1205.7305"
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y="359.80031"
|
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id="tspan112">- Progress requires killing all waves of enemies
|
||||
id="tspan236">- Progress requires killing all waves of enemies
|
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</tspan><tspan
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x="1205.7305"
|
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y="375.80031"
|
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id="tspan113">
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id="tspan237">
|
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</tspan><tspan
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x="1205.7305"
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y="391.80031"
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id="tspan116"><tspan
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id="tspan239"><tspan
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style="font-weight:bold"
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id="tspan114">Dynamics:
|
||||
id="tspan238">Dynamics:
|
||||
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|
||||
x="1205.7305"
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y="407.80031"
|
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id="tspan117">- The player has to decide whether to short or long attack based on their windup/recovery durations.
|
||||
id="tspan240">- The player has to decide whether to short or long attack based on their windup/recovery durations.
|
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</tspan><tspan
|
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x="1205.7305"
|
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y="423.80031"
|
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id="tspan118"> - deciding to use a long when you shouldn't would lead to getting hit during windup (canceling the action) or during winddown.
|
||||
id="tspan241"> - deciding to use a long when you shouldn't would lead to getting hit during windup (canceling the action) or during winddown.
|
||||
</tspan><tspan
|
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x="1205.7305"
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y="439.80031"
|
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id="tspan119"> - But a light attack could fail to eliminate a threat in time.
|
||||
id="tspan242"> - But a light attack could fail to eliminate a threat in time.
|
||||
</tspan><tspan
|
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x="1205.7305"
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y="455.80031"
|
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id="tspan120">- The player can make heavy attacks more useful by finding a speedup, but that goes at the cost of health.
|
||||
id="tspan243">- The player can make heavy attacks more useful by finding a speedup, but that goes at the cost of health.
|
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</tspan><tspan
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y="471.80031"
|
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id="tspan121">- The player can make light attacks more useful by finding a berserk powerup, but at the risk of leaving themselves exposed after it fails.
|
||||
id="tspan244">- The player can make light attacks more useful by finding a berserk powerup, but at the risk of leaving themselves exposed after it fails.
|
||||
</tspan><tspan
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x="1205.7305"
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y="487.80031"
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id="tspan122">
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id="tspan245">
|
||||
</tspan><tspan
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x="1205.7305"
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y="503.80031"
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id="tspan124"><tspan
|
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id="tspan247"><tspan
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style="font-weight:bold"
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id="tspan123">Conflict:</tspan>
|
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id="tspan246">Conflict:</tspan>
|
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</tspan><tspan
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x="1205.7305"
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y="519.80031"
|
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id="tspan125">- The player cannot progress without defeating enemies.
|
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id="tspan248">- The player cannot progress without defeating enemies.
|
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</tspan><tspan
|
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x="1205.7305"
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y="535.80031"
|
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id="tspan126">- The enemies will attack the player.
|
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id="tspan249">- The enemies will attack the player.
|
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</tspan><tspan
|
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x="1205.7305"
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y="551.80031"
|
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id="tspan127">
|
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id="tspan250">
|
||||
</tspan><tspan
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x="1205.7305"
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y="567.80031"
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id="tspan129"><tspan
|
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id="tspan252"><tspan
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style="font-weight:bold"
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id="tspan128">Boundaries:
|
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id="tspan251">Boundaries:
|
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|
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|
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y="583.80031"
|
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id="tspan130">- The player cannot leave the room they're in until all enemies are defeated.
|
||||
id="tspan253">- The player cannot leave the room they're in until all enemies are defeated.
|
||||
</tspan><tspan
|
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x="1205.7305"
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y="599.80031"
|
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id="tspan131">- The player cannot stop an attack until it's animation is finished.
|
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id="tspan254">- The player cannot stop an attack until it's animation is finished.
|
||||
</tspan><tspan
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x="1205.7305"
|
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y="615.80031"
|
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id="tspan132">
|
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id="tspan255">
|
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</tspan><tspan
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x="1205.7305"
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y="631.80031"
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id="tspan134"><tspan
|
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id="tspan257"><tspan
|
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style="font-weight:bold"
|
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id="tspan133">Outcome:
|
||||
id="tspan256">Outcome:
|
||||
</tspan></tspan><tspan
|
||||
x="1205.7305"
|
||||
y="647.80031"
|
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id="tspan136">- The game ends when the player runs out of time or health<tspan
|
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id="tspan259">- The game ends when the player runs out of time or health<tspan
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style="font-weight:bold"
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id="tspan135">
|
||||
id="tspan258">
|
||||
</tspan></tspan><tspan
|
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x="1205.7305"
|
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y="663.80031"
|
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id="tspan137">- The player is scored based on the number of enemies defeated
|
||||
id="tspan260">- The player is scored based on the number of enemies defeated
|
||||
</tspan><tspan
|
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x="1205.7305"
|
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y="679.80031"
|
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id="tspan138">- After the game end screen, the game is reset for the next person. </tspan></text><image
|
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id="tspan261">- After the game end screen, the game is reset for the next person. </tspan></text><image
|
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preserveAspectRatio="none"
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|
||||
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|
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height="27.455114"
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preserveAspectRatio="none"
|
||||
|
@ -956,8 +962,6 @@
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|
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|
@ -1042,8 +1046,7 @@
|
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id="tspan148"
|
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y="123.89542">Hit time</tspan></text></g><g
|
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|
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y="123.89542">Hit time</tspan></text></g><text
|
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xml:space="preserve"
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x="477.50571"
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|
@ -1065,7 +1068,7 @@
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x="515.86322"
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|
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y="136.34253">light</tspan></text><text
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xml:space="preserve"
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[node name="Root Scene22" parent="WorldEnvironment/LightmapGI" instance=ExtResource("7_t3wqq")]
|
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transform = Transform3D(0.985559, 0, 0.169332, 0, 1, 0, -0.169332, 0, 0.985559, 7.14722, 0, -5.80763)
|
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|
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[node name="Root Scene23" parent="WorldEnvironment/LightmapGI" instance=ExtResource("7_t3wqq")]
|
||||
transform = Transform3D(0.985559, 0, 0.169332, 0, 1, 0, -0.169332, 0, 0.985559, 7.14722, 1, -5.80763)
|
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|
||||
[node name="Root Scene24" parent="WorldEnvironment/LightmapGI" instance=ExtResource("7_t3wqq")]
|
||||
transform = Transform3D(0.985559, 0, 0.169332, 0, 1, 0, -0.169332, 0, 0.985559, 7.14722, 2, -5.80763)
|
||||
|
||||
[node name="Root Scene21" parent="WorldEnvironment/LightmapGI" instance=ExtResource("7_t3wqq")]
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transform = Transform3D(0.86674, 0, 0.49876, 0, 1, 0, -0.49876, 0, 0.86674, -1.89462, 2, -4.39425)
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|
||||
[node name="Root Scene27" parent="WorldEnvironment/LightmapGI" instance=ExtResource("2_w1kt7")]
|
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.124688, 0, 3.40266)
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||||
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[node name="Root Scene28" parent="WorldEnvironment/LightmapGI" instance=ExtResource("3_tpbl0")]
|
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.629966, 0, 4.02042)
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[node name="Root Scene" parent="WorldEnvironment" instance=ExtResource("9_ypm82")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.568564, -0.711053, -0.05379)
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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transform = Transform3D(0.747775, -0.341732, 0.569255, 0, 0.857374, 0.514694, -0.663952, -0.384875, 0.641123, 0, 1.75292, 0)
|
||||
|
|
BIN
godot/Models/Characters/Animations/BasicMotions@Idle01 - Idle02.fbx (Stored with Git LFS)
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godot/Models/Characters/Animations/BasicMotions@Idle01 - Idle02.fbx (Stored with Git LFS)
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File diff suppressed because it is too large
Load Diff
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@ -38,13 +38,6 @@ _subresources={
|
|||
"lambert3": {
|
||||
"use_external/enabled": true,
|
||||
"use_external/path": "res://Models/Characters/Materials/lambert3.tres"
|
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}
|
||||
},
|
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||||
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"retarget/bone_map": Object(BoneMap,"resource_local_to_scene":false,"resource_name":"","profile":Object(SkeletonProfileHumanoid,"resource_local_to_scene":false,"resource_name":"","root_bone":&"Root","scale_base_bone":&"Hips","group_size":4,"bone_size":56,"script":null)
|
||||
,"bonemap":null,"bone_map/Root":&"Root","bone_map/Hips":&"Hips","bone_map/Spine":&"Spine_01","bone_map/Chest":&"Spine_02","bone_map/UpperChest":&"Spine_03","bone_map/Neck":&"Neck","bone_map/Head":&"Head","bone_map/LeftEye":&"","bone_map/RightEye":&"","bone_map/Jaw":&"","bone_map/LeftShoulder":&"Clavicle_L","bone_map/LeftUpperArm":&"Shoulder_L","bone_map/LeftLowerArm":&"Elbow_L","bone_map/LeftHand":&"Hand_L","bone_map/LeftThumbMetacarpal":&"Thumb_01","bone_map/LeftThumbProximal":&"Thumb_02","bone_map/LeftThumbDistal":&"Thumb_03","bone_map/LeftIndexProximal":&"IndexFinger_01","bone_map/LeftIndexIntermediate":&"IndexFinger_02","bone_map/LeftIndexDistal":&"IndexFinger_03","bone_map/LeftMiddleProximal":&"","bone_map/LeftMiddleIntermediate":&"","bone_map/LeftMiddleDistal":&"","bone_map/LeftRingProximal":&"Finger_01","bone_map/LeftRingIntermediate":&"Finger_02","bone_map/LeftRingDistal":&"Finger_03","bone_map/LeftLittleProximal":&"","bone_map/LeftLittleIntermediate":&"","bone_map/LeftLittleDistal":&"","bone_map/RightShoulder":&"Clavicle_R","bone_map/RightUpperArm":&"Shoulder_R","bone_map/RightLowerArm":&"Elbow_R","bone_map/RightHand":&"Hand_R","bone_map/RightThumbMetacarpal":&"Thumb_01_2","bone_map/RightThumbProximal":&"Thumb_02_2","bone_map/RightThumbDistal":&"Thumb_03_2","bone_map/RightIndexProximal":&"IndexFinger_01_2","bone_map/RightIndexIntermediate":&"IndexFinger_02_2","bone_map/RightIndexDistal":&"IndexFinger_03_2","bone_map/RightMiddleProximal":&"","bone_map/RightMiddleIntermediate":&"","bone_map/RightMiddleDistal":&"","bone_map/RightRingProximal":&"Finger_01_2","bone_map/RightRingIntermediate":&"Finger_02_2","bone_map/RightRingDistal":&"Finger_03_2","bone_map/RightLittleProximal":&"","bone_map/RightLittleIntermediate":&"","bone_map/RightLittleDistal":&"","bone_map/LeftUpperLeg":&"UpperLeg_L","bone_map/LeftLowerLeg":&"LowerLeg_L","bone_map/LeftFoot":&"Ankle_L","bone_map/LeftToes":&"Toes_L","bone_map/RightUpperLeg":&"UpperLeg_R","bone_map/RightLowerLeg":&"LowerLeg_R","bone_map/RightFoot":&"Ankle_R","bone_map/RightToes":&"Toes_R","script":null)
|
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|
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}
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}
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}
|
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|
|
|
@ -1,63 +0,0 @@
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|||
[gd_resource type="BoneMap" load_steps=2 format=3 uid="uid://dqydbxj1rggyb"]
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[sub_resource type="SkeletonProfileHumanoid" id="SkeletonProfileHumanoid_7s4cy"]
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||||
|
||||
[resource]
|
||||
profile = SubResource("SkeletonProfileHumanoid_7s4cy")
|
||||
bonemap = null
|
||||
bone_map/Root = &"root"
|
||||
bone_map/Hips = &"B-hips"
|
||||
bone_map/Spine = &"B-spine"
|
||||
bone_map/Chest = &"B-chest"
|
||||
bone_map/UpperChest = &"B-upperChest"
|
||||
bone_map/Neck = &"B-neck"
|
||||
bone_map/Head = &"B-head"
|
||||
bone_map/LeftEye = &""
|
||||
bone_map/RightEye = &""
|
||||
bone_map/Jaw = &""
|
||||
bone_map/LeftShoulder = &"B-shoulder_L"
|
||||
bone_map/LeftUpperArm = &"B-upper_arm_L"
|
||||
bone_map/LeftLowerArm = &"B-forearm_L"
|
||||
bone_map/LeftHand = &"B-hand_L"
|
||||
bone_map/LeftThumbMetacarpal = &"B-thumb_01_L"
|
||||
bone_map/LeftThumbProximal = &"B-thumb_02_L"
|
||||
bone_map/LeftThumbDistal = &"B-thumb_03_L"
|
||||
bone_map/LeftIndexProximal = &"B-f_index_01_L"
|
||||
bone_map/LeftIndexIntermediate = &"B-f_index_02_L"
|
||||
bone_map/LeftIndexDistal = &"B-f_index_03_L"
|
||||
bone_map/LeftMiddleProximal = &"B-f_middle_01_L"
|
||||
bone_map/LeftMiddleIntermediate = &"B-f_middle_02_L"
|
||||
bone_map/LeftMiddleDistal = &"B-f_middle_03_L"
|
||||
bone_map/LeftRingProximal = &"B-f_ring_01_L"
|
||||
bone_map/LeftRingIntermediate = &"B-f_ring_02_L"
|
||||
bone_map/LeftRingDistal = &"B-f_ring_03_L"
|
||||
bone_map/LeftLittleProximal = &"B-f_pinky_01_L"
|
||||
bone_map/LeftLittleIntermediate = &"B-f_pinky_02_L"
|
||||
bone_map/LeftLittleDistal = &"B-f_pinky_03_L"
|
||||
bone_map/RightShoulder = &"B-shoulder_R"
|
||||
bone_map/RightUpperArm = &"B-upper_arm_R"
|
||||
bone_map/RightLowerArm = &"B-forearm_R"
|
||||
bone_map/RightHand = &"B-hand_R"
|
||||
bone_map/RightThumbMetacarpal = &"B-thumb_01_R"
|
||||
bone_map/RightThumbProximal = &"B-thumb_02_R"
|
||||
bone_map/RightThumbDistal = &"B-thumb_03_R"
|
||||
bone_map/RightIndexProximal = &"B-f_index_01_R"
|
||||
bone_map/RightIndexIntermediate = &"B-f_index_02_R"
|
||||
bone_map/RightIndexDistal = &"B-f_index_03_R"
|
||||
bone_map/RightMiddleProximal = &"B-f_middle_01_R"
|
||||
bone_map/RightMiddleIntermediate = &"B-f_middle_02_R"
|
||||
bone_map/RightMiddleDistal = &"B-f_middle_03_R"
|
||||
bone_map/RightRingProximal = &"B-f_ring_01_R"
|
||||
bone_map/RightRingIntermediate = &"B-f_ring_02_R"
|
||||
bone_map/RightRingDistal = &"B-f_ring_03_R"
|
||||
bone_map/RightLittleProximal = &"B-f_pinky_01_R"
|
||||
bone_map/RightLittleIntermediate = &"B-f_pinky_02_R"
|
||||
bone_map/RightLittleDistal = &"B-f_pinky_03_R"
|
||||
bone_map/LeftUpperLeg = &"B-thigh_L"
|
||||
bone_map/LeftLowerLeg = &"B-shin_L"
|
||||
bone_map/LeftFoot = &"B-foot_L"
|
||||
bone_map/LeftToes = &"B-toe_L"
|
||||
bone_map/RightUpperLeg = &"B-thigh_R"
|
||||
bone_map/RightLowerLeg = &"B-shin_R"
|
||||
bone_map/RightFoot = &"B-foot_R"
|
||||
bone_map/RightToes = &"B-toe_R"
|
|
@ -35,14 +35,6 @@ _subresources={
|
|||
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|
||||
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|
||||
}
|
||||
},
|
||||
"nodes": {
|
||||
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|
||||
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|
||||
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|
||||
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}
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gltf/naming_version=1
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|
|
|
@ -3,26 +3,25 @@
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||||
|
@ -32,4 +31,4 @@ process/normal_map_invert_y=false
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|
@ -1,8 +0,0 @@
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[gd_resource type="StandardMaterial3D" load_steps=2 format=3 uid="uid://eqoubuetw1vv"]
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[resource]
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cull_mode = 2
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@ -1,8 +0,0 @@
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[gd_resource type="StandardMaterial3D" load_steps=2 format=3 uid="uid://b16k8isx1jl3g"]
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|
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|
||||
[resource]
|
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@ -1,8 +0,0 @@
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|
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[resource]
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@ -1,6 +0,0 @@
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|
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||||
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||||
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||||
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||||
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||||
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@ -1,34 +0,0 @@
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meshes/lightmap_texel_size=0.2
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|
1702
godot/player.tscn
1702
godot/player.tscn
File diff suppressed because it is too large
Load Diff
|
@ -1,16 +1,12 @@
|
|||
#include "game_mode.hpp"
|
||||
#include <optional>
|
||||
#include "godot_cpp/variant/utility_functions.hpp"
|
||||
#include "godot_cpp/classes/viewport.hpp"
|
||||
#include "godot_macros.h"
|
||||
#include "level.hpp"
|
||||
#include "player.hpp"
|
||||
|
||||
namespace godot {
|
||||
GameMode *GameMode::static_instance{nullptr};
|
||||
|
||||
GameMode *GameMode::get_singleton() { return GameMode::static_instance; }
|
||||
bool GameMode::has_singleton() { return GameMode::static_instance != nullptr; }
|
||||
GameMode* GameMode::static_instance{nullptr};
|
||||
|
||||
void GameMode::_bind_methods() {
|
||||
#define CLASSNAME GameMode
|
||||
|
|
|
@ -31,9 +31,6 @@ public:
|
|||
void load_level(Ref<PackedScene>& levelScene,
|
||||
std::optional<String> entrance);
|
||||
|
||||
static GameMode *get_singleton();
|
||||
static bool has_singleton();
|
||||
|
||||
Player* get_player_instance() const;
|
||||
|
||||
void set_first_level(Ref<PackedScene> level);
|
||||
|
|
112
src/player.cpp
112
src/player.cpp
|
@ -1,10 +1,8 @@
|
|||
#include "player.hpp"
|
||||
#include <utility>
|
||||
#include "game_mode.hpp"
|
||||
#include "godot_cpp/classes/animation_tree.hpp"
|
||||
#include "godot_cpp/classes/node3d.hpp"
|
||||
#include "godot_cpp/classes/skeleton3d.hpp"
|
||||
#include "godot_cpp/variant/utility_functions.hpp"
|
||||
#include "godot_macros.h"
|
||||
|
||||
namespace godot {
|
||||
|
@ -13,64 +11,50 @@ void Player::_bind_methods() {
|
|||
#ifndef NDEBUG
|
||||
GDPROPERTY(active_customization, Variant::DICTIONARY);
|
||||
#endif
|
||||
GDFUNCTION_ARGS(on_horizontal, "event", "value");
|
||||
GDFUNCTION_ARGS(on_vertical, "event", "value");
|
||||
}
|
||||
void Player::_enter_tree() {
|
||||
this->model = this->get_node<Node3D>("Model");
|
||||
this->animTree = this->get_node<AnimationTree>("AnimationTree");
|
||||
GDGAMEONLY();
|
||||
this->input = this->get_node<PlayerInput>("PlayerInput");
|
||||
this->customization_init();
|
||||
}
|
||||
|
||||
void Player::_ready() {
|
||||
this->customization_init();
|
||||
GDGAMEONLY();
|
||||
this->input->listen_to(PlayerInput::Listener("move_left", "move_right", this, "on_horizontal"));
|
||||
this->input->listen_to(PlayerInput::Listener("move_forward", "move_back", this, "on_vertical"));
|
||||
void Player::_exit_tree() {
|
||||
// free the customization options that were removed from the tree
|
||||
for(std::pair<const String, CustomizationState>& pair: this->customization) {
|
||||
for(Node3D *option: pair.second.options) {
|
||||
if(!option->is_inside_tree()) {
|
||||
option->queue_free();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Player::_process(double deltaTime) {}
|
||||
void Player::_physics_process(double deltaTime) {}
|
||||
|
||||
void Player::set_customization_active(Node3D *node, bool active) {
|
||||
node->set_visible(active);
|
||||
node->set_process(active);
|
||||
}
|
||||
|
||||
void Player::on_horizontal(Ref<InputEvent> event, float value) {
|
||||
this->moveInput.x = value;
|
||||
}
|
||||
|
||||
void Player::on_vertical(Ref<InputEvent> event, float value) {
|
||||
this->moveInput.y = value;
|
||||
}
|
||||
|
||||
void Player::select_customization(String category,
|
||||
std::optional<size_t> index) {
|
||||
if (this->customization.find(category) == this->customization.end())
|
||||
void Player::select_customization(String category, std::optional<size_t> index) {
|
||||
if(this->customization.find(category) == this->customization.end())
|
||||
return;
|
||||
CustomizationState& pair = this->customization.at(category);
|
||||
CustomizationState &pair = this->customization.at(category);
|
||||
// invalid keys are stored as the size of the array
|
||||
if (index.has_value() && index.value() > pair.options.size())
|
||||
if(index.has_value() && index.value() > pair.options.size())
|
||||
index = std::nullopt;
|
||||
// nothing changes
|
||||
if (index == pair.currentSelected)
|
||||
if(index == pair.currentSelected)
|
||||
return;
|
||||
// disable previous chosen option, if any
|
||||
if (pair.currentSelected.has_value())
|
||||
Player::set_customization_active(pair.options.at(pair.currentSelected.value()), false);
|
||||
if(pair.currentSelected.has_value())
|
||||
customizationParent->remove_child(pair.options.at(pair.currentSelected.value()));
|
||||
// enable chosen option, if any
|
||||
if (index.has_value())
|
||||
Player::set_customization_active(pair.options.at(index.value()), false);
|
||||
if(index.has_value())
|
||||
customizationParent->add_child(pair.options.at(index.value()));
|
||||
pair.currentSelected = index;
|
||||
}
|
||||
|
||||
Dictionary Player::get_active_customization() const {
|
||||
Dictionary result{};
|
||||
// translate the map to a dictionary of keys and indexes
|
||||
for (std::pair<String, CustomizationState> const& pair :
|
||||
this->customization)
|
||||
for(std::pair<String, CustomizationState> const &pair: this->customization)
|
||||
result[pair.first] = pair.second.currentSelected.has_value()
|
||||
? pair.second.currentSelected.value()
|
||||
: -1; // an invalid key will always be -1
|
||||
|
@ -78,66 +62,58 @@ Dictionary Player::get_active_customization() const {
|
|||
}
|
||||
|
||||
void Player::set_active_customization(Dictionary value) {
|
||||
for (size_t i = 0; i < value.size(); ++i) {
|
||||
for(size_t i = 0; i < value.size(); ++i) {
|
||||
String key = value.keys()[i];
|
||||
size_t selection = value[key];
|
||||
// wether or not the a given key exists in the customization map
|
||||
bool exists = this->customization.find(key) != this->customization.end();
|
||||
// if not, it can be added, as long as the customization map has not yet
|
||||
// been initialized by _ready
|
||||
if (!exists && !this->is_inside_tree())
|
||||
bool exists = this->customization.find(key) != this->customization.end(); // wether or not the a given key exists in the customization map
|
||||
// if not, it can be added, as long as the customization map has not yet been initialized by _enter_tree
|
||||
if(!exists && !this->is_inside_tree())
|
||||
this->customization.insert({key, {std::optional{selection}, {}}});
|
||||
// if the key does not exist in customization and _ready is already
|
||||
// called, the key is not valid and discarted
|
||||
else if (!exists)
|
||||
// if the key does not exist in customization and _enter_tree is already called, the key is not valid and discarted
|
||||
else if(!exists)
|
||||
return;
|
||||
else
|
||||
this->select_customization(
|
||||
key, selection >= 0 ? std::optional{selection} : std::nullopt);
|
||||
this->select_customization(key, selection >= 0 ? std::optional{selection} : std::nullopt);
|
||||
}
|
||||
}
|
||||
|
||||
void Player::customization_init() {
|
||||
this->customizationParent =
|
||||
this->get_node<Skeleton3D>("Model/RootNode/GeneralSkeleton");
|
||||
if (this->customizationParent == nullptr)
|
||||
this->customizationParent = this->get_node<Skeleton3D>("Model/RootNode/Skeleton3D");
|
||||
if(!this->customizationParent)
|
||||
return;
|
||||
for (int i = 0; i < customizationParent->get_child_count(); ++i) {
|
||||
for(int i = 0; i < customizationParent->get_child_count(); ++i) {
|
||||
// get the next valid child
|
||||
Node3D* child = Object::cast_to<Node3D>(this->customizationParent->get_child(i));
|
||||
if (child == nullptr)
|
||||
continue;
|
||||
Node3D *child = Object::cast_to<Node3D>(this->customizationParent->get_child(i));
|
||||
if(!child) continue;
|
||||
// split it's name into parts based on _
|
||||
// the format for the names will be Chr_<CATEGORY NAME>_<ADDITIONAL IDENTIFIERS>_<NUMBER> numbering IS NOT guaranteed to start at 0 OR 1
|
||||
// the format for the names will be Chr_<CATEGORY NAME>_<ADDITIONAL IDENTIFIERS>_<NUMBER>
|
||||
// numbering IS NOT guaranteed to start at 0 OR 1
|
||||
// the category name will serve as the key to the customization map
|
||||
// additional identifiers are ignored
|
||||
PackedStringArray slices = child->get_name().split("_", false);
|
||||
// create a new customization state if one does not exist for this category
|
||||
if (this->customization.find(slices[1]) == this->customization.end())
|
||||
if(this->customization.find(slices[1]) == this->customization.end())
|
||||
this->customization.insert({slices[1], {std::optional{0}, {}}});
|
||||
// add the new child to the customization options for this category
|
||||
CustomizationState& state = this->customization.at(slices[1]);
|
||||
CustomizationState &state = this->customization.at(slices[1]);
|
||||
state.options.push_back(child);
|
||||
// set invisible if this child is not the current selection
|
||||
if (state.currentSelected != state.options.size() - 1) {
|
||||
Player::set_customization_active(child, false);
|
||||
// only allow this child to exist in the scene tree if it was saved as the current selection
|
||||
if(state.currentSelected != state.options.size()-1) {
|
||||
this->customizationParent->remove_child(child);
|
||||
--i;
|
||||
}
|
||||
}
|
||||
// collect customization categories that do not contain any options
|
||||
std::vector<String> empty{};
|
||||
for (std::pair<const String, CustomizationState>& pair :
|
||||
this->customization) {
|
||||
if (pair.second.options.size() == 0)
|
||||
for(std::pair<const String, CustomizationState>& pair: this->customization) {
|
||||
if(pair.second.options.size() == 0)
|
||||
empty.push_back(pair.first);
|
||||
if (pair.second.currentSelected.has_value() &&
|
||||
pair.second.currentSelected.value() > pair.second.options.size())
|
||||
if(pair.second.currentSelected.has_value() && pair.second.currentSelected.value() > pair.second.options.size())
|
||||
pair.second.currentSelected = std::nullopt;
|
||||
UtilityFunctions::print("- ", pair.first);
|
||||
}
|
||||
// remove collected empty categories
|
||||
for (String const& key : empty) {
|
||||
for(String const& key: empty) {
|
||||
this->customization.erase(key);
|
||||
UtilityFunctions::print("removing ", key);
|
||||
}
|
||||
}
|
||||
} // namespace godot
|
||||
|
|
|
@ -4,9 +4,7 @@
|
|||
#include <map>
|
||||
#include "godot_cpp/classes/animation_tree.hpp"
|
||||
#include "godot_cpp/classes/character_body3d.hpp"
|
||||
#include "godot_cpp/classes/input_event.hpp"
|
||||
#include "godot_cpp/classes/skeleton3d.hpp"
|
||||
#include "player_input.hpp"
|
||||
#include <optional>
|
||||
|
||||
namespace godot {
|
||||
|
@ -28,23 +26,13 @@ protected:
|
|||
AnimationTree* animTree{nullptr};
|
||||
// the skeleton of the customizable character model
|
||||
Skeleton3D *customizationParent{nullptr};
|
||||
PlayerInput *input{nullptr};
|
||||
|
||||
float walkSpeed{10.f};
|
||||
|
||||
Vector2 moveInput{0.f, 0.f};
|
||||
|
||||
public:
|
||||
virtual void _enter_tree() override;
|
||||
virtual void _ready() override;
|
||||
virtual void _exit_tree() override;
|
||||
virtual void _process(double deltaTime) override;
|
||||
virtual void _physics_process(double deltaTime) override;
|
||||
|
||||
static void set_customization_active(Node3D *node, bool active);
|
||||
|
||||
void on_horizontal(Ref<InputEvent> event, float value);
|
||||
void on_vertical(Ref<InputEvent> event, float value);
|
||||
|
||||
// Swap out the currently active customization for this category
|
||||
void select_customization(String category, std::optional<size_t> value);
|
||||
// Construct a dictionary of [String, int] where the key is a category
|
||||
|
|
|
@ -1,63 +0,0 @@
|
|||
#include "player_input.hpp"
|
||||
#include "godot_macros.h"
|
||||
#include "godot_cpp/classes/input.hpp"
|
||||
#include "godot_cpp/classes/input_event.hpp"
|
||||
#include <algorithm>
|
||||
|
||||
namespace godot {
|
||||
void PlayerInput::_bind_methods() {}
|
||||
|
||||
PlayerInput::Listener::Listener(String positive, String negative, Node *object, String method)
|
||||
: actionNegative{negative}
|
||||
, actionPositive{positive}
|
||||
, methodName{method}
|
||||
, object{object} {}
|
||||
|
||||
bool PlayerInput::Listener::has_changed(Ref<InputEvent> const &event) {
|
||||
return event->is_action(this->actionNegative) || event->is_action(this->actionPositive);
|
||||
}
|
||||
float PlayerInput::Listener::evaluate(Ref<InputEvent> const &event) {
|
||||
float newest = static_cast<float>(event->is_action_pressed(this->actionPositive))
|
||||
- static_cast<float>(event->is_action_pressed(this->actionNegative));
|
||||
if(lastCached != newest)
|
||||
this->object->call(this->methodName, event, newest);
|
||||
return (lastCached = newest);
|
||||
}
|
||||
|
||||
bool PlayerInput::Listener::operator==(godot::PlayerInput::Listener const& b) {
|
||||
return this->methodName == b.methodName
|
||||
&& this->object == b.object
|
||||
&& this->actionNegative == b.actionNegative
|
||||
&& this->actionPositive == b.actionPositive;
|
||||
}
|
||||
|
||||
void PlayerInput::_unhandled_input(Ref<InputEvent> const &event) {
|
||||
GDGAMEONLY();
|
||||
for(Listener& listener: this->listeners) {
|
||||
if(listener.has_changed(event)) {
|
||||
listener.evaluate(event);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerInput::listen_to(Listener const& listener) {
|
||||
this->listeners.push_back(listener);
|
||||
}
|
||||
|
||||
void PlayerInput::stop_listening(Node *node) {
|
||||
for(size_t i = 0; i < this->listeners.size(); ++i) {
|
||||
Listener& l = this->listeners.at(i);
|
||||
if(l.object == node) {
|
||||
this->listeners.erase(this->listeners.begin() + i);
|
||||
i--;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerInput::stop_listening(Listener const& listener) {
|
||||
std::vector<Listener>::iterator itr = std::find(this->listeners.begin(), this->listeners.end(), listener);
|
||||
if(itr != this->listeners.end())
|
||||
this->listeners.erase(itr);
|
||||
}
|
||||
}
|
||||
|
|
@ -1,37 +0,0 @@
|
|||
#ifndef PLAYER_INPUT_HPP
|
||||
#define PLAYER_INPUT_HPP
|
||||
|
||||
#include <vector>
|
||||
#include "godot_cpp/classes/input_event.hpp"
|
||||
#include "godot_cpp/classes/node.hpp"
|
||||
|
||||
namespace godot {
|
||||
class PlayerInput : public Node {
|
||||
GDCLASS(PlayerInput, Node)
|
||||
static void _bind_methods();
|
||||
public:
|
||||
struct Listener {
|
||||
String actionNegative{""};
|
||||
String actionPositive{""};
|
||||
float lastCached{0.f};
|
||||
String methodName{""};
|
||||
Node *object;
|
||||
|
||||
Listener(String positive, String negative, Node *object, String method);
|
||||
bool has_changed(Ref<InputEvent> const &event);
|
||||
float evaluate(Ref<InputEvent> const &event);
|
||||
bool operator==(godot::PlayerInput::Listener const& b);
|
||||
};
|
||||
private:
|
||||
std::vector<Listener> listeners;
|
||||
public:
|
||||
virtual void _unhandled_input(Ref<InputEvent> const &event) override;
|
||||
|
||||
void listen_to(Listener const& listener);
|
||||
void stop_listening(Node *node);
|
||||
void stop_listening(Listener const& listener);
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
#endif // !PLAYER_INPUT_HPP
|
|
@ -8,7 +8,6 @@
|
|||
#include "game_mode.hpp"
|
||||
#include "level.hpp"
|
||||
#include "player.hpp"
|
||||
#include "player_input.hpp"
|
||||
|
||||
using namespace godot;
|
||||
|
||||
|
@ -20,7 +19,6 @@ void initialize_gdextension_types(ModuleInitializationLevel p_level) {
|
|||
ClassDB::register_class<Level>();
|
||||
ClassDB::register_class<Entrance>();
|
||||
ClassDB::register_class<GameMode>();
|
||||
ClassDB::register_class<PlayerInput>();
|
||||
}
|
||||
|
||||
extern "C" {
|
||||
|
|
Loading…
Reference in New Issue