/AGFX_GD3_GameEntities

AGFX GD3 Game Entities

Primary LanguageGDScriptMIT LicenseMIT

Godot 3.2 - Game Entities LIBRARY

Base scene template [File: Scenes/EmptyScene.tscn]

  • EmptyScene + res://Scripts/Managers/GameManager.gd assigned
  • Tilemap_BKG
  • Tilemap_WALLS
  • Player (external object: res://Entities/Player/Player.tscn)
  • Project setting / Autoload
    • res://Scripts/Globals.gd
    • res://Scripts/Utils/Utils.gd
    • res://Scripts/Utils/GameData.gd

Platform PLAYER control - keys

  • [Q] - sword attack (W.I.P.)
  • [W] - fire attack (W.I.P.)
  • [E] - use/activate (W.I.P.)
  • [D] - Dash
  • [C] - Crunch
  • [shift] - run
  • [<- , ->] - walk

Platformer character controler [File: Scenes/DEMO_PlatfromerCharacter.tscn]

  • move left/right
  • jump (with flag for jump count)
  • wall sliding (on/off)
  • user defined movement parameters (speed, jump, gravity, friction, spring, ... )
  • player ghost effect with a few modes (ALWAYS, FALL, DASH, WALL)

Breaking platfrom [File: Scenes/Demo_BreakingPlatfrom.tscn]

  • when player hit platform, breaking animation start
  • after animation end, platform is removed on animation_finished event
  • breaking time is animation length

Pickup Coin [File: Scene/Demo_PickupCoins.tscn]

  • pickup entity and store count in GameData under key=COIN

Pickup Health [File: Scene/Demo_PickupHealth.tscn]

  • pickup entity and store count in GameData under key=HEALTH
  • when limit value is reached, then pickup event ignore new health item

Spring [File: Scene/Demo_Spring.tscn]

  • user defined spring impulse

Open door with switch [File: Scene/Demo_SwitchAndDoor.tscn]

  • when player hit switch, opening animation start and EnterAreaTrigger is enabled
  • EnterAreaTrigger is preset for user defined signal ...
  • connection between switch and door is connected with line (in editot only)