added melee, shooting, throwing attacks
This commit is contained in:
parent
0f76a2ccf1
commit
f39c9fba95
@ -21,3 +21,41 @@ folder_colors={
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"res://scenes/": "pink",
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"res://scripts/": "orange"
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}
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[input]
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move_left={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194319,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
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]
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}
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move_right={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
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]
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}
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jump={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
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]
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}
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shove={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":90,"key_label":0,"unicode":122,"location":0,"echo":false,"script":null)
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":81,"key_label":0,"unicode":113,"location":0,"echo":false,"script":null)
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]
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}
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shoot={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":70,"key_label":0,"unicode":102,"location":0,"echo":false,"script":null)
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]
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}
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throw={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":84,"key_label":0,"unicode":116,"location":0,"echo":false,"script":null)
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]
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}
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13
scenes/bullet.tscn
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13
scenes/bullet.tscn
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@ -0,0 +1,13 @@
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[gd_scene load_steps=3 format=3 uid="uid://cyy6jr7mxu0jl"]
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[ext_resource type="Script" uid="uid://cb874g2gkrukb" path="res://scripts/bullet.gd" id="1_mkf8s"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_h1aey"]
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size = Vector2(20, 3)
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[node name="Bullet" type="Area2D"]
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script = ExtResource("1_mkf8s")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("RectangleShape2D_h1aey")
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debug_color = Color(1, 0, 0, 1)
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@ -8,4 +8,4 @@ metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("RectangleShape2D_uwrxv")
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debug_color = Color(0.8732995, 0.2295118, 0.65426004, 0.41960785)
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debug_color = Color(0.8745098, 0.23137255, 0.654902, 1)
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@ -1,7 +1,8 @@
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[gd_scene load_steps=7 format=3 uid="uid://cueixogtk70go"]
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[gd_scene load_steps=8 format=3 uid="uid://cueixogtk70go"]
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[ext_resource type="Script" uid="uid://d0ca3jbhe8le3" path="res://scripts/game_controller.gd" id="1_lbhrr"]
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[ext_resource type="PackedScene" uid="uid://dnarbab7jjqmk" path="res://scenes/crate.tscn" id="1_uwrxv"]
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[ext_resource type="Script" uid="uid://b84pdw14l6gb6" path="res://scripts/scene_manager.gd" id="2_iywne"]
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[ext_resource type="PackedScene" uid="uid://2pp1gtlflav8" path="res://scenes/trigger.tscn" id="2_yqjtg"]
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[ext_resource type="PackedScene" uid="uid://d3y1iqmpknpyo" path="res://scenes/player.tscn" id="3_lnu2h"]
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@ -13,31 +14,41 @@ size = Vector2(273, 101)
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[node name="Game" type="Node2D"]
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script = ExtResource("1_lbhrr")
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[node name="SceneManager" type="Node2D" parent="."]
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unique_name_in_owner = true
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script = ExtResource("2_iywne")
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[node name="Player" parent="." instance=ExtResource("3_lnu2h")]
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position = Vector2(84, 58)
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BUMP_POWER = 50
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SHOVE_POWER = 400
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[node name="Block" type="StaticBody2D" parent="."]
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position = Vector2(14, 496)
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position = Vector2(136, 339)
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scale = Vector2(0.7200012, 0.39999938)
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Block"]
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shape = SubResource("RectangleShape2D_8cj0n")
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debug_color = Color(0.48, 0.48, 0.48, 1)
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[node name="Block2" type="StaticBody2D" parent="."]
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position = Vector2(269, 434)
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scale = Vector2(0.39041698, 0.5632845)
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position = Vector2(313, 439.99997)
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scale = Vector2(0.877356, 0.36431184)
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Block2"]
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shape = SubResource("RectangleShape2D_8cj0n")
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debug_color = Color(0.48, 0.48, 0.48, 1)
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[node name="Block3" type="StaticBody2D" parent="."]
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position = Vector2(453.99997, 473.00003)
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position = Vector2(484.99997, 289.00006)
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scale = Vector2(0.39041698, 0.5632845)
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Block3"]
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shape = SubResource("RectangleShape2D_8cj0n")
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debug_color = Color(0.48, 0.48, 0.48, 1)
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[node name="Block4" type="StaticBody2D" parent="."]
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position = Vector2(846, 376.99997)
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@ -47,22 +58,25 @@ metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Block4"]
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shape = SubResource("RectangleShape2D_8cj0n")
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debug_color = Color(0.48, 0.48, 0.48, 1)
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[node name="Block5" type="StaticBody2D" parent="."]
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position = Vector2(675, 418)
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rotation = -0.7853982
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scale = Vector2(0.39041698, 0.5632845)
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position = Vector2(687, 461)
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rotation = -0.5235988
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scale = Vector2(0.36505565, 0.38472003)
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Block5"]
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shape = SubResource("RectangleShape2D_8cj0n")
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debug_color = Color(0.48, 0.48, 0.48, 1)
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[node name="Boundary" type="StaticBody2D" parent="."]
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position = Vector2(498, 554)
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position = Vector2(498, 611)
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Boundary"]
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shape = SubResource("WorldBoundaryShape2D_8cj0n")
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debug_color = Color(0, 0.50980395, 0.003921569, 1)
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[node name="Trigger" parent="." instance=ExtResource("2_yqjtg")]
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position = Vector2(562, 512)
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@ -73,15 +87,15 @@ position = Vector2(849, 269)
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scale = Vector2(0.5942757, 0.5465749)
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intent = "powerup"
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[node name="Crate" parent="." instance=ExtResource("1_uwrxv")]
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[node name="Crate" parent="." groups=["explodable", "pushable"] instance=ExtResource("1_uwrxv")]
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position = Vector2(298, 98.00001)
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rotation = -0.5457037
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[node name="Crate2" parent="." instance=ExtResource("1_uwrxv")]
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[node name="Crate2" parent="." groups=["explodable", "pushable"] instance=ExtResource("1_uwrxv")]
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position = Vector2(857, 35.999996)
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rotation = 0.45025483
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[node name="Crate3" parent="." instance=ExtResource("1_uwrxv")]
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[node name="Crate3" parent="." groups=["explodable", "pushable"] instance=ExtResource("1_uwrxv")]
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position = Vector2(469, 166.00002)
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rotation = 0.62928104
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16
scenes/grenade.tscn
Normal file
16
scenes/grenade.tscn
Normal file
@ -0,0 +1,16 @@
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[gd_scene load_steps=3 format=3 uid="uid://x8y4fkj6fc2e"]
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[ext_resource type="Script" uid="uid://cevjj6wpr5f8f" path="res://scripts/grenade.gd" id="1_cvyik"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_1xt3t"]
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[node name="Grenade" type="RigidBody2D"]
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contact_monitor = true
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max_contacts_reported = 2
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script = ExtResource("1_cvyik")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("CircleShape2D_1xt3t")
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debug_color = Color(0.7488965, 0.6246863, 1.92523e-07, 1)
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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@ -11,4 +11,16 @@ metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("CapsuleShape2D_3vyb7")
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debug_color = Color(0.521559, 0.5744511, 0, 0.41960785)
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debug_color = Color(0.52156866, 0.57254905, 0, 1)
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[node name="RightCast" type="RayCast2D" parent="."]
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target_position = Vector2(50, 0)
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[node name="LeftCast" type="RayCast2D" parent="."]
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target_position = Vector2(-50, 0)
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[node name="RightSpawn" type="Marker2D" parent="."]
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position = Vector2(10, -4)
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[node name="LeftSpawn" type="Marker2D" parent="."]
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position = Vector2(-10, -4)
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15
scripts/bullet.gd
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15
scripts/bullet.gd
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@ -0,0 +1,15 @@
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class_name Bullet
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extends Area2D
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@export var speed : float = 700
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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position += transform.x * speed * delta
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func set_speed(value) -> void:
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speed = value
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1
scripts/bullet.gd.uid
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1
scripts/bullet.gd.uid
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@ -0,0 +1 @@
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uid://cb874g2gkrukb
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@ -1,16 +1,6 @@
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extends Node2D
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func _on_trigger_fired(intent: Variant, body: PhysicsBody2D) -> void:
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print("Game controller knows %s trigger fired " % intent)
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match intent:
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21
scripts/grenade.gd
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21
scripts/grenade.gd
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@ -0,0 +1,21 @@
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class_name Grenade
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extends RigidBody2D
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var timer = Timer.new()
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func _ready() -> void:
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add_child(timer)
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timer.wait_time = 2.0
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timer.one_shot = true
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timer.connect("timeout", explode)
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timer.start()
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func explode() -> void:
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print("kaboom!")
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self.queue_free()
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func _on_body_entered(body: Node) -> void:
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print("grenade hit something")
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if body.is_in_group("explodable"):
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body.queue_free()
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explode()
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1
scripts/grenade.gd.uid
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1
scripts/grenade.gd.uid
Normal file
@ -0,0 +1 @@
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uid://cevjj6wpr5f8f
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@ -1,31 +1,101 @@
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extends CharacterBody2D
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const SPEED = 300.0
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const JUMP_VELOCITY = -600.0
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@export var BUMP_POWER = 100
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enum FaceDirection{LEFT, RIGHT}
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@export var BUMP_POWER = 50
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@export var SHOVE_POWER = 200
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var facing : FaceDirection = FaceDirection.RIGHT
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var direction : float = 0.0
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var push_target : RigidBody2D
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var push_enabled : bool = false
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@onready var right_cast: RayCast2D = $RightCast
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@onready var left_cast: RayCast2D = $LeftCast
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@onready var right_spawn: Marker2D = $RightSpawn
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@onready var left_spawn: Marker2D = $LeftSpawn
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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handle_input()
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handle_movement(delta)
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move_and_slide()
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handle_collisions()
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# Handle jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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func handle_input() -> void:
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# Handle jumping.
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if Input.is_action_just_pressed("jump") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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direction = Input.get_axis("move_left", "move_right")
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if direction < 0:
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facing = FaceDirection.LEFT
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if direction > 0:
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facing = FaceDirection.RIGHT
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# Handle shoving.
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if Input.is_action_just_pressed("shove") and push_enabled == true:
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var shove_direction : int
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match facing:
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FaceDirection.RIGHT:
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shove_direction = 1
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FaceDirection.LEFT:
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shove_direction = -1
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push_target.apply_central_impulse(Vector2(shove_direction, 0) * SHOVE_POWER)
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# Handle shooting.eee
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if Input.is_action_just_pressed("shoot"):
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print("pew-pew")
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match facing:
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FaceDirection.RIGHT:
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%SceneManager.make_bullet(right_spawn.global_transform, 700)
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print("shoot right")
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FaceDirection.LEFT:
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%SceneManager.make_bullet(left_spawn.global_transform, -700)
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print("shoot left")
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if Input.is_action_just_pressed("throw"):
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print("grenade!")
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match facing:
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FaceDirection.RIGHT:
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%SceneManager.make_grenade(right_spawn.global_transform, 1.0)
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print("throwing right")
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FaceDirection.LEFT:
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%SceneManager.make_grenade(left_spawn.global_transform, -1.0)
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print("throwing left")
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var direction := Input.get_axis("ui_left", "ui_right")
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func handle_movement(delta) -> void:
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# Left-right movement.
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if direction:
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velocity.x = direction * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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# Add gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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move_and_slide()
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# Handle world reactions
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func handle_collisions() -> void:
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for i in get_slide_collision_count():
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var c = get_slide_collision(i)
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if c.get_collider() is RigidBody2D:
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c.get_collider().apply_central_impulse(-c.get_normal() * BUMP_POWER)
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if right_cast.is_colliding() and facing == FaceDirection.RIGHT:
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var collider = right_cast.get_collider()
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# check if this is OK
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if collider is Node and collider is RigidBody2D and collider.is_in_group("pushable"):
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push_target = collider
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push_enabled = true
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if left_cast.is_colliding() and facing == FaceDirection.LEFT:
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var collider = left_cast.get_collider()
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if collider is Node and collider is RigidBody2D and collider.is_in_group("pushable"):
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push_target = collider
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push_enabled = true
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|
||||
if not right_cast.is_colliding() and not left_cast.is_colliding():
|
||||
push_enabled = false
|
||||
|
34
scripts/scene_manager.gd
Normal file
34
scripts/scene_manager.gd
Normal file
@ -0,0 +1,34 @@
|
||||
class_name SceneManager
|
||||
extends Node2D
|
||||
|
||||
var bullet = preload("res://scenes/bullet.tscn")
|
||||
var grenade = preload("res://scenes/grenade.tscn")
|
||||
var bullet_array = []
|
||||
var total_allowed_bullets : int = 7
|
||||
|
||||
@onready var game: Node2D = $".."
|
||||
|
||||
func make_bullet(_bullet_position, _bullet_speed) -> void:
|
||||
print("make a bullet; put it in the world")
|
||||
var my_bullet = bullet_factory()
|
||||
game.add_child(my_bullet)
|
||||
my_bullet.transform = _bullet_position
|
||||
my_bullet.set_speed(_bullet_speed)
|
||||
|
||||
func make_grenade(_grenade_position, _grenade_direction) -> void:
|
||||
print("SM make a grenade")
|
||||
var my_grenade : Grenade = grenade.instantiate()
|
||||
game.add_child(my_grenade)
|
||||
my_grenade.transform = _grenade_position
|
||||
my_grenade.apply_central_impulse(Vector2(_grenade_direction, -1) * 200)
|
||||
|
||||
func bullet_factory() -> Bullet:
|
||||
var my_bullet : Bullet
|
||||
if bullet_array.size() < total_allowed_bullets:
|
||||
# make a new bullet
|
||||
my_bullet = bullet.instantiate()
|
||||
game.add_child(my_bullet)
|
||||
else:
|
||||
my_bullet = bullet_array.pop_back()
|
||||
bullet_array.push_front(my_bullet)
|
||||
return my_bullet
|
1
scripts/scene_manager.gd.uid
Normal file
1
scripts/scene_manager.gd.uid
Normal file
@ -0,0 +1 @@
|
||||
uid://b84pdw14l6gb6
|
Loading…
Reference in New Issue
Block a user