4 Game Objectives and Custom Signals

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AhmedBelman committed 2025-02-24 21:12:43 -05:00
commit b5e5db7ef1
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extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var direction := Input.get_axis("ui_left", "ui_right")
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
for i in get_slide_collision_count():
var c=get_slide_collision(i)
if c.get_collider() is RigidBody2D:
c.get_collider().apply_central_impulse(-c.get_normal() * 60)
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extends Node2D
# Game Data
var totalcrates=4
var cratesdestroyed = 0
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_trigger_areatrigger(body) -> void:
print("game conroller knows about crate destruction")
cratesdestroyed +=1
totalcrates -=1
#kill
body.queue_free()
if totalcrates <=0:
print("you won")
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extends Area2D
signal areatrigger(Object)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
print("Trigger is here")
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_body_entered(body: Node2D) -> void:
print("Body Collision in trigger")
areatrigger.emit(body)