bullet factory, push attack

This commit is contained in:
KevinGorman committed 2025-03-03 20:41:41 -05:00
1 parent b5e5db7ef1
commit de7312cf8e
7 files changed
+272 -63

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+55 -2
View File
@@ -3,6 +3,19 @@ extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
const PUSH_FORCE = 500
var faceLeft=false
var pushRightEnabled = false
var pushLeftEnabled = false
var pushTarget
@onready var right_target: Node2D = $rightTarget_Node2D
@onready var left_target: Node2D = $leftTarget_Node2D
@onready var right_cast: RayCast2D = $right_RayCast2D
@onready var left_cast: RayCast2D = $left_RayCast2D
func _physics_process(delta: float) -> void:
@@ -10,20 +23,60 @@ func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump.
# Handle jump.right_cast
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")
var direction := Input.get_axis("left", "right")
if Input.is_action_just_pressed("shove") && pushRightEnabled && faceLeft==false:
pushTarget.apply_central_impulse(Vector2(1,0)*PUSH_FORCE)
pushRightEnabled=false
if Input.is_action_just_pressed("shove") && pushLeftEnabled && faceLeft==true:
pushTarget.apply_central_impulse(Vector2(-1,0)* PUSH_FORCE)
pushLeftEnabled = false
#shoot attack
if Input.is_action_just_pressed("shoot"):
if faceLeft == false:
%SceneManager.makeBullet(right_target.global_transform,700)
if faceLeft == true:
%SceneManager.makeBullet(left_target.global_transform,-700)
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
if direction<0:
faceLeft=true
if direction>0:
faceLeft=false
move_and_slide()
if right_cast.is_colliding():
print("something on my right")
var collider=right_cast.get_collider()
if collider is Node:
if collider is RigidBody2D:
print("shove this crate")
#record that we can shove right
pushRightEnabled = true
#record what object we shove
pushTarget = collider
if left_cast.is_colliding():
var collider = left_cast.get_collider()
if collider is Node:
if collider is RigidBody2D:
pushLeftEnabled = true
pushTarget = collider
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)
+31
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@@ -0,0 +1,31 @@
extends Node
var bulletsFiredTotal = 0
var bulletsMadeTotal = 0
var bulletArray = []
var bullet = preload("res://scenes/bullet.tscn")
# Bullet factor - makes bullets
func bulletFactory():
var mybullet
if bulletArray.size()<4:
print("new bullet at factory")
mybullet = bullet.instantiate()
mybullet.connect("hit", bulletHit)
else:
mybullet = bulletArray.pop_back()
print("recycled bullet")
bulletArray.push_front(mybullet)
return mybullet
# Order desk for bullets
func makeBullet(position,speed):
print("make a bullet")
var newBullet = bulletFactory()
owner.add_child(newBullet)
newBullet.setSpeed(speed)
newBullet.transform = position
func bulletHit(bullet, body):
print("tell game controller we hit something")