Week 2 commits: force push, multiple triggers, force push, teleporting crates.

This commit is contained in:
AnthonyRusso committed 2026-06-29 20:58:50 -04:00
1 parent 8b43b3c4f9
commit 458b3e25fc
13 files changed
+277 -50

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+15
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@@ -0,0 +1,15 @@
class_name Bullet extends Area2D
var speed:float = 700
signal bulletHitSignal(body, bullet)
func setSpeed(value) -> void:
speed = value
func _process(delta: float) -> void:
position += transform.x * speed * delta
func _on_body_entered(body: Node2D) -> void:
if body is Crate:
bulletHitSignal.emit(body, self)
+1
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@@ -0,0 +1 @@
uid://dcqok1j5pliwd
+11
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@@ -1 +1,12 @@
class_name Crate extends RigidBody2D
var teleport_target:Vector2 = Vector2.ZERO
var should_teleport:bool = false
func teleport_to(position:Vector2):
teleport_target = position
should_teleport = true
func _integrate_forces(state: PhysicsDirectBodyState2D) -> void:
if should_teleport:
state.transform = Transform2D.IDENTITY.translated(teleport_target)
should_teleport = false
+23 -8
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@@ -1,11 +1,15 @@
extends Node2D
class_name GameController extends Node2D
signal destroySignal(body)
signal fanTriggerSignal(body, fanDirection)
signal teleportTriggerSignal(body)
var numberOfCrates = 2
var timeAvailable = 5
var timeAvailable = 50
var timer = Timer.new()
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
get_window().grab_focus()
add_child(timer)
timer.wait_time = 1
timer.one_shot = false
@@ -24,14 +28,25 @@ func _process(delta: float) -> void:
pass
func _on_trigger(body: Variant, trigger: Variant) -> void:
func _on_trigger(body: Variant, trigger: Variant, intent: String) -> void:
print("Game controller knows trigger fired")
body.queue_free()
numberOfCrates -=1
if numberOfCrates == 0:
print("WINNER!!!")
get_tree().reload_current_scene()
match intent:
"destroy":
destroySignal.emit(body)
"fan":
fanTriggerSignal.emit(body,Vector2(0,-1)*100*9)
print("fan effect")
"teleport":
print("teleport effect")
teleportTriggerSignal.emit(body)
func crateTotal(numOfCrates):
numberOfCrates = numOfCrates
print("Game controller knows about crates - there are: " + str(numOfCrates))
if numberOfCrates == 0:
print("WINNER!!!")
get_tree().reload_current_scene()
func bulletDamage(body, _bullet) -> void:
if body.is_in_group("shootable"):
destroySignal.emit(body)
+61 -2
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@@ -1,9 +1,22 @@
extends CharacterBody2D
class_name Player extends CharacterBody2D
signal pushSignal(body,direction)
signal shootSignal(markerPosition, speed)
@onready var right_cast: RayCast2D = $RightCast
@onready var left_cast: RayCast2D = $LeftCast
@onready var right_bullet_spawn: Marker2D = $RightBulletSpawn
@onready var left_bullet_spawn: Marker2D = $LeftBulletSpawn
var pushRightEnabled = false
var pushLeftEnabled = false
var pushTarget
var pushTimer = 0
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
enum FaceDirection {RIGHT,LEFT}
var facing:FaceDirection = FaceDirection.RIGHT
func _physics_process(delta: float) -> void:
# Add the gravity.
@@ -13,17 +26,63 @@ func _physics_process(delta: float) -> void:
# Handle jump.
if Input.is_action_just_pressed("ui_up") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Handle shove
if Input.is_action_just_pressed("shove"):
print("Shove pressed")
pushTimer = Time.get_ticks_msec()
if Input.is_action_just_released("shove"):
var pushForce = Time.get_ticks_msec() - pushTimer
if pushForce > 4000:
pushForce = 4000
if pushRightEnabled and facing == FaceDirection.RIGHT:
pushSignal.emit(pushTarget, Vector2(1,0) * 100 * (pushForce/100))
if pushLeftEnabled and facing == FaceDirection.LEFT:
pushSignal.emit(pushTarget, Vector2(-1,0) * 100 * (pushForce/100))
# Handle shoot
if Input.is_action_just_pressed("shoot"):
print("Shoot pressed")
match facing:
FaceDirection.RIGHT:
shootSignal.emit(right_bullet_spawn.global_transform, 800)
FaceDirection.LEFT:
shootSignal.emit(left_bullet_spawn.global_transform, 800)
# 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
if direction > 0:
facing = FaceDirection.RIGHT
else:
facing = FaceDirection.LEFT
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
# Collision detection needs to happen AFTER move_and_slide calculation
if right_cast.is_colliding():
print("Right raycast collision")
var collider = right_cast.get_collider()
if collider is Node:
pushRightEnabled = true
pushTarget = collider
else:
pushRightEnabled = false
if left_cast.is_colliding():
print("Left raycast collision")
var collider = left_cast.get_collider()
if collider is Node:
pushLeftEnabled = true
pushTarget = collider
else:
pushLeftEnabled = false
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() * 100)
#c.get_collider().apply_central_impulse(-c.get_normal() * 100)
pushSignal.emit(c.get_collider(),-c.get_normal() * 100)
+51 -2
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@@ -1,9 +1,21 @@
extends Node2D
@onready var game: Node2D = $".."
@onready var game: GameController = $".."
@onready var crates: Node2D = $"../Crates"
@onready var player: Player = $"../Player"
var bullet = preload("res://scenes/bullet.tscn")
var bulletArray:Array[Bullet] = []
var totalAllowedBullet:int = 7
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
# signals from the view
player.pushSignal.connect(pushTarget)
player.shootSignal.connect(makeBullet)
# signals from the game controller
game.destroySignal.connect(destroy)
game.fanTriggerSignal.connect(pushTarget)
game.teleportTriggerSignal.connect(teleportTarget)
buildLevel()
# Called every frame. 'delta' is the elapsed time since the previous frame.
@@ -11,10 +23,47 @@ func _process(delta: float) -> void:
pass
func buildLevel() -> void:
# tell game controller how many crates
updateCrates()
func updateCrates() -> void:
var totalCrates = 0
if crates:
for obj in crates.get_children():
if obj is Crate:
if not obj.tree_exited.is_connected(updateCrates):
obj.tree_exited.connect(updateCrates)
totalCrates += 1
game.crateTotal(totalCrates)
func pushTarget(body,pushDirection) -> void:
if body is RigidBody2D:
body.apply_central_impulse(pushDirection)
func destroy(body) -> void:
body.queue_free()
func teleportTarget(body) -> void:
if body is Crate:
var viewport_size = get_viewport().get_visible_rect().size
var random_x = randf_range(0,viewport_size.x)
var random_y = randf_range(0,viewport_size.y)
var newPosition = Vector2(random_x, random_y)
body.teleport_to(newPosition)
func bulletFactory() -> Bullet:
var myBullet:Bullet
if bulletArray.size() <= totalAllowedBullet:
myBullet = bullet.instantiate()
add_sibling(myBullet)
if not myBullet.bulletHitSignal.is_connected(game.bulletDamage):
myBullet.bulletHitSignal.connect(game.bulletDamage)
else:
myBullet = bulletArray.pop_back()
bulletArray.push_front(myBullet)
return myBullet
func makeBullet(spawnPosition, speed) -> void:
print("make bullet")
var myBullet:Bullet = bulletFactory()
myBullet.transform = spawnPosition
myBullet.setSpeed(speed)
+6 -3
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@@ -1,5 +1,8 @@
extends Area2D
signal areaTriggerSignal(body, trigger)
class_name Trigger extends Area2D
@export var intent = "destroy"
signal areaTriggerSignal(body, trigger, intent)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@@ -13,4 +16,4 @@ func _process(delta: float) -> void:
func _on_body_entered(body: Node2D) -> void:
print("Something has entered the trigger zone")
areaTriggerSignal.emit(body, self)
areaTriggerSignal.emit(body, self, intent)