Added graphics animations, tilesets and tilemaps with physics layer, and player state machine.

This commit is contained in:
AnthonyRusso committed 2026-07-06 20:58:50 -04:00
1 parent 458b3e25fc
commit f916237426
21 files changed
+1000 -18

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+1
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@@ -50,3 +50,4 @@ func crateTotal(numOfCrates):
func bulletDamage(body, _bullet) -> void:
if body.is_in_group("shootable"):
destroySignal.emit(body)
destroySignal.emit(_bullet)
+71 -10
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@@ -6,40 +6,57 @@ signal shootSignal(markerPosition, speed)
@onready var left_cast: RayCast2D = $LeftCast
@onready var right_bullet_spawn: Marker2D = $RightBulletSpawn
@onready var left_bullet_spawn: Marker2D = $LeftBulletSpawn
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
var pushRightEnabled = false
var pushLeftEnabled = false
var pushTarget
var pushTimer = 0
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
const SPEED = 400.0
const JUMP_VELOCITY = -500.0
enum FaceDirection {RIGHT,LEFT}
var facing:FaceDirection = FaceDirection.RIGHT
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
enum PlayerStates {IDLE, RUNNING, JUMPING, FALLING, CHARGING, SHOVING}
var current_player_state:PlayerStates = PlayerStates.IDLE
var upJump:bool = false
func _physics_process(delta: float) -> void:
handle_input()
handle_movement(delta)
handle_states()
handle_animation()
move_and_slide()
handle_collisions()
func handle_input() -> void:
# Handle jump.
if Input.is_action_just_pressed("ui_up") and is_on_floor():
velocity.y = JUMP_VELOCITY
current_player_state = PlayerStates.JUMPING
upJump = true
# Handle shove
if Input.is_action_just_pressed("shove"):
print("Shove pressed")
pushTimer = Time.get_ticks_msec()
if pushRightEnabled and facing == FaceDirection.RIGHT:
current_player_state = PlayerStates.CHARGING
pushTimer = Time.get_ticks_msec()
if pushLeftEnabled and facing == FaceDirection.LEFT:
current_player_state = PlayerStates.CHARGING
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))
current_player_state = PlayerStates.SHOVING
if pushLeftEnabled and facing == FaceDirection.LEFT:
pushSignal.emit(pushTarget, Vector2(-1,0) * 100 * (pushForce/100))
current_player_state = PlayerStates.SHOVING
# Handle shoot
if Input.is_action_just_pressed("shoot"):
print("Shoot pressed")
@@ -47,7 +64,7 @@ func _physics_process(delta: float) -> void:
FaceDirection.RIGHT:
shootSignal.emit(right_bullet_spawn.global_transform, 800)
FaceDirection.LEFT:
shootSignal.emit(left_bullet_spawn.global_transform, 800)
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.
@@ -56,12 +73,19 @@ func _physics_process(delta: float) -> void:
velocity.x = direction * SPEED
if direction > 0:
facing = FaceDirection.RIGHT
player_graphic.flip_h = false
else:
facing = FaceDirection.LEFT
player_graphic.flip_h = true
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
func handle_movement(delta) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
func handle_collisions() -> void:
# Collision detection needs to happen AFTER move_and_slide calculation
if right_cast.is_colliding():
print("Right raycast collision")
@@ -86,3 +110,40 @@ func _physics_process(delta: float) -> void:
if c.get_collider() is RigidBody2D:
#c.get_collider().apply_central_impulse(-c.get_normal() * 100)
pushSignal.emit(c.get_collider(),-c.get_normal() * 100)
func handle_states() -> void:
match current_player_state:
PlayerStates.IDLE when velocity.x != 0:
current_player_state = PlayerStates.RUNNING
PlayerStates.RUNNING when velocity.x == 0:
current_player_state = PlayerStates.IDLE
PlayerStates.JUMPING when velocity.y > 0:
current_player_state = PlayerStates.FALLING
PlayerStates.FALLING when is_on_floor():
if velocity.x == 0:
current_player_state = PlayerStates.IDLE
else:
current_player_state = PlayerStates.RUNNING
func handle_animation() -> void:
match current_player_state:
PlayerStates.RUNNING:
player_graphic.play("run")
PlayerStates.IDLE:
player_graphic.play("idle")
PlayerStates.JUMPING:
if upJump:
player_graphic.play("jump")
PlayerStates.FALLING:
player_graphic.play("fall")
PlayerStates.CHARGING:
player_graphic.play("charge")
PlayerStates.SHOVING:
player_graphic.play("shove")
func _on_animation_finished() -> void:
match current_player_state:
PlayerStates.JUMPING:
upJump = false
PlayerStates.SHOVING:
current_player_state = PlayerStates.IDLE
+16 -2
View File
@@ -38,9 +38,22 @@ func updateCrates() -> void:
func pushTarget(body,pushDirection) -> void:
if body is RigidBody2D:
body.apply_central_impulse(pushDirection)
func stashBullet(bullet:Bullet) -> void:
# hide the bullet
var stashPosition:Vector2 = Vector2(-100,-100)
bullet.position = stashPosition
bullet.setSpeed(0)
bullet.set_process(false)
func destroy(body) -> void:
body.queue_free()
match body:
var bod when bod is Bullet:
stashBullet(body)
var bod when bod is Crate:
body.queue_free()
_:
body.queue_free()
func teleportTarget(body) -> void:
if body is Crate:
@@ -67,3 +80,4 @@ func makeBullet(spawnPosition, speed) -> void:
var myBullet:Bullet = bulletFactory()
myBullet.transform = spawnPosition
myBullet.setSpeed(speed)
myBullet.set_process(true)