State machine, player anis, bullet pool and graphics
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[physics]
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+7
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|
region = Rect2(288, 0, 48, 48)
|
||||||
|
|
||||||
|
[sub_resource type="AtlasTexture" id="AtlasTexture_60mlk"]
|
||||||
|
atlas = ExtResource("3_qhqgy")
|
||||||
|
region = Rect2(336, 0, 48, 48)
|
||||||
|
|
||||||
|
[sub_resource type="SpriteFrames" id="SpriteFrames_daopg"]
|
||||||
|
animations = [{
|
||||||
|
"frames": [{
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_i4ail")
|
||||||
|
}],
|
||||||
|
"loop": 2,
|
||||||
|
"name": &"fall",
|
||||||
|
"speed": 5.0
|
||||||
|
}, {
|
||||||
|
"frames": [{
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_qhqgy")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_dqkch")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_qlg0r")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_tuyoq")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_fjrip")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_smehm")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_ur7pv")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_y4r1p")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_d2wvv")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_3v2ag")
|
||||||
|
}],
|
||||||
|
"loop": 1,
|
||||||
|
"name": &"idle",
|
||||||
|
"speed": 12.0
|
||||||
|
}, {
|
||||||
|
"frames": [{
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_a38lo")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_4ni07")
|
||||||
|
}],
|
||||||
|
"loop": 2,
|
||||||
|
"name": &"jump",
|
||||||
|
"speed": 5.0
|
||||||
|
}, {
|
||||||
|
"frames": [{
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_jej6c")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_f1ej7")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_oprun")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_a8ls1")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_qfm1y")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_fulsm")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_4r5pv")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_60mlk")
|
||||||
|
}],
|
||||||
|
"loop": 1,
|
||||||
|
"name": &"run",
|
||||||
|
"speed": 12.0
|
||||||
|
}]
|
||||||
|
|
||||||
[node name="Player" type="CharacterBody2D" unique_id=680748920]
|
[node name="Player" type="CharacterBody2D" unique_id=680748920]
|
||||||
script = ExtResource("1_3vyb7")
|
script = ExtResource("1_3vyb7")
|
||||||
metadata/_edit_group_ = true
|
metadata/_edit_group_ = true
|
||||||
@@ -23,3 +196,12 @@ position = Vector2(16, -7)
|
|||||||
|
|
||||||
[node name="LeftSpawn" type="Marker2D" parent="." unique_id=774488423]
|
[node name="LeftSpawn" type="Marker2D" parent="." unique_id=774488423]
|
||||||
position = Vector2(-16, -7)
|
position = Vector2(-16, -7)
|
||||||
|
|
||||||
|
[node name="PlayerGraphic" type="AnimatedSprite2D" parent="." unique_id=3371348]
|
||||||
|
texture_filter = 1
|
||||||
|
position = Vector2(1, -2)
|
||||||
|
sprite_frames = SubResource("SpriteFrames_daopg")
|
||||||
|
animation = &"fall"
|
||||||
|
autoplay = "idle"
|
||||||
|
|
||||||
|
[connection signal="animation_finished" from="PlayerGraphic" to="." method="_on_player_animation_finished"]
|
||||||
@@ -16,3 +16,5 @@ func _process(delta: float) -> void:
|
|||||||
func _on_body_entered(body: Node2D) -> void:
|
func _on_body_entered(body: Node2D) -> void:
|
||||||
print ("Bullet hit something")
|
print ("Bullet hit something")
|
||||||
bulletDamageSignal.emit(body,self)
|
bulletDamageSignal.emit(body,self)
|
||||||
|
func setSpeed(value)->void:
|
||||||
|
speed = value
|
||||||
@@ -1,6 +1,9 @@
|
|||||||
class_name GameController extends Node2D
|
class_name GameController extends Node2D
|
||||||
|
|
||||||
signal teleportSignal(body:RigidBody2D)
|
signal teleportSignal(body:RigidBody2D)
|
||||||
|
signal destroySignal(Body)
|
||||||
|
|
||||||
|
|
||||||
# Called when the node enters the scene tree for the first time.
|
# Called when the node enters the scene tree for the first time.
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
pass # Replace with function body.
|
pass # Replace with function body.
|
||||||
@@ -16,7 +19,7 @@ func _on_trigger(effect: Variant, Object: Variant) -> void:
|
|||||||
match effect:
|
match effect:
|
||||||
"destroy":
|
"destroy":
|
||||||
if not Object is Player:
|
if not Object is Player:
|
||||||
Object.queue_free()
|
destroySignal.emit(Object)
|
||||||
"teleport":
|
"teleport":
|
||||||
print("Trigger wants to teleport")
|
print("Trigger wants to teleport")
|
||||||
if Object is Crate :
|
if Object is Crate :
|
||||||
@@ -25,6 +28,6 @@ func _on_trigger(effect: Variant, Object: Variant) -> void:
|
|||||||
func _on_bullet_hit(body,bullet)-> void:
|
func _on_bullet_hit(body,bullet)-> void:
|
||||||
print ("GC knows bullet hit")
|
print ("GC knows bullet hit")
|
||||||
if body is Crate:
|
if body is Crate:
|
||||||
body.queue_free()
|
destroySignal.emit(body)
|
||||||
bullet.queue_free()
|
destroySignal.emit(bullet)
|
||||||
|
|
||||||
+72
-8
@@ -4,12 +4,19 @@ class_name Player extends CharacterBody2D
|
|||||||
@onready var left_cast: RayCast2D = $LeftCast
|
@onready var left_cast: RayCast2D = $LeftCast
|
||||||
@onready var right_spawn: Marker2D = $RightSpawn
|
@onready var right_spawn: Marker2D = $RightSpawn
|
||||||
@onready var left_spawn: Marker2D = $LeftSpawn
|
@onready var left_spawn: Marker2D = $LeftSpawn
|
||||||
|
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
|
||||||
|
|
||||||
@export var shove_power:= 800
|
@export var shove_power:= 800
|
||||||
@export var bump_power:= 100
|
@export var bump_power:= 100
|
||||||
|
|
||||||
|
var direction
|
||||||
|
signal bulletSignal(pos,speed)
|
||||||
|
|
||||||
enum FaceDirection {LEFT,RIGHT}
|
enum FaceDirection {LEFT,RIGHT}
|
||||||
var facing:FaceDirection = FaceDirection.RIGHT
|
var facing:FaceDirection = FaceDirection.RIGHT
|
||||||
|
enum PlayerStates {IDLE,RUNNING,JUMPING,FALLING}
|
||||||
|
var current_player_state:PlayerStates = PlayerStates.IDLE
|
||||||
|
var upJump:bool = false
|
||||||
|
|
||||||
var pushRightEnabled = false
|
var pushRightEnabled = false
|
||||||
var pushLeftEnabled = false
|
var pushLeftEnabled = false
|
||||||
@@ -23,7 +30,33 @@ func _physics_process(delta: float) -> void:
|
|||||||
# Add the gravity.
|
# Add the gravity.
|
||||||
if not is_on_floor():
|
if not is_on_floor():
|
||||||
velocity += get_gravity() * delta
|
velocity += get_gravity() * delta
|
||||||
|
handle_input()
|
||||||
|
handle_movement()
|
||||||
|
handle_states()
|
||||||
|
handle_animations()
|
||||||
|
move_and_slide()
|
||||||
|
handle_collisions()
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
move_and_slide()
|
||||||
|
# find all things my player collided with
|
||||||
|
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() * bump_power)
|
||||||
|
|
||||||
|
|
||||||
|
func handle_input()->void:
|
||||||
|
#Handle shoot
|
||||||
|
if Input.is_action_just_pressed("shoot"):
|
||||||
|
print("Player wants to shoot")
|
||||||
|
#send a bullet signal
|
||||||
|
if facing==FaceDirection.RIGHT:
|
||||||
|
bulletSignal.emit(right_spawn.global_transform, 800)
|
||||||
|
if facing==FaceDirection.LEFT:
|
||||||
|
bulletSignal.emit(left_spawn.global_transform, -800)
|
||||||
# Handle shove
|
# Handle shove
|
||||||
if Input.is_action_just_pressed("shove"):
|
if Input.is_action_just_pressed("shove"):
|
||||||
print("Player wants to shove")
|
print("Player wants to shove")
|
||||||
@@ -36,26 +69,25 @@ func _physics_process(delta: float) -> void:
|
|||||||
# Handle jump.
|
# Handle jump.
|
||||||
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
|
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
|
||||||
velocity.y = JUMP_VELOCITY
|
velocity.y = JUMP_VELOCITY
|
||||||
|
current_player_state=PlayerStates.JUMPING
|
||||||
|
upJump = true
|
||||||
|
|
||||||
# Get the input direction and handle the movement/deceleration.
|
# Get the input direction and handle the movement/deceleration.
|
||||||
# As good practice, you should replace UI actions with custom gameplay actions.
|
# As good practice, you should replace UI actions with custom gameplay actions.
|
||||||
var direction := Input.get_axis("ui_left", "ui_right")
|
direction = Input.get_axis("ui_left", "ui_right")
|
||||||
|
func handle_movement()->void:
|
||||||
if direction:
|
if direction:
|
||||||
velocity.x = direction * SPEED
|
velocity.x = direction * SPEED
|
||||||
#Set player direction
|
#Set player direction
|
||||||
if direction < 0:
|
if direction < 0:
|
||||||
facing = FaceDirection.LEFT
|
facing = FaceDirection.LEFT
|
||||||
|
player_graphic.flip_h = true
|
||||||
if direction > 0:
|
if direction > 0:
|
||||||
facing = FaceDirection.RIGHT
|
facing = FaceDirection.RIGHT
|
||||||
|
player_graphic.flip_h = false
|
||||||
else:
|
else:
|
||||||
velocity.x = move_toward(velocity.x, 0, SPEED)
|
velocity.x = move_toward(velocity.x, 0, SPEED)
|
||||||
|
func handle_collisions()->void:
|
||||||
move_and_slide()
|
|
||||||
# find all things my player collided with
|
|
||||||
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() * bump_power)
|
|
||||||
if right_cast.is_colliding():
|
if right_cast.is_colliding():
|
||||||
print("Something on my right")
|
print("Something on my right")
|
||||||
#get the thing I can shove
|
#get the thing I can shove
|
||||||
@@ -74,3 +106,35 @@ func _physics_process(delta: float) -> void:
|
|||||||
pushTarget = collider
|
pushTarget = collider
|
||||||
else:
|
else:
|
||||||
pushLeftEnabled = false
|
pushLeftEnabled = false
|
||||||
|
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:
|
||||||
|
#you falling
|
||||||
|
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_animations()->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")
|
||||||
|
|
||||||
|
|
||||||
|
func _on_player_animation_finished() -> void:
|
||||||
|
match current_player_state:
|
||||||
|
PlayerStates.JUMPING:
|
||||||
|
upJump = false
|
||||||
|
# Replace with function body.
|
||||||
+46
-2
@@ -2,14 +2,22 @@ class_name SceneManager extends Node2D
|
|||||||
|
|
||||||
@onready var triggers: Node2D = $"../Triggers"
|
@onready var triggers: Node2D = $"../Triggers"
|
||||||
@onready var game: GameController = $".."
|
@onready var game: GameController = $".."
|
||||||
@onready var bullet: Bullet = $"../Bullet"
|
@onready var player: Player = $"../Player"
|
||||||
|
|
||||||
|
#recipe for bullets
|
||||||
|
var bullet = preload("res://scenes/bullet.tscn")
|
||||||
|
var totalAllowedBullets:int =7
|
||||||
|
|
||||||
|
#collection
|
||||||
|
var bulletArray:Array[Bullet] = []
|
||||||
|
|
||||||
# Called when the node enters the scene tree for the first time.
|
# Called when the node enters the scene tree for the first time.
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
buildLevel()
|
buildLevel()
|
||||||
game.teleportSignal.connect(teleport)
|
game.teleportSignal.connect(teleport)
|
||||||
bullet.bulletDamageSignal.connect(game._on_bullet_hit)
|
game.destroySignal.connect(destroy)
|
||||||
|
player.bulletSignal.connect(makeBullet)
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||||
@@ -29,3 +37,39 @@ func teleport(body, _bodyposition=null)->void:
|
|||||||
var random_y = randf_range(0, viewport_size.y)
|
var random_y = randf_range(0, viewport_size.y)
|
||||||
var newPosition = Vector2(random_x, random_y)
|
var newPosition = Vector2(random_x, random_y)
|
||||||
body.teleport_to(newPosition)
|
body.teleport_to(newPosition)
|
||||||
|
#order desk (For bullets)
|
||||||
|
func makeBullet(pos, speed)->void:
|
||||||
|
#ask for a bullet from...the factory
|
||||||
|
print("Make a bullet")
|
||||||
|
var myBullet:Bullet = bulletFactory()
|
||||||
|
myBullet.transform = pos
|
||||||
|
myBullet.setSpeed(speed)
|
||||||
|
myBullet.set_process(true)
|
||||||
|
|
||||||
|
func bulletFactory()->Bullet:
|
||||||
|
var myBullet:Bullet
|
||||||
|
#how many bullets have been created?
|
||||||
|
if bulletArray.size() <= totalAllowedBullets:
|
||||||
|
myBullet = bullet.instantiate()
|
||||||
|
add_sibling(myBullet)
|
||||||
|
#wire up a signal to the GC
|
||||||
|
if not myBullet.bulletDamageSignal.is_connected(game._on_bullet_hit):
|
||||||
|
myBullet.bulletDamageSignal.connect(game._on_bullet_hit)
|
||||||
|
else:
|
||||||
|
#recycle bulletxx
|
||||||
|
myBullet = bulletArray.pop_back()
|
||||||
|
#put the bullet in my collection
|
||||||
|
bulletArray.push_front(myBullet)
|
||||||
|
return myBullet
|
||||||
|
func destroy(target)->void:
|
||||||
|
if target is Bullet:
|
||||||
|
stash(target)
|
||||||
|
if target is Crate:
|
||||||
|
target.queue_free()
|
||||||
|
|
||||||
|
func stash(target:Bullet)->void:
|
||||||
|
print("Stash a bullet")
|
||||||
|
var stashPosition:Vector2 = Vector2(-100,-100)
|
||||||
|
target.position = stashPosition
|
||||||
|
target.setSpeed(0)
|
||||||
|
target.set_process(false)
|
||||||
Reference in new issue
Block a user