bullets, bullet factory, shove attack, scenemanager
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parent
a98540de07
commit
8a78da855c
25
Scenes/Player.tscn
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25
Scenes/Player.tscn
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[gd_scene load_steps=3 format=3 uid="uid://bu8e4iyw8pc03"]
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[ext_resource type="Script" uid="uid://dsryf6gxqcm1k" path="res://Scripts/character_body_2d.gd" id="1_0y7nr"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_2poj3"]
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[node name="CharacterBody2D" type="CharacterBody2D"]
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script = ExtResource("1_0y7nr")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("CircleShape2D_2poj3")
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debug_color = Color(0.613557, 0.363647, 0.991688, 0.42)
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[node name="RightCast" type="RayCast2D" parent="."]
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target_position = Vector2(16, 0)
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[node name="LeftCast" type="RayCast2D" parent="."]
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target_position = Vector2(-16, 0)
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[node name="RightSpawn" type="Node2D" parent="."]
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position = Vector2(17, -8)
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[node name="LeftSpawn" type="Node2D" parent="."]
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position = Vector2(-14, -9)
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14
Scenes/bullet.tscn
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14
Scenes/bullet.tscn
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[gd_scene load_steps=3 format=3 uid="uid://cm8o5vpn4a00"]
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[ext_resource type="Script" uid="uid://q1ok5ukbtibm" path="res://bullet.gd" id="1_xjght"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_oduel"]
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size = Vector2(14, 4)
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[node name="Bullet" type="Area2D"]
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script = ExtResource("1_xjght")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("RectangleShape2D_oduel")
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debug_color = Color(0.995859, 0, 0.197667, 0.42)
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@ -1,35 +1,31 @@
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[gd_scene load_steps=7 format=3 uid="uid://c6mxse0hqjro7"]
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[gd_scene load_steps=8 format=3 uid="uid://c6mxse0hqjro7"]
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[ext_resource type="Script" uid="uid://dsryf6gxqcm1k" path="res://Scripts/character_body_2d.gd" id="1_ebmjs"]
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[ext_resource type="Script" uid="uid://tno7aku0yyke" path="res://Scripts/gamecontroller.gd" id="1_wrm1d"]
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[ext_resource type="Script" uid="uid://tno7aku0yyke" path="res://Scripts/gamecontroller.gd" id="1_wrm1d"]
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[ext_resource type="Script" uid="uid://bs4frobn6kxne" path="res://Scripts/scene_manager.gd" id="2_i6g32"]
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[ext_resource type="PackedScene" uid="uid://cd7fv3pwgr880" path="res://Scenes/crate.tscn" id="3_3dryh"]
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[ext_resource type="PackedScene" uid="uid://cd7fv3pwgr880" path="res://Scenes/crate.tscn" id="3_3dryh"]
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[ext_resource type="PackedScene" uid="uid://bu8e4iyw8pc03" path="res://Scenes/Player.tscn" id="4_3dryh"]
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[ext_resource type="PackedScene" uid="uid://b5d8himq5sttt" path="res://Scenes/trigger.tscn" id="4_wowpa"]
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[ext_resource type="PackedScene" uid="uid://b5d8himq5sttt" path="res://Scenes/trigger.tscn" id="4_wowpa"]
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[ext_resource type="PackedScene" uid="uid://cm8o5vpn4a00" path="res://Scenes/bullet.tscn" id="5_wowpa"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_2poj3"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_2poj3"]
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size = Vector2(50, 20)
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size = Vector2(50, 20)
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[sub_resource type="CircleShape2D" id="CircleShape2D_2poj3"]
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[node name="Game" type="Node2D"]
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[node name="Game" type="Node2D"]
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script = ExtResource("1_wrm1d")
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script = ExtResource("1_wrm1d")
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[node name="SceneManager" type="Node2D" parent="."]
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unique_name_in_owner = true
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script = ExtResource("2_i6g32")
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[node name="StaticBody2D" type="StaticBody2D" parent="."]
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[node name="StaticBody2D" type="StaticBody2D" parent="."]
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position = Vector2(595, 337)
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position = Vector2(595, 337)
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scale = Vector2(1.50487, 1.09333)
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scale = Vector2(4.146, 0.985995)
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metadata/_edit_group_ = true
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
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scale = Vector2(1, 1)
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shape = SubResource("RectangleShape2D_2poj3")
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shape = SubResource("RectangleShape2D_2poj3")
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[node name="CharacterBody2D" type="CharacterBody2D" parent="."]
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position = Vector2(576, 303)
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script = ExtResource("1_ebmjs")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D"]
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shape = SubResource("CircleShape2D_2poj3")
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debug_color = Color(0.613557, 0.363647, 0.991688, 0.42)
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[node name="RigidBody2D3" parent="." instance=ExtResource("3_3dryh")]
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[node name="RigidBody2D3" parent="." instance=ExtResource("3_3dryh")]
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position = Vector2(596, 262)
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position = Vector2(596, 262)
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@ -40,11 +36,17 @@ position = Vector2(616, 222)
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position = Vector2(574, 222)
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position = Vector2(574, 222)
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[node name="Area2D2" parent="." instance=ExtResource("4_wowpa")]
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[node name="Area2D2" parent="." instance=ExtResource("4_wowpa")]
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position = Vector2(511, 397)
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position = Vector2(507, 414)
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effect = "destroy"
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effect = "destroy"
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[node name="Area2D3" parent="." instance=ExtResource("4_wowpa")]
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[node name="Area2D3" parent="." instance=ExtResource("4_wowpa")]
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position = Vector2(684, 400)
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position = Vector2(679, 430)
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[node name="CharacterBody2D" parent="." instance=ExtResource("4_3dryh")]
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position = Vector2(614, 314)
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[node name="Bullet" parent="." instance=ExtResource("5_wowpa")]
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position = Vector2(520, 265)
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[connection signal="areatrigger" from="Area2D2" to="." method="_on_areatrigger"]
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[connection signal="areatrigger" from="Area2D2" to="." method="_on_areatrigger"]
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[connection signal="areatrigger" from="Area2D3" to="." method="_on_areatrigger"]
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[connection signal="areatrigger" from="Area2D3" to="." method="_on_areatrigger"]
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@ -4,6 +4,17 @@ extends CharacterBody2D
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const SPEED = 300.0
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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const JUMP_VELOCITY = -400.0
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@onready var right_cast: RayCast2D = $RightCast
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@onready var left_cast: RayCast2D = $LeftCast
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@onready var right_spawn: Node2D = $RightSpawn
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@onready var left_spawn: Node2D = $LeftSpawn
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enum FaceDirection{LEFT, RIGHT}
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var facing:FaceDirection = FaceDirection.RIGHT
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var pushTarget
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var pushEnabled = false
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func _physics_process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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# Add the gravity.
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@ -14,11 +25,31 @@ func _physics_process(delta: float) -> void:
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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velocity.y = JUMP_VELOCITY
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if Input.is_action_just_pressed("shove") && pushEnabled:
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print("shove pressed")
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if facing == FaceDirection.RIGHT:
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pushTarget.apply_central_impulse(Vector2(1,0)*700)
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pushEnabled = false
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if facing == FaceDirection.LEFT:
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pushTarget.apply_central_impulse(Vector2(-1,0)*700)
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pushEnabled = false
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if Input.is_action_just_pressed("shoot"):
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print("shoot a bullet")
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if facing == FaceDirection.RIGHT:
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%SceneManager.makeBullet(right_spawn.global_transform, 700)
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if facing == FaceDirection.LEFT:
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%SceneManager.makeBullet(left_spawn.global_transform, -700)
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# Get the input direction and handle the movement/deceleration.
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var direction := Input.get_axis("ui_left", "ui_right")
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var direction := Input.get_axis("ui_left", "ui_right")
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if direction:
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if direction:
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velocity.x = direction * SPEED
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velocity.x = direction * SPEED
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if direction <0:
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facing = FaceDirection.LEFT
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if direction >0:
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facing = FaceDirection.RIGHT
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else:
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.x = move_toward(velocity.x, 0, SPEED)
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@ -27,3 +58,23 @@ func _physics_process(delta: float) -> void:
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var c = get_slide_collision(i)
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var c = get_slide_collision(i)
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if c.get_collider() is RigidBody2D:
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if c.get_collider() is RigidBody2D:
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c.get_collider().apply_central_impulse(-c.get_normal() * 100)
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c.get_collider().apply_central_impulse(-c.get_normal() * 100)
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if right_cast.is_colliding() && facing==FaceDirection.RIGHT:
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#get the thing I am colliding with
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var collider = right_cast.get_collider()
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if collider is Node && collider is RigidBody2D:
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print("I can shove this to the right")
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pushTarget = collider
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pushEnabled = true
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if not right_cast.is_colliding() && not left_cast.is_colliding():
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pushEnabled = false
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if left_cast.is_colliding() && facing==FaceDirection.LEFT:
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var collider = left_cast.get_collider()
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if collider is Node && collider is RigidBody2D:
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print("I can shove this to the left")
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pushTarget = collider
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pushEnabled = true
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if not left_cast.is_colliding() && not right_cast.is_colliding():
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pushEnabled = false
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30
Scripts/scene_manager.gd
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30
Scripts/scene_manager.gd
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extends Node2D
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var bullet = preload("res://Scenes/bullet.tscn")
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var bulletArray =[]
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var totalAllowedBullets = 7
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#makes bullets
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func bulletFactory():
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var mybullet
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if bulletArray.size() < totalAllowedBullets:
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#make a new bullet
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mybullet = bullet.instantiate()
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owner.add_child(mybullet)
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else:
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#recycle bullet
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mybullet = bulletArray.pop_back()
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bulletArray.push_front(mybullet)
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return mybullet
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#order desk
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func makeBullet(position, speed):
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print("Scenemanger orders a bullet")
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#ask the factory for a bullet
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var mybullet = bulletFactory()
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#set the speed for the bullet
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mybullet.setSpeed(speed)
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#position the bullet
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mybullet.transform = position
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1
Scripts/scene_manager.gd.uid
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1
Scripts/scene_manager.gd.uid
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uid://bs4frobn6kxne
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bullet.gd
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bullet.gd
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class_name Bullet extends Area2D
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var speed = 700
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.func setSpeed(value):
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func setSpeed(value):
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speed = value
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _physics_process(delta: float) -> void:
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position += transform.x * speed * delta
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1
bullet.gd.uid
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1
bullet.gd.uid
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uid://q1ok5ukbtibm
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"res://Scenes/": "pink",
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"res://Scenes/": "pink",
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"res://Scripts/": "orange"
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"res://Scripts/": "orange"
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}
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}
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[input]
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shove={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":88,"key_label":0,"unicode":120,"location":0,"echo":false,"script":null)
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]
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}
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shoot={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":89,"key_label":0,"unicode":121,"location":0,"echo":false,"script":null)
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]
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}
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