graphics for bullet, crate, animation for player, state machine

This commit is contained in:
AutumnMayes committed 2025-06-16 21:01:29 -04:00
1 parent 8a78da855c
commit a7e18c2689
21 files changed
+569 -35

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+13
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@@ -0,0 +1,13 @@
class_name Bullet extends Area2D
var speed = 700
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.func setSpeed(value):
func setSpeed(value):
speed = value
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta: float) -> void:
position += transform.x * speed * delta
+1
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@@ -0,0 +1 @@
uid://q1ok5ukbtibm
+71 -15
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@@ -8,22 +8,83 @@ const JUMP_VELOCITY = -400.0
@onready var left_cast: RayCast2D = $LeftCast
@onready var right_spawn: Node2D = $RightSpawn
@onready var left_spawn: Node2D = $LeftSpawn
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
enum State{IDLE, RUN, JUMP, FALLING}
var current_state:State = State.IDLE
var pushTarget
var pushEnabled = false
var direction
var upJump = false
func _physics_process(delta: float) -> void:
#game loop
handle_input()
#calculate the movement
handle_movement(delta)
#change states
update_states()
#play animations
update_animation()
#collision with objects, raycasts
move_and_slide()
handle_collisions()
func update_states():
match current_state:
#idle when movement in x
State.IDLE when velocity.x !=0:
current_state = State.RUN
State.RUN:
if velocity.x ==0:
current_state = State.IDLE
#jumping when reaching apex
State.JUMP when velocity.y > 0:
current_state = State.FALLING
State.FALLING when is_on_floor():
if velocity.x == 0:
current_state = State.IDLE
else:
current_state = State.RUN
func update_animation():
match current_state:
State.IDLE:
player_graphic.play("idle")
State.RUN:
player_graphic.play("run")
State.JUMP:
if upJump:
player_graphic.play("jump")
State.FALLING:
player_graphic.play("falling")
func handle_movement(delta):
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump.
if direction:
velocity.x = direction * SPEED
if direction <0:
facing = FaceDirection.LEFT
player_graphic.flip_h = true
if direction >0:
facing = FaceDirection.RIGHT
player_graphic.flip_h = false
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
func handle_input():
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
current_state = State.JUMP
upJump = true
if Input.is_action_just_pressed("shove") && pushEnabled:
print("shove pressed")
@@ -43,17 +104,8 @@ func _physics_process(delta: float) -> void:
# 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.LEFT
if direction >0:
facing = FaceDirection.RIGHT
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
direction = Input.get_axis("ui_left", "ui_right")
func handle_collisions():
for i in get_slide_collision_count():
var c = get_slide_collision(i)
if c.get_collider() is RigidBody2D:
@@ -76,5 +128,9 @@ func _physics_process(delta: float) -> void:
pushEnabled = true
if not left_cast.is_colliding() && not right_cast.is_colliding():
pushEnabled = false
func _on_animation_finished() -> void:
match current_state:
State.JUMP:
upJump = false
+6
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@@ -3,6 +3,12 @@ extends Node2D
var bullet = preload("res://Scenes/bullet.tscn")
var bulletArray =[]
var totalAllowedBullets = 7
@onready var triggers: Node2D = $"../Triggers"
@onready var gameController: Node2D = $".."
func _ready() -> void:
for obj in triggers.get_children():
obj.areatrigger.connect(gameController._on_areatrigger)
#makes bullets
func bulletFactory():