week 2 update

This commit is contained in:
OddlyTimbot 2026-07-06 12:22:12 -04:00
parent 4f0ed45ab5
commit 616afe6dbb
12 changed files with 214 additions and 40 deletions

13
Scenes/bullet.tscn Normal file
View File

@ -0,0 +1,13 @@
[gd_scene format=3 uid="uid://dvg70drsbendq"]
[ext_resource type="Script" uid="uid://u1ubij2eih4r" path="res://Scripts/bullet.gd" id="1_xjght"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_4mw4s"]
size = Vector2(10, 4)
[node name="Bullet" type="Area2D" unique_id=1549351635]
script = ExtResource("1_xjght")
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=687436499]
shape = SubResource("RectangleShape2D_4mw4s")
debug_color = Color(0.9064841, 0.22817236, 0.5106338, 0.41960785)

View File

@ -1,17 +1,13 @@
[gd_scene format=3 uid="uid://bportqr2j3d7s"]
[ext_resource type="Script" uid="uid://bwyucgbes44rd" path="res://Scripts/trigger.gd" id="1_ebmjs"]
[ext_resource type="Script" uid="uid://cvrssvw6p8myl" path="res://Scripts/game.gd" id="1_wrm1d"]
[ext_resource type="Script" uid="uid://bfh1ec3bb5oki" path="res://Scripts/scene_manager.gd" id="2_3dryh"]
[ext_resource type="Script" uid="uid://cq2vf132xjtli" path="res://Scripts/player.gd" id="2_qxrlw"]
[ext_resource type="PackedScene" uid="uid://dyb6tnhpivflf" path="res://Scenes/trigger.tscn" id="3_i6g32"]
[ext_resource type="PackedScene" uid="uid://b5y6rb2t0eaqr" path="res://Scenes/crate.tscn" id="3_wowpa"]
[ext_resource type="PackedScene" uid="uid://en40721f6qwj" path="res://Scenes/player.tscn" id="4_wowpa"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_2poj3"]
[sub_resource type="CircleShape2D" id="CircleShape2D_2poj3"]
[sub_resource type="CircleShape2D" id="CircleShape2D_ebmjs"]
[node name="Game" type="Node2D" unique_id=1651082265]
script = ExtResource("1_wrm1d")
@ -43,25 +39,11 @@ metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Floor3" unique_id=92737610]
shape = SubResource("RectangleShape2D_2poj3")
[node name="Trigger" type="Area2D" parent="." unique_id=1126418572]
[node name="Trigger" parent="." unique_id=1055766094 instance=ExtResource("3_i6g32")]
position = Vector2(627, 517)
scale = Vector2(4.6, 4.6)
script = ExtResource("1_ebmjs")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Trigger" unique_id=2040815744]
shape = SubResource("CircleShape2D_2poj3")
debug_color = Color(0.47473383, 0.5864115, 0.1707469, 0.41960785)
[node name="Player" type="CharacterBody2D" parent="." unique_id=1131424030]
[node name="Player" parent="." unique_id=478864706 instance=ExtResource("4_wowpa")]
position = Vector2(538.00006, 420)
scale = Vector2(1.64, 1.64)
script = ExtResource("2_qxrlw")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Player" unique_id=628686782]
shape = SubResource("CircleShape2D_ebmjs")
debug_color = Color(0.6308279, 0.36922106, 0.95607406, 0.41960785)
[node name="Crates" type="Node2D" parent="." unique_id=799685623]
@ -72,4 +54,3 @@ position = Vector2(683, 406)
position = Vector2(716, 382)
[connection signal="areaTriggerSignal" from="Trigger" to="." method="_on_trigger"]
[connection signal="body_entered" from="Trigger" to="Trigger" method="_on_body_entered"]

26
Scenes/player.tscn Normal file
View File

@ -0,0 +1,26 @@
[gd_scene format=3 uid="uid://en40721f6qwj"]
[ext_resource type="Script" uid="uid://cq2vf132xjtli" path="res://Scripts/player.gd" id="1_v0iea"]
[sub_resource type="CircleShape2D" id="CircleShape2D_ebmjs"]
[node name="Player" type="CharacterBody2D" unique_id=478864706]
scale = Vector2(1.64, 1.64)
script = ExtResource("1_v0iea")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=842765438]
shape = SubResource("CircleShape2D_ebmjs")
debug_color = Color(0.6308279, 0.36922106, 0.95607406, 0.41960785)
[node name="RightCast" type="RayCast2D" parent="." unique_id=448970826]
target_position = Vector2(17.073172, 0)
[node name="LeftCast" type="RayCast2D" parent="." unique_id=1038607459]
target_position = Vector2(-17.073172, 0)
[node name="RightSpawn" type="Marker2D" parent="." unique_id=1358832037]
position = Vector2(11.585366, -8.536586)
[node name="LeftSpawn" type="Marker2D" parent="." unique_id=1880777693]
position = Vector2(-12.195123, -8.536585)

16
Scenes/trigger.tscn Normal file
View File

@ -0,0 +1,16 @@
[gd_scene format=3 uid="uid://dyb6tnhpivflf"]
[ext_resource type="Script" uid="uid://bwyucgbes44rd" path="res://Scripts/trigger.gd" id="1_vcq5i"]
[sub_resource type="CircleShape2D" id="CircleShape2D_2poj3"]
[node name="Trigger" type="Area2D" unique_id=1055766094]
scale = Vector2(4.6, 4.6)
script = ExtResource("1_vcq5i")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=1717927145]
shape = SubResource("CircleShape2D_2poj3")
debug_color = Color(0.47473383, 0.5864115, 0.1707469, 0.41960785)
[connection signal="body_entered" from="." to="." method="_on_body_entered"]

13
Scripts/bullet.gd Normal file
View File

@ -0,0 +1,13 @@
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
Scripts/bullet.gd.uid Normal file
View File

@ -0,0 +1 @@
uid://u1ubij2eih4r

View File

@ -1 +1,13 @@
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

View File

@ -1,11 +1,13 @@
extends Node2D
class_name GameController extends Node2D
signal destroySignal(body)
var numberOfCrates = 2
var timer = Timer.new()
var timeAvailable = 5
var timeAvailable = 50
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
get_window().grab_focus()
add_child(timer)
# time based on seconds
timer.wait_time = 1
@ -26,14 +28,18 @@ 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)
func crateTotal(howMany):
numberOfCrates = howMany
print("GC knows crates: "+str(numberOfCrates))
if numberOfCrates == 0:
print("YOU WON!!!")
get_tree().reload_current_scene()
func bulletDamage(body, _bullet)->void:
if body.is_in_group("shootable"):
destroySignal.emit(body)

View File

@ -1,9 +1,21 @@
extends CharacterBody2D
class_name Player extends CharacterBody2D
signal pushSignal(body, direction)
signal shootSignal(markerPosition, speed)
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
@onready var right_cast: RayCast2D = $RightCast
@onready var left_cast: RayCast2D = $LeftCast
@onready var right_spawn: Marker2D = $RightSpawn
@onready var left_spawn: Marker2D = $LeftSpawn
var pushRightEnabled = false
var pushLeftEnabled = false
var pushTarget
var pushTimer = 0
enum FaceDirection {RIGHT,LEFT}
var facing:FaceDirection = FaceDirection.RIGHT
func _physics_process(delta: float) -> void:
# Add the gravity.
@ -13,17 +25,59 @@ func _physics_process(delta: float) -> void:
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
#Handle shove target
if Input.is_action_just_pressed("shove"):
print("I want to shove")
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:
#deliver the boom
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 Bullet
if Input.is_action_just_pressed("shoot"):
print("Ima shoot a bullet")
#marker postion, speed
match facing:
FaceDirection.RIGHT:
shootSignal.emit(right_spawn.global_transform, 800)
FaceDirection.LEFT:
shootSignal.emit(left_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()
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
#a loop
for i in get_slide_collision_count():
var c = get_slide_collision(i)

View File

@ -1,10 +1,20 @@
extends Node2D
# hold control and drag + drop
@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 totalAllowedBullets:int = 7
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
player.pushSignal.connect(pushTarget)
player.shootSignal.connect(makeBullet)
#signals from the GameController
game.destroySignal.connect(destroy)
buildLevel()
# Called every frame. 'delta' is the elapsed time since the previous frame.
@ -12,11 +22,39 @@ func _process(delta: float) -> void:
pass
func buildLevel() -> void:
# Tell GC how many crates
#tell GC how many crates...
updateCrates()
func updateCrates()->void:
var totalCrates = 0
# check if any crates in scene
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 bulletFactory()->Bullet:
var myBullet:Bullet
#how many bullets have been produced?
if bulletArray.size() <= totalAllowedBullets:
#make a new bullet
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)

View File

@ -1,5 +1,6 @@
extends Area2D
signal areaTriggerSignal(body, trigger)
class_name Trigger extends Area2D
signal areaTriggerSignal(body, trigger, intent)
@export var intent = "destroy"
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@ -13,4 +14,4 @@ func _process(delta: float) -> void:
func _on_body_entered(body: Node2D) -> void:
print("YEAHHHHH TRIGGERED")
areaTriggerSignal.emit(body, self)
areaTriggerSignal.emit(body, self, intent)

View File

@ -15,6 +15,19 @@ run/main_scene="uid://bportqr2j3d7s"
config/features=PackedStringArray("4.6", "Forward Plus")
config/icon="res://icon.svg"
[input]
shove={
"deadzone": 0.2,
"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)
]
}
shoot={
"deadzone": 0.2,
"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":90,"key_label":0,"unicode":122,"location":0,"echo":false,"script":null)
]
}
[physics]
3d/physics_engine="Jolt Physics"