Revert to ALOT baseline for solo week 2 work.
Co-authored-by: Cursor <cursoragent@cursor.com>
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@ -1,13 +1,17 @@
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[gd_scene format=3 uid="uid://bportqr2j3d7s"]
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[ext_resource type="Script" uid="uid://bwyucgbes44rd" path="res://Scripts/trigger.gd" id="1_ebmjs"]
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[ext_resource type="Script" uid="uid://cvrssvw6p8myl" path="res://Scripts/game.gd" id="1_wrm1d"]
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[ext_resource type="Script" uid="uid://bfh1ec3bb5oki" path="res://Scripts/scene_manager.gd" id="2_3dryh"]
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[ext_resource type="PackedScene" uid="uid://dyb6tnhpivflf" path="res://Scenes/trigger.tscn" id="3_i6g32"]
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[ext_resource type="Script" uid="uid://cq2vf132xjtli" path="res://Scripts/player.gd" id="2_qxrlw"]
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[ext_resource type="PackedScene" uid="uid://b5y6rb2t0eaqr" path="res://Scenes/crate.tscn" id="3_wowpa"]
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[ext_resource type="PackedScene" uid="uid://en40721f6qwj" path="res://Scenes/player.tscn" id="4_wowpa"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_2poj3"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_2poj3"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_ebmjs"]
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[node name="Game" type="Node2D" unique_id=1651082265]
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script = ExtResource("1_wrm1d")
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@ -39,11 +43,25 @@ metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Floor3" unique_id=92737610]
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shape = SubResource("RectangleShape2D_2poj3")
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[node name="Trigger" parent="." unique_id=1055766094 instance=ExtResource("3_i6g32")]
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[node name="Trigger" type="Area2D" parent="." unique_id=1126418572]
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position = Vector2(627, 517)
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scale = Vector2(4.6, 4.6)
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script = ExtResource("1_ebmjs")
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metadata/_edit_group_ = true
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[node name="Player" parent="." unique_id=478864706 instance=ExtResource("4_wowpa")]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Trigger" unique_id=2040815744]
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shape = SubResource("CircleShape2D_2poj3")
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debug_color = Color(0.47473383, 0.5864115, 0.1707469, 0.41960785)
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[node name="Player" type="CharacterBody2D" parent="." unique_id=1131424030]
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position = Vector2(538.00006, 420)
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scale = Vector2(1.64, 1.64)
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script = ExtResource("2_qxrlw")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Player" unique_id=628686782]
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shape = SubResource("CircleShape2D_ebmjs")
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debug_color = Color(0.6308279, 0.36922106, 0.95607406, 0.41960785)
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[node name="Crates" type="Node2D" parent="." unique_id=799685623]
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@ -54,3 +72,4 @@ position = Vector2(683, 406)
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position = Vector2(716, 382)
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[connection signal="areaTriggerSignal" from="Trigger" to="." method="_on_trigger"]
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[connection signal="body_entered" from="Trigger" to="Trigger" method="_on_body_entered"]
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@ -1,13 +1 @@
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class_name Crate extends RigidBody2D
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var teleport_target:Vector2 = Vector2.ZERO
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var should_teleport:bool = false
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func teleport_to(position:Vector2):
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teleport_target = position
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should_teleport = true
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func _integrate_forces(state: PhysicsDirectBodyState2D) -> void:
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if should_teleport:
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state.transform = Transform2D.IDENTITY.translated(teleport_target)
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should_teleport = false
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@ -1,13 +1,11 @@
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class_name GameController extends Node2D
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signal destroySignal(body)
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extends Node2D
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var numberOfCrates = 2
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var timer = Timer.new()
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var timeAvailable = 50
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var timeAvailable = 5
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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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get_window().grab_focus()
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add_child(timer)
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# time based on seconds
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timer.wait_time = 1
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@ -28,18 +26,14 @@ func _process(delta: float) -> void:
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pass
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func _on_trigger(body: Variant, trigger: Variant, intent:String) -> void:
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func _on_trigger(body: Variant, trigger: Variant) -> void:
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print("Game controller knows trigger fired")
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match intent:
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"destroy":
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destroySignal.emit(body)
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body.queue_free()
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numberOfCrates -= 1
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if numberOfCrates == 0:
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print("WINNER!")
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get_tree().reload_current_scene()
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func crateTotal(howMany):
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numberOfCrates = howMany
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print("GC knows crates: "+str(numberOfCrates))
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if numberOfCrates == 0:
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print("YOU WON!!!")
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get_tree().reload_current_scene()
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func bulletDamage(body, _bullet)->void:
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if body.is_in_group("shootable"):
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destroySignal.emit(body)
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@ -1,21 +1,9 @@
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class_name Player extends CharacterBody2D
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signal pushSignal(body, direction)
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signal shootSignal(markerPosition, speed)
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extends CharacterBody2D
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const SPEED = 300.0
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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: Marker2D = $RightSpawn
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@onready var left_spawn: Marker2D = $LeftSpawn
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var pushRightEnabled = false
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var pushLeftEnabled = false
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var pushTarget
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var pushTimer = 0
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enum FaceDirection {RIGHT,LEFT}
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var facing:FaceDirection = FaceDirection.RIGHT
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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@ -25,59 +13,17 @@ func _physics_process(delta: float) -> void:
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# Handle jump.
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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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#Handle shove target
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if Input.is_action_just_pressed("shove"):
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print("I want to shove")
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pushTimer = Time.get_ticks_msec()
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if Input.is_action_just_released("shove"):
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var pushForce = Time.get_ticks_msec() - pushTimer
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if pushForce>4000:
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pushForce=4000
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if pushRightEnabled and facing==FaceDirection.RIGHT:
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#deliver the boom
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pushSignal.emit(pushTarget, Vector2(1,0)*100*(pushForce/100))
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if pushLeftEnabled and facing==FaceDirection.LEFT:
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pushSignal.emit(pushTarget, Vector2(-1,0)*100*(pushForce/100))
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#Handle Shoot Bullet
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if Input.is_action_just_pressed("shoot"):
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print("Ima shoot a bullet")
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#marker postion, speed
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match facing:
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FaceDirection.RIGHT:
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shootSignal.emit(right_spawn.global_transform, 800)
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FaceDirection.LEFT:
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shootSignal.emit(left_spawn.global_transform, -800)
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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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var direction := Input.get_axis("ui_left", "ui_right")
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if direction:
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velocity.x = direction * SPEED
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if direction >0:
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facing = FaceDirection.RIGHT
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else:
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facing = FaceDirection.LEFT
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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move_and_slide()
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if right_cast.is_colliding():
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print("Right raycast collision")
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var collider = right_cast.get_collider()
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if collider is Node:
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pushRightEnabled = true
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pushTarget = collider
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else:
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pushRightEnabled = false
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if left_cast.is_colliding():
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print("Left raycast collision")
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var collider = left_cast.get_collider()
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if collider is Node:
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pushLeftEnabled = true
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pushTarget = collider
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else:
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pushLeftEnabled = false
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#a loop
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for i in get_slide_collision_count():
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var c = get_slide_collision(i)
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@ -1,20 +1,10 @@
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extends Node2D
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# hold control and drag + drop
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@onready var game:GameController = $".."
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@onready var game: Node2D = $".."
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@onready var crates: Node2D = $"../Crates"
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@onready var player: Player = $"../Player"
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var bullet = preload("res://Scenes/bullet.tscn")
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var bulletArray:Array[Bullet] = []
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var totalAllowedBullets:int = 7
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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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player.pushSignal.connect(pushTarget)
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player.shootSignal.connect(makeBullet)
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#signals from the GameController
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game.destroySignal.connect(destroy)
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buildLevel()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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@ -22,39 +12,11 @@ func _process(delta: float) -> void:
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pass
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func buildLevel() -> void:
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#tell GC how many crates...
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updateCrates()
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func updateCrates()->void:
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# Tell GC how many crates
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var totalCrates = 0
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# check if any crates in scene
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if crates:
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for obj in crates.get_children():
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if obj is Crate:
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if not obj.tree_exited.is_connected(updateCrates):
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obj.tree_exited.connect(updateCrates)
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totalCrates +=1
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totalCrates += 1
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game.crateTotal(totalCrates)
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func pushTarget(body,pushDirection)->void:
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if body is RigidBody2D:
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body.apply_central_impulse(pushDirection)
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func destroy(body)->void:
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body.queue_free()
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func bulletFactory()->Bullet:
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var myBullet:Bullet
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#how many bullets have been produced?
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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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add_sibling(myBullet)
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if not myBullet.bulletHitSignal.is_connected(game.bulletDamage):
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myBullet.bulletHitSignal.connect(game.bulletDamage)
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else:
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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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func makeBullet(spawnPosition, speed)->void:
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print("make bullet")
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var myBullet:Bullet = bulletFactory()
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myBullet.transform = spawnPosition
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myBullet.setSpeed(speed)
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@ -1,6 +1,5 @@
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class_name Trigger extends Area2D
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signal areaTriggerSignal(body, trigger, intent)
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@export var intent = "destroy"
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extends Area2D
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signal areaTriggerSignal(body, trigger)
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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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@ -14,4 +13,4 @@ func _process(delta: float) -> void:
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func _on_body_entered(body: Node2D) -> void:
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print("YEAHHHHH TRIGGERED")
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areaTriggerSignal.emit(body, self, intent)
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areaTriggerSignal.emit(body, self)
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@ -15,19 +15,6 @@ run/main_scene="uid://bportqr2j3d7s"
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config/features=PackedStringArray("4.6", "Forward Plus")
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config/icon="res://icon.svg"
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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":90,"key_label":0,"unicode":122,"location":0,"echo":false,"script":null)
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]
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}
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[physics]
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3d/physics_engine="Jolt Physics"
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