From 3d9b63f30b4737460fb11aa8e2552126b5113ee1 Mon Sep 17 00:00:00 2001 From: catherinehoang44 Date: Mon, 6 Jul 2026 14:14:09 -0400 Subject: [PATCH] Revert to ALOT baseline for solo week 2 work. Co-authored-by: Cursor --- Scenes/game.tscn | 27 ++++++++++++++++--- Scripts/crate.gd | 12 --------- Scripts/game.gd | 22 ++++++--------- Scripts/player.gd | 58 ++-------------------------------------- Scripts/scene_manager.gd | 46 +++---------------------------- Scripts/trigger.gd | 7 +++-- project.godot | 13 --------- 7 files changed, 40 insertions(+), 145 deletions(-) diff --git a/Scenes/game.tscn b/Scenes/game.tscn index c48b577..f3ea702 100644 --- a/Scenes/game.tscn +++ b/Scenes/game.tscn @@ -1,13 +1,17 @@ [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="PackedScene" uid="uid://dyb6tnhpivflf" path="res://Scenes/trigger.tscn" id="3_i6g32"] +[ext_resource type="Script" uid="uid://cq2vf132xjtli" path="res://Scripts/player.gd" id="2_qxrlw"] [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") @@ -39,11 +43,25 @@ metadata/_edit_group_ = true [node name="CollisionShape2D" type="CollisionShape2D" parent="Floor3" unique_id=92737610] shape = SubResource("RectangleShape2D_2poj3") -[node name="Trigger" parent="." unique_id=1055766094 instance=ExtResource("3_i6g32")] +[node name="Trigger" type="Area2D" parent="." unique_id=1126418572] position = Vector2(627, 517) +scale = Vector2(4.6, 4.6) +script = ExtResource("1_ebmjs") +metadata/_edit_group_ = true -[node name="Player" parent="." unique_id=478864706 instance=ExtResource("4_wowpa")] +[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] 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] @@ -54,3 +72,4 @@ 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"] diff --git a/Scripts/crate.gd b/Scripts/crate.gd index 83c3e24..7f42195 100644 --- a/Scripts/crate.gd +++ b/Scripts/crate.gd @@ -1,13 +1 @@ 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 diff --git a/Scripts/game.gd b/Scripts/game.gd index 50bb74e..41bd58a 100644 --- a/Scripts/game.gd +++ b/Scripts/game.gd @@ -1,13 +1,11 @@ -class_name GameController extends Node2D -signal destroySignal(body) +extends Node2D var numberOfCrates = 2 var timer = Timer.new() -var timeAvailable = 50 +var timeAvailable = 5 # 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 @@ -28,18 +26,14 @@ func _process(delta: float) -> void: pass -func _on_trigger(body: Variant, trigger: Variant, intent:String) -> void: +func _on_trigger(body: Variant, trigger: Variant) -> void: print("Game controller knows trigger fired") - match intent: - "destroy": - destroySignal.emit(body) + body.queue_free() + numberOfCrates -= 1 + if numberOfCrates == 0: + print("WINNER!") + get_tree().reload_current_scene() 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) diff --git a/Scripts/player.gd b/Scripts/player.gd index a151513..6879ffe 100644 --- a/Scripts/player.gd +++ b/Scripts/player.gd @@ -1,21 +1,9 @@ -class_name Player extends CharacterBody2D -signal pushSignal(body, direction) -signal shootSignal(markerPosition, speed) +extends CharacterBody2D + 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. @@ -25,59 +13,17 @@ 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) diff --git a/Scripts/scene_manager.gd b/Scripts/scene_manager.gd index 4d0b1b5..cf12cb0 100644 --- a/Scripts/scene_manager.gd +++ b/Scripts/scene_manager.gd @@ -1,20 +1,10 @@ extends Node2D # hold control and drag + drop -@onready var game:GameController = $".." +@onready var game: Node2D = $".." @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. @@ -22,39 +12,11 @@ func _process(delta: float) -> void: pass func buildLevel() -> void: - #tell GC how many crates... - updateCrates() -func updateCrates()->void: + # Tell GC how many crates 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 - + 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) diff --git a/Scripts/trigger.gd b/Scripts/trigger.gd index 199f4c0..fcb95d3 100644 --- a/Scripts/trigger.gd +++ b/Scripts/trigger.gd @@ -1,6 +1,5 @@ -class_name Trigger extends Area2D -signal areaTriggerSignal(body, trigger, intent) -@export var intent = "destroy" +extends Area2D +signal areaTriggerSignal(body, trigger) # Called when the node enters the scene tree for the first time. func _ready() -> void: @@ -14,4 +13,4 @@ func _process(delta: float) -> void: func _on_body_entered(body: Node2D) -> void: print("YEAHHHHH TRIGGERED") - areaTriggerSignal.emit(body, self, intent) + areaTriggerSignal.emit(body, self) diff --git a/project.godot b/project.godot index 0263f05..a979842 100644 --- a/project.godot +++ b/project.godot @@ -15,19 +15,6 @@ 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"