Week 2 Learnings: Week 1 recap (bodies, area trigger), raycasts, dynamic instantiation (spawning things)
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@@ -1,13 +1,14 @@
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class_name Bullet extends Area2D
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var speed:float = 700
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signal bulletHitSignal(body, bullet)
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func setSpeed(value)->void:
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speed = value
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func _process(delta: float) -> void:
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extends Area2D
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var speed := 700
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signal hit(bullet, body)
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func setSpeed(speedValue):
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speed = speedValue
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func _physics_process(delta: float) -> void:
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# delta - time passed between physics process being called, think FPS
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position += transform.x * speed * delta
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func _on_body_entered(body: Node2D) -> void:
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if body is Crate:
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bulletHitSignal.emit(body,self)
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print("I HIT SMTHING")
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@@ -1 +1 @@
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uid://u1ubij2eih4r
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uid://lt4ob78t6q2a
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+1
-2
@@ -25,7 +25,6 @@ func countdown() -> void:
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func _process(delta: float) -> void:
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pass
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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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body.queue_free()
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@@ -33,7 +32,7 @@ func _on_trigger(body: Variant, trigger: Variant) -> void:
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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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@@ -3,7 +3,21 @@ extends CharacterBody2D
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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const PUSH_FORCE = 700
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var faceLeft = false
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# Can I push right / left
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var pushLeftEnabled = false
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var pushRightEnabled = false
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@onready var right_ray: RayCast2D = $RightRay
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@onready var left_ray: RayCast2D = $LeftRay
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@onready var marker_right: Node2D = $MarkerRight
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@onready var marker_left: Node2D = $MarkerLeft
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var pushTarget
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var bullet = preload("res://Scenes/bullet.tscn")
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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@@ -14,9 +28,35 @@ 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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velocity.y = JUMP_VELOCITY
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if Input.is_action_just_pressed("Shove") && pushLeftEnabled && faceLeft:
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print("shove box on the left")
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pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 1.5)
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pushLeftEnabled = false
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if Input.is_action_just_pressed("Shove") && pushRightEnabled && not faceLeft:
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print("shove box on the right")
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pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 1.5)
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pushRightEnabled = false
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if Input.is_action_just_pressed("Shoot"):
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print("will shoot")
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var myBullet = bullet.instantiate()
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if faceLeft:
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print("shoot left")
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myBullet.setSpeed(-700)
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myBullet.transform = marker_left.global_transform
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else:
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print("shoot right")
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myBullet.transform = marker_right.global_transform
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owner.add_child(myBullet)
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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 <0:
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faceLeft = true
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if direction >0:
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faceLeft = false
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if direction:
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velocity.x = direction * SPEED
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else:
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@@ -30,3 +70,23 @@ func _physics_process(delta: float) -> void:
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#is this bonkable? reverse normal
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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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if left_ray.is_colliding():
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print("left ray collision")
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var collider = left_ray.get_collider()
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if collider is Node:
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if collider.is_in_group("pushables"):
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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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if right_ray.is_colliding():
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print("right ray collision")
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var collider = right_ray.get_collider()
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if collider is Node:
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if collider.is_in_group("pushables"):
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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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