Compare commits
2 Commits
3d9b63f30b
...
68a092aa68
| Author | SHA1 | Date | |
|---|---|---|---|
| 68a092aa68 | |||
| 91dc632faf |
@ -1,13 +1,16 @@
|
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[gd_scene format=3 uid="uid://dvg70drsbendq"]
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||||
|
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[ext_resource type="Script" uid="uid://u1ubij2eih4r" path="res://Scripts/bullet.gd" id="1_xjght"]
|
||||
[ext_resource type="Script" uid="uid://lt4ob78t6q2a" path="res://Scripts/bullet.gd" id="1_xjght"]
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||||
|
||||
[sub_resource type="RectangleShape2D" id="RectangleShape2D_4mw4s"]
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size = Vector2(10, 4)
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_oov8j"]
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size = Vector2(13, 2)
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[node name="Bullet" type="Area2D" unique_id=1549351635]
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[node name="Area2D" type="Area2D" unique_id=945283574]
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script = ExtResource("1_xjght")
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metadata/_edit_group_ = true
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||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=687436499]
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shape = SubResource("RectangleShape2D_4mw4s")
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||||
debug_color = Color(0.9064841, 0.22817236, 0.5106338, 0.41960785)
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[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=2014630273]
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shape = SubResource("RectangleShape2D_oov8j")
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debug_color = Color(0.33554953, 0.61683553, 0.2469708, 0.41960785)
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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@ -1,13 +1,15 @@
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||||
[gd_scene format=3 uid="uid://bportqr2j3d7s"]
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||||
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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="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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[node name="Game" type="Node2D" unique_id=1651082265]
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script = ExtResource("1_wrm1d")
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@ -15,8 +17,8 @@ script = ExtResource("1_wrm1d")
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script = ExtResource("2_3dryh")
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[node name="Floor" type="StaticBody2D" parent="." unique_id=1930890804]
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position = Vector2(558, 453)
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scale = Vector2(3.880005, 1)
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position = Vector2(490, 453)
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scale = Vector2(10, 1)
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Floor" unique_id=208628971]
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@ -39,18 +41,26 @@ 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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position = Vector2(538.00006, 420)
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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="Crates" type="Node2D" parent="." unique_id=799685623]
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[node name="Crate" parent="Crates" unique_id=38246509 instance=ExtResource("3_wowpa")]
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[node name="Crate" parent="Crates" unique_id=38246509 groups=["pushables"] instance=ExtResource("3_wowpa")]
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position = Vector2(683, 406)
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[node name="Crate2" parent="Crates" unique_id=1259430642 instance=ExtResource("3_wowpa")]
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position = Vector2(716, 382)
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[node name="Crate2" parent="Crates" unique_id=1259430642 groups=["pushables"] instance=ExtResource("3_wowpa")]
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position = Vector2(476, 420.99997)
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[node name="Player" parent="." unique_id=478864706 instance=ExtResource("4_wowpa")]
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position = Vector2(553, 419)
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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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@ -13,14 +13,14 @@ metadata/_edit_group_ = true
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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="RightCast" type="RayCast2D" parent="." unique_id=448970826]
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target_position = Vector2(17.073172, 0)
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[node name="RightRay" type="RayCast2D" parent="." unique_id=1765430818]
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target_position = Vector2(15.853659, 0)
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[node name="LeftCast" type="RayCast2D" parent="." unique_id=1038607459]
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target_position = Vector2(-17.073172, 0)
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[node name="LeftRay" type="RayCast2D" parent="." unique_id=1817550679]
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target_position = Vector2(-15.854, 0)
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[node name="RightSpawn" type="Marker2D" parent="." unique_id=1358832037]
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position = Vector2(11.585366, -8.536586)
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[node name="MarkerRight" type="Node2D" parent="." unique_id=592182633]
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position = Vector2(12, -5)
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[node name="LeftSpawn" type="Marker2D" parent="." unique_id=1880777693]
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position = Vector2(-12.195123, -8.536585)
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[node name="MarkerLeft" type="Node2D" parent="." unique_id=1552465162]
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position = Vector2(-12, -5)
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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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@ -1,13 +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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@ -27,19 +25,14 @@ 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, 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 +1,23 @@
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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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const PUSH_FORCE = 700
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var pushRightEnabled = false
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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 pushTarget
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var pushTimer = 0
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var pushRightEnabled = false
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enum FaceDirection {RIGHT,LEFT}
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var facing:FaceDirection = FaceDirection.RIGHT
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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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@ -25,62 +27,66 @@ 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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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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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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|
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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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|
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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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#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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|
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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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|
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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
|
||||
else:
|
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pushRightEnabled = false
|
||||
|
||||
@ -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)
|
||||
|
||||
@ -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)
|
||||
|
||||
@ -12,21 +12,21 @@ config_version=5
|
||||
|
||||
config/name="CatGame"
|
||||
run/main_scene="uid://bportqr2j3d7s"
|
||||
config/features=PackedStringArray("4.6", "Forward Plus")
|
||||
config/features=PackedStringArray("4.7", "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={
|
||||
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":90,"key_label":0,"unicode":122,"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":88,"key_label":0,"unicode":120,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
|
||||
[physics]
|
||||
|
||||
|
||||
Loading…
Reference in New Issue
Block a user