tiles, shooting, playergraphic/state machine

This commit is contained in:
CatherineHoang committed 2026-07-06 21:02:28 -04:00
1 parent 616afe6dbb
commit 3521f229d7
22 files changed
+992 -15

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+1 -1
View File
@@ -1,13 +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)
+3
View File
@@ -40,6 +40,9 @@ func crateTotal(howMany):
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)
destroySignal.emit(_bullet)
+72 -6
View File
@@ -8,6 +8,7 @@ const JUMP_VELOCITY = -400.0
@onready var left_cast: RayCast2D = $LeftCast
@onready var right_spawn: Marker2D = $RightSpawn
@onready var left_spawn: Marker2D = $LeftSpawn
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
var pushRightEnabled = false
var pushLeftEnabled = false
@@ -17,18 +18,33 @@ var pushTimer = 0
enum FaceDirection {RIGHT,LEFT}
var facing:FaceDirection = FaceDirection.RIGHT
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
enum playerStates {IDLE, RUNNING, JUMPING, FALLING, CHARGING, SHOVING}
var current_player_state:playerStates = playerStates.IDLE
var upJump = false
func _physics_process(delta: float) -> void:
handle_movement(delta)
handle_input()
handle_states()
handle_animation()
move_and_slide()
handle_collisions()
func handle_input()->void:
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
current_player_state = playerStates.JUMPING
upJump = true
#Handle shove target
if Input.is_action_just_pressed("shove"):
print("I want to shove")
pushTimer = Time.get_ticks_msec()
if pushRightEnabled && facing==FaceDirection.RIGHT:
current_player_state = playerStates.CHARGING
pushTimer = Time.get_ticks_msec()
if pushLeftEnabled && facing==FaceDirection.LEFT:
current_player_state = playerStates.CHARGING
pushTimer = Time.get_ticks_msec()
if Input.is_action_just_released("shove"):
var pushForce = Time.get_ticks_msec() - pushTimer
if pushForce>4000:
@@ -36,8 +52,10 @@ func _physics_process(delta: float) -> void:
if pushRightEnabled and facing==FaceDirection.RIGHT:
#deliver the boom
pushSignal.emit(pushTarget, Vector2(1,0)*100*(pushForce/100))
current_player_state = playerStates.SHOVING
if pushLeftEnabled and facing==FaceDirection.LEFT:
pushSignal.emit(pushTarget, Vector2(-1,0)*100*(pushForce/100))
current_player_state = playerStates.SHOVING
#Handle Shoot Bullet
if Input.is_action_just_pressed("shoot"):
@@ -48,6 +66,7 @@ func _physics_process(delta: float) -> void:
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")
@@ -55,12 +74,19 @@ func _physics_process(delta: float) -> void:
velocity.x = direction * SPEED
if direction >0:
facing = FaceDirection.RIGHT
player_graphic.flip_h = false
else:
facing = FaceDirection.LEFT
player_graphic.flip_h = true
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
func handle_movement(delta)->void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
func handle_collisions()->void:
if right_cast.is_colliding():
print("Right raycast collision")
var collider = right_cast.get_collider()
@@ -84,3 +110,43 @@ func _physics_process(delta: float) -> void:
#is this bonkable? reverse normal
if c.get_collider() is RigidBody2D:
c.get_collider().apply_central_impulse(-c.get_normal() * 100)
# Exciting new stuff
func handle_states()->void:
match current_player_state:
playerStates.IDLE when velocity.x != 0:
print("I run")
current_player_state = playerStates.RUNNING
playerStates.RUNNING when velocity.x == 0:
current_player_state = playerStates.IDLE
playerStates.JUMPING when velocity.y>0:
current_player_state = playerStates.FALLING
playerStates.FALLING when is_on_floor():
if velocity.x == 0:
current_player_state = playerStates.IDLE
else:
current_player_state = playerStates.RUNNING
func handle_animation()->void:
match current_player_state:
playerStates.RUNNING:
player_graphic.play("running")
playerStates.IDLE:
player_graphic.play("idle")
playerStates.JUMPING:
if upJump:
player_graphic.play("jumping")
playerStates.FALLING:
player_graphic.play("falling")
playerStates.CHARGING:
player_graphic.play("charging")
playerStates.SHOVING:
player_graphic.play("shoving")
func _on_animation_finished() -> void:
match current_player_state:
playerStates.JUMPING:
upJump = false
playerStates.SHOVING:
current_player_state = playerStates.IDLE
+19 -1
View File
@@ -37,8 +37,23 @@ func updateCrates()->void:
func pushTarget(body,pushDirection)->void:
if body is RigidBody2D:
body.apply_central_impulse(pushDirection)
func stashBullet(bullet:Bullet)->void:
# hide bullet
var stashPosition:Vector2 = Vector2(-100,-100)
bullet.position = stashPosition
bullet.setSpeed(0)
bullet.set_process(false)
func destroy(body)->void:
body.queue_free()
match body:
var bod when bod is Bullet:
stashBullet(body)
var bod when bod is Crate:
body.queue_free()
_:
body.queue_free()
func bulletFactory()->Bullet:
var myBullet:Bullet
#how many bullets have been produced?
@@ -49,12 +64,15 @@ func bulletFactory()->Bullet:
if not myBullet.bulletHitSignal.is_connected(game.bulletDamage):
myBullet.bulletHitSignal.connect(game.bulletDamage)
else:
# gets oldest one - pop_back
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)
myBullet.set_process(true)