fixed all my bugs and did grenades and animations
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5d34946622
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@@ -0,0 +1,22 @@
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class_name grenade extends RigidBody2D
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var timer = Timer.new()
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func _ready() -> void:
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add_child(timer)
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timer.wait_time = 2
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timer.one_shot = true
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timer.connect("timeout", explode)
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timer.start()
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func explode()->void:
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print("boom boom")
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self.queue_free()
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func _on_body_entered(body: Node) -> void:
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print("the grenade collision works")
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if body.is_in_group("fragile"):
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body.queue_free()
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explode()
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@@ -0,0 +1 @@
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uid://wctwda5bor10
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+61
-13
@@ -1,51 +1,99 @@
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class_name Player extends CharacterBody2D
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@onready var rightcast: RayCast2D = $rightcast
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@onready var leftcast: RayCast2D = $leftcast
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const SPEED =200.0
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const JUMP_VELOCITY = -300.0
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const JUMP_VELOCITY = -500.0
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var direction
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enum FaceDirection{LEFT, RIGHT}
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var facing:FaceDirection = FaceDirection
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var facing:FaceDirection = FaceDirection.RIGHT
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enum player_state{IDLE,RUNNING}
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var current_player_state:player_state = player_state.IDLE
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@onready var player_graphic: AnimatedSprite2D = $"player graphic"
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@onready var rightspawn: Marker2D = $rightspawn
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@onready var leftspawn: Marker2D = $leftspawn
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@onready var right_cast: RayCast2D = $RightCast
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@onready var left_cast: RayCast2D = $LeftCast
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var pushTarget
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var pushEnabled:bool=false
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func _ready() -> void:
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print(right_cast)
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func _physics_process(delta: float) -> void:
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handle_input()
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handle_movement(delta)
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handle_state()
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handle_animation()
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move_and_slide()
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handle_collisions()
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func handle_input()->void:
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if Input.is_action_just_pressed("chuck"):
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print("chuck grenade")
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%SceneManager.makeGrenade(rightspawn.global_transform, 1)
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if Input.is_action_just_pressed("ui_accept"):
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velocity.y = JUMP_VELOCITY
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if Input.is_action_just_pressed("magic push"):
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print ("may the force be with you")
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if Input.is_action_just_pressed("magic push") and pushEnabled:
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print("I want to shove")
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var shoveDirection:int
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match facing:
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FaceDirection.RIGHT:
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shoveDirection = 1
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FaceDirection.LEFT:
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shoveDirection = -1
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pushTarget.apply_central_impulse(Vector2(shoveDirection,0)*700)
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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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direction = Input.get_axis("ui_left", "ui_right")
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if direction<0:
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facing = FaceDirection.LEFT
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player_graphic.flip_h = true
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if direction>0:
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facing = FaceDirection.RIGHT
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player_graphic.flip_h = false
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func handle_movement(delta)->void:
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if not is_on_floor():
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velocity += get_gravity() * delta
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# Handle jump.
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if direction:
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velocity.x = direction * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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func handle_collisions()->void:
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if rightcast.is_colliding() and facing==FaceDirection.RIGHT:
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print("yay")
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move_and_slide()
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if right_cast.is_colliding() && facing==FaceDirection.RIGHT:
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var collider = right_cast.get_collider()
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if collider is Node && collider is RigidBody2D:
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pushTarget = collider
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pushEnabled = true
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if left_cast.is_colliding() && facing==FaceDirection.LEFT:
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var collider = left_cast.get_collider()
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if collider is Node && collider is RigidBody2D:
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pushTarget = collider
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pushEnabled = true
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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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if c.get_collider() is RigidBody2D:
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#deliver the impact
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c.get_collider().apply_central_impulse(-c.get_normal() * 100)
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func handle_state()->void:
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match current_player_state:
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player_state.IDLE when velocity.x !=0:
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print("runnnnnn")
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current_player_state = player_state.RUNNING
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player_state.RUNNING when velocity.x ==0:
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current_player_state = player_state.IDLE
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func handle_animation()->void:
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match current_player_state:
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player_state.IDLE:
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player_graphic.play("idle")
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player_state.RUNNING:
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player_graphic.play("run")
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@@ -1,4 +1,6 @@
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class_name SM extends Node2D
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var grenade = preload("res://grenade.tscn")
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@onready var game: Node2D = $".."
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@onready var cube_container: Node2D = $"../cube container"
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@@ -23,3 +25,9 @@ func updateCube()->void:
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_CubeTotal +=1
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print ("Number of cubes: "+str(_CubeTotal))
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func makeGrenade(_grenadeposition, _grenadedirection)->void:
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print("grenade time")
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var myGrenade:grenade = grenade.instantiate()
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owner.add_child(myGrenade)
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myGrenade.transform = _grenadeposition
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myGrenade.apply_central_impulse(Vector2(_grenadedirection, -1)*400)
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