raycasts, scene manager, magic push

This commit is contained in:
CormacRatledge committed 2026-04-27 21:08:27 -04:00
1 parent c6c6031782
commit 5d34946622
13 files changed
+194 -53

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@@ -0,0 +1 @@
class_name Cube extends RigidBody2D
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uid://bsqvllp6h53jr
+7 -5
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@@ -1,5 +1,6 @@
extends Node2D
class_name game extends Node2D
signal destroySignal (body)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@@ -12,7 +13,8 @@ func _process(delta: float) -> void:
func on_trigger(body: Variant, intentMessage: Variant) -> void:
print("hello")
if not body is Player and intentMessage == "destroy":
if intentMessage == "destroy":
body.queue_free()
if body.is_in_group("fragile") and intentMessage == "destroy":
destroySignal.emit(body)
func totalCube(NumberOfCube:int)->void:
print ("gameknowscubes: "+str(NumberOfCube))
+34 -15
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@@ -1,32 +1,51 @@
class_name Player extends CharacterBody2D
@onready var rightcast: RayCast2D = $rightcast
@onready var leftcast: RayCast2D = $leftcast
const SPEED =200.0
const JUMP_VELOCITY = -550.0
const JUMP_VELOCITY = -300.0
var direction
enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection
func _physics_process(delta: float) -> void:
# Add the gravity.
handle_input()
handle_movement(delta)
move_and_slide()
handle_collisions()
func handle_input()->void:
if Input.is_action_just_pressed("ui_accept"):
velocity.y = JUMP_VELOCITY
if Input.is_action_just_pressed("magic push"):
print ("may the force be with you")
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
direction = Input.get_axis("ui_left", "ui_right")
if direction<0:
facing = FaceDirection.LEFT
if direction>0:
facing = FaceDirection.RIGHT
func handle_movement(delta)->void:
if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
if Input.is_action_just_pressed("ui_accept") and is_on_wall(): velocity.y = JUMP_VELOCITY
# 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
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
func handle_collisions()->void:
if rightcast.is_colliding() and facing==FaceDirection.RIGHT:
print("yay")
move_and_slide()
for i in get_slide_collision_count():
var c = get_slide_collision(i)
if c.get_collider() is RigidBody2D
#deliver the impact
c.get_collider().apply-central-impulse(-c.get_normal() * 100)
if c.get_collider() is RigidBody2D:
#deliver the impact
c.get_collider().apply_central_impulse(-c.get_normal() * 100)
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class_name SM extends Node2D
@onready var game: Node2D = $".."
@onready var cube_container: Node2D = $"../cube container"
func _ready() -> void:
print("hey it's working!")
game.destroySignal.connect(destroy)
buildLevel()
func buildLevel()->void:
updateCube()
func destroy(body)->void:
if body is Cube:
body.queue_free()
func updateCube()->void:
# make sure there are crates
var _CubeTotal:int= 0
if cube_container:
for obj in cube_container.get_children():
if obj is Cube:
if not obj.tree_exited.is_connected(updateCube):
obj.tree_exited.connect(updateCube)
_CubeTotal +=1
print ("Number of cubes: "+str(_CubeTotal))
+1
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@@ -0,0 +1 @@
uid://cxlpex21vgnla
+2 -2
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@@ -4,7 +4,7 @@ class_name Trigger extends Area2D
signal triggerActiveSignal(body, intentMessage)
func _on_body_entered(body: CollisionObject2D) -> void:
print ("YOU LOST >:O")
func _on_body_entered(body: Cube) -> void:
print ("you won! :D")
triggerActiveSignal.emit(body,intent)