week 1: four game object, gamecontroller, signals
This commit is contained in:
commit
c6c6031782
15 files changed
+231
No files matched your search
@@ -0,0 +1,18 @@
|
||||
extends Node2D
|
||||
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
get_window().grab_focus()
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta: float) -> void:
|
||||
pass
|
||||
|
||||
|
||||
func on_trigger(body: Variant, intentMessage: Variant) -> void:
|
||||
print("hello")
|
||||
if not body is Player and intentMessage == "destroy":
|
||||
if intentMessage == "destroy":
|
||||
body.queue_free()
|
||||
@@ -0,0 +1 @@
|
||||
uid://jsnpm50wknk2
|
||||
@@ -0,0 +1,11 @@
|
||||
extends StaticBody2D
|
||||
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
get_window().grab_focus()
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta: float) -> void:
|
||||
pass
|
||||
@@ -0,0 +1 @@
|
||||
uid://cebn6t5n1cwib
|
||||
@@ -0,0 +1,32 @@
|
||||
class_name Player extends CharacterBody2D
|
||||
|
||||
|
||||
|
||||
const SPEED =200.0
|
||||
const JUMP_VELOCITY = -550.0
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
# Add the gravity.
|
||||
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)
|
||||
|
||||
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)
|
||||
@@ -0,0 +1 @@
|
||||
uid://f42eg5a0cckl
|
||||
@@ -0,0 +1,10 @@
|
||||
class_name Trigger extends Area2D
|
||||
|
||||
@export var intent:String = "destroy"
|
||||
|
||||
signal triggerActiveSignal(body, intentMessage)
|
||||
|
||||
func _on_body_entered(body: CollisionObject2D) -> void:
|
||||
print ("YOU LOST >:O")
|
||||
|
||||
triggerActiveSignal.emit(body,intent)
|
||||
@@ -0,0 +1 @@
|
||||
uid://cdxh14mtlvhl6
|
||||
Reference in new issue
Block a user