week 1: four game object, gamecontroller, signals

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CormacRatledge committed 2026-04-20 21:16:07 -04:00
commit c6c6031782
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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()
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uid://jsnpm50wknk2
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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
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uid://cebn6t5n1cwib
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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)
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uid://f42eg5a0cckl
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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)
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uid://cdxh14mtlvhl6