big four game objects, timer, signals, week1

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Darius committed 2025-01-06 20:57:46 -05:00
commit 36595fc9a6
10 files changed
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extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
const PUSH_FORCE = 48
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
# 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:
c.get_collider().apply_central_impulse(-c.get_normal() * PUSH_FORCE)
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extends Node2D
var boxTotal = 4
var timer:=Timer.new()
var countdown = 10
# C alled when the node enters the scene tree for the first time.
func _ready() -> void:
add_child(timer)
timer.wait_time = 1
timer.one_shot = false
timer.connect("timeout", secondCounter)
timer.start()
pass # Replace with function body.
func secondCounter():
print("one second")
countdown -=1
if countdown <=0:
print("YOU LOSE")
get_tree().reload_current_scene()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_trigger(effect: Variant, body) -> void:
print("Game Controller sees an alert.")
if body is RigidBody2D:
print("I see a rigid body.")
body.queue_free()
boxTotal -=1
if boxTotal <=0:
print("YOU WON!!")
get_tree().reload_current_scene()
+17
View File
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extends Area2D
@export var effect = "alert"
signal areaTrigger(effect, Object)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_body_entered(body: Node2D) -> void:
print("Something in the trigger.")
areaTrigger.emit(effect, body)