adding buggy hover, teleport

This commit is contained in:
Darius committed 2025-02-10 11:30:11 -05:00
1 parent 542251725c
commit 7c292f7cec
7 files changed
+179 -11

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@@ -14,13 +14,14 @@ var pushRightEnabled = false
var pushLeftEnabled = false
@export var PUSH_FORCE = 700
@onready var animation: AnimatedSprite2D = $AnimatedSprite2D
@onready var teleportZone: Area2D = $"../Area2D"
# Bullet Attack Variables
@onready var right_target: Node2D = $RightTarget
@onready var left_target: Node2D = $LeftTarget
var isJumping = false
var safeTeleport = false
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
@@ -32,19 +33,35 @@ func _physics_process(delta: float) -> void:
velocity.y = JUMP_VELOCITY
animation.play("jump")
isJumping = true
# Hover
if not is_on_floor() and Input.is_action_pressed("hover"):
velocity.x = 0
velocity.y = 0
# Shove Attack
if Input.is_action_just_pressed("shove"):
if pushRightEnabled && faceLeft == false:
pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 2)
if pushLeftEnabled && faceLeft == true:
pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 2)
# Teleport
if Input.is_action_just_pressed("teleport"):
while not safeTeleport:
teleportZone.position = Vector2(position.x+randf_range(-300,300),position.y+randf_range(-300,300))
if teleportZone.has_overlapping_bodies():
safeTeleport = false
else:
safeTeleport = true
safeTeleport= false
position = Vector2(teleportZone.position.x,teleportZone.position.y)
# Handle Shooting
if Input.is_action_just_pressed("shoot"):
#print("I want to shoot")
#make a new bullet
if faceLeft == true:
var myBullet = %SceneManager.makeBullet(left_target.global_transform,-700)
+1 -1
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@@ -21,7 +21,7 @@ signal levelComplete (levelToLoad)
# C alled when the node enters the scene tree for the first time.
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
player = load("res://scripts/res/playerstats.tres")
print("Player health " +str(player.health))
+1 -1
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@@ -3,6 +3,7 @@ extends Node
@onready var coins: Node2D = $"../coins"
@onready var enemies: Node2D = $"../enemies"
var bullet = preload("res://scenes/bullet.tscn")
var bulletArray:Array = []
var bulletsMadeTotal :=0
@@ -23,7 +24,6 @@ func _ready() -> void:
if obj.is_in_group("collectibles"):
totalCoins +=1
obj.coinCollected.connect(Gamecontroller.coinCollected)
var totalEnemies = 0
for obj in enemies.get_children():
if obj.is_in_group("enemies"):
+2
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@@ -1,4 +1,5 @@
extends Area2D
@onready var character: CharacterBody2D = $"../CharacterBody2D"
@export var effect = "alert"
signal areaTrigger(effect, Object)
@@ -14,4 +15,5 @@ func _process(delta: float) -> void:
func _on_body_entered(body: Node2D) -> void:
print("Something in the trigger.")
print(character.position)
areaTrigger.emit(effect, body)