added shoving

This commit is contained in:
edgul committed 2026-04-27 21:06:17 -04:00
1 parent 808a961af3
commit 416fc6100b
12 files changed
+226 -71

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class_name BrownBox extends RigidBody2D
# 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
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uid://dn8v5sbqg05v3
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class_name Player extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
func _physics_process(delta):
# 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() # pre-calc next position from velocity
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() * 100)
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extends Node2D
class_name GameController extends Node2D
signal destroy(body)
# Called when the node enters the scene tree for the first time.
func _ready():
get_window().grab_focus() # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func _on_area_2d_trigger_active_signal(body, intentMessage):
print("game controller received trigger")
if intentMessage == "destroy" and not body is Player:
body.queue_free()
if intentMessage == "destroy" and body.is_in_group("destructable"):
destroy.emit(body)
var crate_num : int = 0
func set_crate_num(count: int):
crate_num = count
print("number of crates: " + str(crate_num))
if crate_num <= 0:
print("You Win!")
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class_name Player extends CharacterBody2D
@onready var raycast_left: RayCast2D = $raycastLeft
@onready var raycast_right: RayCast2D = $raycastRight
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
var direction : float = 0
enum FaceDirection { LEFT, RIGHT }
var facing: FaceDirection = FaceDirection.LEFT
var shove_target: RigidBody2D
func _physics_process(delta: float):
handle_input()
handle_movement(delta)
move_and_slide() # pre-calc next position from velocity
handle_collisions()
func handle_input():
if Input.is_action_just_pressed("shove"):
if shove_target:
var shove_normal = 1 if facing == FaceDirection.RIGHT else -1
shove_target.apply_central_impulse(Vector2(shove_normal,0)*700)
if Input.is_action_just_pressed("jump") 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.
direction = Input.get_axis("left", "right")
if direction < 0:
facing = FaceDirection.LEFT
elif direction > 0:
facing = FaceDirection.RIGHT
func handle_movement(delta: float):
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
func handle_collisions():
if raycast_right.is_colliding() and facing == FaceDirection.RIGHT:
shove_target = raycast_right.get_collider()
elif raycast_left.is_colliding() and facing == FaceDirection.LEFT:
shove_target = raycast_left.get_collider()
else:
shove_target = null
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() * 100)
File renamed without changes.
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class_name SceneManager extends Node2D
@onready var game_node: Node2D = $".."
@onready var crates: Node2D = $"../crates"
func _ready() -> void:
print("scene manager is ready")
game_node.destroy.connect(destroy)
build_level()
func _process(delta: float) -> void:
pass
func build_level() -> void:
update_crates()
func update_crates() -> void:
var crate_total:int = 0
if crates:
for obj in crates.get_children():
if obj is BrownBox:
if not obj.tree_exited.is_connected(update_crates):
obj.tree_exited.connect(update_crates)
crate_total += 1
game_node.set_crate_num(crate_total)
func destroy(body):
if body is BrownBox:
body.queue_free()
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uid://sj5x7sv6o6yb