added grenades and running animations|

This commit is contained in:
edgul committed 2026-05-04 20:57:02 -04:00
1 parent 321df5b9bd
commit a245ebc135
14 files changed
+365

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+24
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@@ -0,0 +1,24 @@
class_name Grenade extends RigidBody2D
var timer = Timer.new()
func _ready() -> void:
add_child(timer)
timer.wait_time = 2
timer.one_shot = true
timer.connect("timeout", explode)
timer.start()
func explode() -> void:
print("explode")
self.queue_free()
func _process(delta: float) -> void:
pass
func _on_body_entered(body: Node) -> void:
print("collision with grenade")
if body.is_in_group("destructable"):
body.queue_free()
explode()
+1
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@@ -0,0 +1 @@
uid://bwjaypkvgpb6t
+30
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@@ -2,6 +2,9 @@ class_name Player extends CharacterBody2D
@onready var raycast_left: RayCast2D = $raycastLeft
@onready var raycast_right: RayCast2D = $raycastRight
@onready var left_marker: Marker2D = $left_marker
@onready var right_marker: Marker2D = $right_marker
@onready var graphic: AnimatedSprite2D = $graphic
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
@@ -9,10 +12,14 @@ var direction : float = 0
enum FaceDirection { LEFT, RIGHT }
var facing: FaceDirection = FaceDirection.LEFT
var shove_target: RigidBody2D
enum State { IDLE, RUNNING }
var state: State = State.IDLE
func _physics_process(delta: float):
handle_input()
handle_movement(delta)
handle_state()
handle_animation()
move_and_slide() # pre-calc next position from velocity
handle_collisions()
@@ -23,13 +30,22 @@ func handle_input():
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
if Input.is_action_just_pressed("chuck"):
if facing == FaceDirection.LEFT:
print("Chuck grenade left")
%SceneManager.make_grenade(left_marker.global_transform, -1)
else:
print("Chuck grenade right")
%SceneManager.make_grenade(right_marker.global_transform, 1)
# 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
graphic.flip_h = true
elif direction > 0:
facing = FaceDirection.RIGHT
graphic.flip_h = false
func handle_movement(delta: float):
# Add the gravity.
@@ -53,3 +69,17 @@ func handle_collisions():
var c = get_slide_collision(i)
if c.get_collider() is RigidBody2D:
c.get_collider().apply_central_impulse(-c.get_normal() * 100)
func handle_state():
match state:
State.IDLE when velocity.x != 0:
state = State.RUNNING
State.RUNNING when velocity.x == 0:
state = State.IDLE
func handle_animation():
match state:
State.IDLE:
graphic.play("idle")
State.RUNNING:
graphic.play("run")
+8
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@@ -2,6 +2,7 @@ class_name SceneManager extends Node2D
@onready var game_node: Node2D = $".."
@onready var crates: Node2D = $"../crates"
var grenade = preload("res://scenes/grenade.tscn")
func _ready() -> void:
print("scene manager is ready")
@@ -14,6 +15,13 @@ func _process(delta: float) -> void:
func build_level() -> void:
update_crates()
func make_grenade(grenade_pos: Transform2D, grenade_dir: int) -> void:
print("scene manager making grenade")
var g:Grenade = grenade.instantiate()
g.transform = grenade_pos
owner.add_child(g)
g.apply_central_impulse(Vector2(grenade_dir, 1)*400)
func update_crates() -> void:
var crate_total:int = 0
if crates: