init space invaders

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edgul committed 2026-04-21 22:17:21 -04:00
commit 25cad172e0
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extends RigidBody2D
var direction = 1
const SPEED = 1
# signal triggerEdge(body, intentMessage)
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
func _process(delta):
var x = get_transform().get_origin().x
# not sure why rigid body doesn't see wall hardcoded walls
if x < 0 or x > 300:
# triggerEdge.emit(body, )
direction *= -1 # switch direction
move_local_x(SPEED * direction)
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extends Node2D
# 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()
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uid://cvax0kvnw574u
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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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uid://cehhkd2b24fhi