static body, rigid bodies, character body, area 2d, timer

This commit is contained in:
GabriellePipo committed 2025-01-10 15:42:10 -05:00
commit 14f739c428
10 files changed
+206

No files matched your search

+9
View File
@@ -0,0 +1,9 @@
extends Area2D
signal alert
func _on_body_entered(body):
print("Trigger detected object")
if body.is_in_group("box"):
print("this is a box")
alert.emit(body)
+30
View File
@@ -0,0 +1,30 @@
extends Node2D
var totalBoxes = 3
var timer:= Timer.new()
var countdown = 10
# Called when the node enters the scene tree for the first time.
func _ready():
add_child(timer)
timer.wait_time = 1
timer.one_shot = false
timer.connect("timeout", secondCounter)
timer.start()
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):
pass
func _on_trigger_alert(body):
totalBoxes -=1
body.queue_free()
if totalBoxes <=0:
print("you won")
get_tree().reload_current_scene()
+33
View File
@@ -0,0 +1,33 @@
extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
@export var PUSH_FORCE = 90
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y += 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)