sprites, character animations
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@@ -1,6 +1,9 @@
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class_name Bullet extends Area2D
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@onready var bulletGraphic: Sprite2D = $Sprite2D
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var speed = 700
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signal hit
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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@@ -15,9 +18,13 @@ func _physics_process(delta: float) -> void:
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func setSpeed(value):
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speed = value
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if speed <0:
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bulletGraphic.flip_h = true
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else:
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bulletGraphic.flip_h= false
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func _on_body_entered(body: Node2D) -> void:
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print("hit")
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if not body.is_in_group("player"):
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hit.emit(body)
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hit.emit(self, body)
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@@ -2,6 +2,10 @@ extends Node2D
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var totalBoxes = 3
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var timer:= Timer.new()
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var countdown = 10
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var totalCrates = 0
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signal destroyBox(body)
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# Called when the node enters the scene tree for the first time.
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func _ready():
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add_child(timer)
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@@ -31,4 +35,7 @@ func _on_trigger_alert(body):
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func bulletHit(body):
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print("game controller knows bullet hit something")
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if body.is_in_group("destructable"):
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body.queue_free()
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destroyBox.emit(body)
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func coutnCrates(value):
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totalCrates = value
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@@ -4,6 +4,7 @@ extends CharacterBody2D
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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@export var BUMP_FORCE = 90
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@onready var animation: AnimatedSprite2D = $AnimatedSprite2D
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# Shove attack
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@onready var right_ray: RayCast2D = $RightRay
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@@ -22,14 +23,18 @@ var bullet = preload("res://scenes/bullet.tscn")
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var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
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var isJumping = false
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func _physics_process(delta):
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if not is_on_floor():
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velocity.y += gravity * delta
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else:
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isJumping = false
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if Input.is_action_just_pressed("jump") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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animation.play("jump")
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isJumping = true
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# shove attack
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if Input.is_action_just_pressed("shove"):
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@@ -41,10 +46,18 @@ func _physics_process(delta):
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if direction:
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velocity.x = direction * SPEED
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if direction<0:
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if not isJumping:
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animation.play("run")
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faceleft = true
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animation.flip_h = true
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if direction>0:
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if not isJumping:
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animation.play("run")
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faceleft = false
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animation.flip_h = false
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else:
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if not isJumping:
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animation.play("idle")
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velocity.x = move_toward(velocity.x, 0, SPEED)
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@@ -52,12 +65,13 @@ func _physics_process(delta):
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if Input.is_action_just_pressed("shoot"):
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# make bullet
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var myBullet = %SceneManager.bulletFactory()
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owner.add_child(myBullet)
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myBullet.transform = right_target.global_transform
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if faceleft:
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myBullet.transform = left_target.global_transform
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myBullet.setSpeed(-700)
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#owner.add_child(myBullet)
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#myBullet.transform = right_target.global_transform
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if faceleft == true:
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var myBullet = %SceneManager.makeBullet(left_target.global_transform,-700)
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if faceleft == false:
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var myBullet = %SceneManager.makeBullet(right_target.global_transform,700)
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move_and_slide()
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if right_ray.is_colliding():
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@@ -1,11 +1,20 @@
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extends Node
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@onready var game: Node2D = $".."
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@onready var crates: Node2D = $"../crates"
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var bullet = preload("res://scenes/bullet.tscn")
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var bulletArray:Array = []
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var bulletMadeTotal:= 0
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var totalCrates := 0
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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game.destroyBox.connect(boxDestroy)
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for obj in crates.get_children():
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if obj.is_in_group("destructable"):
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#increase box counter
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totalCrates +=1
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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@@ -14,10 +23,29 @@ func _process(delta: float) -> void:
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func bulletFactory():
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print("factory will make a bullet")
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var myBullet = bullet.instantiate()
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myBullet.connect("hit", onBulletHit)
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var myBullet
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if bulletArray.size() < 4:
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myBullet = bullet.instantiate()
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myBullet.connect("hit", onBulletHit)
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owner.add_child(myBullet)
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else:
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myBullet = bulletArray.pop_back()
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bulletArray.push_front(myBullet)
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return myBullet
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func onBulletHit(body):
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func makeBullet(position, speed):
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var myBullet = bulletFactory()
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myBullet.transform = position
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myBullet.setSpeed(speed)
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return myBullet
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func onBulletHit(bullet, body):
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bullet.position = Vector2(-100,-100)
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bullet.setSpeed(0)
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print("Scene manager knows bullet hit")
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game.bulletHit(body)
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func boxDestroy(body):
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body.queue_free()
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