working bullet factory

This commit is contained in:
GabriellePipo committed 2025-01-13 20:58:52 -05:00
1 parent 6f55d9442c
commit 8adfc2b674
9 files changed
+107 -3

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+23
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@@ -0,0 +1,23 @@
class_name Bullet extends Area2D
var speed = 700
signal hit
# 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
func _physics_process(delta: float) -> void:
position += transform.x * speed * delta
func setSpeed(value):
speed = value
func _on_body_entered(body: Node2D) -> void:
print("hit")
if not body.is_in_group("player"):
hit.emit(body)
+5
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@@ -27,3 +27,8 @@ func _on_trigger_alert(body):
if totalBoxes <=0:
print("you won")
get_tree().reload_current_scene()
func bulletHit(body):
print("game controller knows bullet hit something")
if body.is_in_group("destructable"):
body.queue_free()
+18
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@@ -14,6 +14,12 @@ var pushRightEnabled = false
var pushLeftEnabled = false
@export var PUSH_FORCE = 700
# Bullet attack variables
@onready var right_target: Node2D = $RightTarget
@onready var left_target: Node2D = $LeftTarget
var bullet = preload("res://scenes/bullet.tscn")
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
@@ -41,6 +47,18 @@ func _physics_process(delta):
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
# shoot
if Input.is_action_just_pressed("shoot"):
# make bullet
var myBullet = %SceneManager.bulletFactory()
owner.add_child(myBullet)
myBullet.transform = right_target.global_transform
if faceleft:
myBullet.transform = left_target.global_transform
myBullet.setSpeed(-700)
move_and_slide()
if right_ray.is_colliding():
if not faceleft:
+23
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@@ -0,0 +1,23 @@
extends Node
@onready var game: Node2D = $".."
var bullet = preload("res://scenes/bullet.tscn")
# 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
func bulletFactory():
print("factory will make a bullet")
var myBullet = bullet.instantiate()
myBullet.connect("hit", onBulletHit)
return myBullet
func onBulletHit(body):
print("Scene manager knows bullet hit")
game.bulletHit(body)