added shove, raycasts, bullet factory, bullets and scene manager
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@@ -0,0 +1,18 @@
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class_name Bullet extends Area2D
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@export var speed = 700.0
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@export var damage = 10.0
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signal bullet_hit(body, bullet)
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func set_speed(value):
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speed = value
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func _physics_process(delta: float) -> void:
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position += transform.x * speed * delta
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func _on_body_entered(body: Node2D) -> void:
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if not body is Player:
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print('bullet hit')
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bullet_hit.emit(body, self)
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@@ -0,0 +1 @@
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uid://cwj2jevwb1w6d
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@@ -0,0 +1 @@
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class_name Crate extends RigidBody2D
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@@ -0,0 +1 @@
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uid://dknsbg2xfjd1q
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@@ -25,10 +25,18 @@ func _process(delta: float) -> void:
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func _on_trigger_trigger_fired(effect: Variant, body: Variant) -> void:
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print('Game Controller knows :: ' + effect)
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if effect =='Destroy':
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total_crates -= 1
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print('Crates Remaining ' + str(total_crates))
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body.queue_free()
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if total_crates == 0:
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print('Winner!')
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get_tree().reload_current_scene()
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if body is RigidBody2D:
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if effect =='Destroy':
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total_crates -= 1
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print('Crates Remaining ' + str(total_crates))
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body.queue_free()
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if total_crates == 0:
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print('Winner!')
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get_tree().reload_current_scene()
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func number_of_crates(value):
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total_crates = value
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print('total crates at GC: ' + str(total_crates))
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func bullet_damage(body, bullet):
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print('Game Controller knows about bullet hit')
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+74
-7
@@ -1,20 +1,57 @@
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extends CharacterBody2D
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class_name Player extends CharacterBody2D
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# raycasts
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@onready var right_cast: RayCast2D = $RightCast
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@onready var left_cast: RayCast2D = $LeftCast
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# spawn points
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@onready var right_spawn: Node2D = $RightSpawn
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@onready var left_spawn: Node2D = $LeftSpawn
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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@export var push_power = 80.0
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@export var bump_power = 50.0
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@export var shove_power = 500.0
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@export var lift_power = -0.3
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enum FaceDirection{LEFT, RIGHT}
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var facing : FaceDirection = FaceDirection.RIGHT
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var push_target:RigidBody2D
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var push_enabled:bool = false
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if is_on_ceiling():
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pass
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if not is_on_floor():
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velocity += get_gravity() * delta
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handle_input()
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move_and_slide()
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handle_collisions()
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func handle_input() -> void:
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if Input.is_action_just_pressed('shoot'):
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print('Shoot a bullet')
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if facing == FaceDirection.LEFT:
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%SceneManager.make_bullet(left_spawn.global_transform, -700)
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if facing == FaceDirection.RIGHT:
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%SceneManager.make_bullet(right_spawn.global_transform, 700)
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if Input.is_action_just_pressed("shove") && push_enabled:
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print('Shove off!')
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if facing == FaceDirection.LEFT:
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print('facing left')
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push_target.apply_central_impulse(Vector2(-1,lift_power) * shove_power)
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push_enabled = false
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if facing == FaceDirection.RIGHT:
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print('facing right')
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push_target.apply_central_impulse(Vector2(1,lift_power) * shove_power)
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push_enabled = false
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# Handle jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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@@ -24,11 +61,41 @@ func _physics_process(delta: float) -> void:
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var direction := Input.get_axis("ui_left", "ui_right")
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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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facing = FaceDirection.LEFT
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if direction > 0:
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facing = FaceDirection.RIGHT
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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func update_movement() -> void:
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pass
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func update_states() -> void:
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pass
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move_and_slide()
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func handle_collisions() -> void:
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for i in get_slide_collision_count():
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var c = get_slide_collision(i)
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if c.get_collider() is RigidBody2D:
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c.get_collider().apply_central_impulse(-c.get_normal() * push_power)
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c.get_collider().apply_central_impulse(-c.get_normal() * bump_power)
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if right_cast.is_colliding() && facing==FaceDirection.RIGHT:
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print('right raycast is hitting something')
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var collider = right_cast.get_collider()
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if collider is Node && collider is RigidBody2D:
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print('I think it is a crate')
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push_target = collider
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push_enabled = true
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if left_cast.is_colliding() && facing == FaceDirection.LEFT:
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print('left raycast is hitting something')
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var collider = left_cast.get_collider()
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if collider is Node && collider is RigidBody2D:
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print('I think its a crate!')
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push_target = collider
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push_enabled = true
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if not right_cast.is_colliding() and not left_cast.is_colliding():
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push_enabled = false
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@@ -0,0 +1,40 @@
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extends Node
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@onready var game: GameController = $".."
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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 bullet_array = []
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var total_allowed_bullets = 7
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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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build_level()
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func build_level() -> void:
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# count crates
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var total_crates = 0
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for obj in crates.get_children():
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if obj is Crate:
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total_crates += 1
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# tell game controller
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game.number_of_crates(total_crates)
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func bullet_factory():
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var my_bullet
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if bullet_array.size() < total_allowed_bullets:
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# new bullet
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my_bullet = bullet.instantiate()
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my_bullet.connect('bullet_hit', game.bullet_damage)
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owner.add_child(my_bullet)
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else:
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# recycle bullet
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my_bullet = bullet_array.pop_back()
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bullet_array.push_front(my_bullet)
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return my_bullet
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func make_bullet(position, speed):
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print('Scene manager makes a bullet')
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var my_bullet = bullet_factory()
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my_bullet.set_speed(speed)
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my_bullet.transform = position
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@@ -0,0 +1 @@
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uid://7iv62cso22ox
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