added shove, raycasts, bullet factory, bullets and scene manager

This commit is contained in:
GavinBall 2025-04-14 20:58:05 -04:00
parent e6c049af5c
commit bdb5b5f1fd
13 changed files with 244 additions and 93 deletions

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@ -21,3 +21,17 @@ folder_colors={
"res://scenes/": "pink",
"res://scripts/": "orange"
}
[input]
shove={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":90,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
shoot={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":77,"key_label":0,"unicode":109,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194326,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}

15
scenes/bullet.tscn Normal file
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@ -0,0 +1,15 @@
[gd_scene load_steps=3 format=3 uid="uid://55qojpxdkp66"]
[ext_resource type="Script" uid="uid://cwj2jevwb1w6d" path="res://scripts/bullet.gd" id="1_mkf8s"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_y25gk"]
size = Vector2(14, 6)
[node name="Area2D" type="Area2D"]
script = ExtResource("1_mkf8s")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_y25gk")
debug_color = Color(0.904786, 0, 0.0445938, 0.42)
[connection signal="body_entered" from="." to="." method="_on_body_entered"]

13
scenes/crate.tscn Normal file
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@ -0,0 +1,13 @@
[gd_scene load_steps=3 format=3 uid="uid://dbg8j3e6xwnil"]
[ext_resource type="Script" uid="uid://dknsbg2xfjd1q" path="res://scripts/crate.gd" id="1_b66cd"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_uwrxv"]
[node name="Crate" type="RigidBody2D" groups=["pushables"]]
script = ExtResource("1_b66cd")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_uwrxv")
debug_color = Color(0.888982, 0.327148, 7.70092e-07, 0.42)

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@ -1,112 +1,89 @@
[gd_scene load_steps=8 format=3 uid="uid://ivno5uoip3x"]
[gd_scene load_steps=9 format=3 uid="uid://ivno5uoip3x"]
[ext_resource type="Script" uid="uid://dyts3mw1bhitc" path="res://scripts/game_controller.gd" id="1_lnu2h"]
[ext_resource type="Script" uid="uid://cq5wc2smevldf" path="res://scripts/player.gd" id="1_uwrxv"]
[ext_resource type="Script" uid="uid://7iv62cso22ox" path="res://scripts/scene_manager.gd" id="2_lbhrr"]
[ext_resource type="PackedScene" uid="uid://dsvb5ohioaj4w" path="res://scenes/player.tscn" id="2_lnu2h"]
[ext_resource type="PackedScene" uid="uid://duq681f4tr7uv" path="res://scenes/trigger.tscn" id="3_lnu2h"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_8cj0n"]
[ext_resource type="PackedScene" uid="uid://dbg8j3e6xwnil" path="res://scenes/crate.tscn" id="4_iywne"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_8cj0n"]
size = Vector2(58, 20)
[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_uwrxv"]
[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_iywne"]
bounce = 0.35
[sub_resource type="RectangleShape2D" id="RectangleShape2D_uwrxv"]
[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_uwrxv"]
[node name="Game" type="Node2D"]
script = ExtResource("1_lnu2h")
[node name="CharacterBody2D" type="CharacterBody2D" parent="."]
position = Vector2(312, 286)
script = ExtResource("1_uwrxv")
push_power = 150.0
metadata/_edit_group_ = true
[node name="SceneManager" type="Node" parent="."]
unique_name_in_owner = true
script = ExtResource("2_lbhrr")
[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D"]
shape = SubResource("CapsuleShape2D_8cj0n")
debug_color = Color(0.804881, 0.18457, 0.906085, 0.42)
[node name="CharacterBody2D" parent="." instance=ExtResource("2_lnu2h")]
position = Vector2(284, 616)
[node name="Level" type="Node2D" parent="."]
[node name="StaticBody2D" type="StaticBody2D" parent="Level"]
position = Vector2(150, 569)
position = Vector2(192, 512)
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Level/StaticBody2D"]
shape = SubResource("RectangleShape2D_8cj0n")
[node name="StaticBody2D8" type="StaticBody2D" parent="Level"]
position = Vector2(211, 582)
position = Vector2(256, 576)
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Level/StaticBody2D8"]
shape = SubResource("RectangleShape2D_8cj0n")
[node name="StaticBody2D9" type="StaticBody2D" parent="Level"]
position = Vector2(271, 576)
position = Vector2(320, 576)
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Level/StaticBody2D9"]
shape = SubResource("RectangleShape2D_8cj0n")
[node name="StaticBody2D10" type="StaticBody2D" parent="Level"]
position = Vector2(354, 576)
position = Vector2(576, 512)
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Level/StaticBody2D10"]
shape = SubResource("RectangleShape2D_8cj0n")
[node name="StaticBody2D11" type="StaticBody2D" parent="Level"]
position = Vector2(74, 569)
position = Vector2(64, 576)
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Level/StaticBody2D11"]
shape = SubResource("RectangleShape2D_8cj0n")
[node name="StaticBody2D12" type="StaticBody2D" parent="Level"]
position = Vector2(110, 543)
position = Vector2(128, 512)
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Level/StaticBody2D12"]
shape = SubResource("RectangleShape2D_8cj0n")
[node name="StaticBody2D2" type="StaticBody2D" parent="Level"]
position = Vector2(475, 528)
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Level/StaticBody2D2"]
shape = SubResource("RectangleShape2D_8cj0n")
[node name="StaticBody2D3" type="StaticBody2D" parent="Level"]
position = Vector2(536, 534)
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Level/StaticBody2D3"]
shape = SubResource("RectangleShape2D_8cj0n")
[node name="StaticBody2D4" type="StaticBody2D" parent="Level"]
position = Vector2(596, 540)
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Level/StaticBody2D4"]
shape = SubResource("RectangleShape2D_8cj0n")
[node name="StaticBody2D5" type="StaticBody2D" parent="Level"]
position = Vector2(530, 562)
position = Vector2(512, 576)
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Level/StaticBody2D5"]
shape = SubResource("RectangleShape2D_8cj0n")
[node name="StaticBody2D6" type="StaticBody2D" parent="Level"]
position = Vector2(581, 601)
position = Vector2(576, 576)
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Level/StaticBody2D6"]
shape = SubResource("RectangleShape2D_8cj0n")
[node name="StaticBody2D7" type="StaticBody2D" parent="Level"]
position = Vector2(682, 574)
position = Vector2(640, 576)
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Level/StaticBody2D7"]
@ -114,6 +91,7 @@ shape = SubResource("RectangleShape2D_8cj0n")
[node name="Floor" type="StaticBody2D" parent="Level"]
position = Vector2(378, 643)
physics_material_override = SubResource("PhysicsMaterial_iywne")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Level/Floor"]
@ -137,41 +115,9 @@ shape = SubResource("WorldBoundaryShape2D_uwrxv")
[node name="Crates" type="Node2D" parent="."]
[node name="RigidBody2D" type="RigidBody2D" parent="Crates"]
position = Vector2(577, 177)
rotation = 0.518839
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Crates/RigidBody2D"]
shape = SubResource("RectangleShape2D_uwrxv")
debug_color = Color(0.888982, 0.327148, 7.70092e-07, 0.42)
[node name="RigidBody2D2" type="RigidBody2D" parent="Crates"]
position = Vector2(476, 151)
rotation = -0.157975
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Crates/RigidBody2D2"]
shape = SubResource("RectangleShape2D_uwrxv")
debug_color = Color(0.888982, 0.327148, 7.70092e-07, 0.42)
[node name="RigidBody2D3" type="RigidBody2D" parent="Crates"]
position = Vector2(507, 370)
rotation = -2.02378
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Crates/RigidBody2D3"]
shape = SubResource("RectangleShape2D_uwrxv")
debug_color = Color(0.888982, 0.327148, 7.70092e-07, 0.42)
[node name="RigidBody2D4" type="RigidBody2D" parent="Crates"]
position = Vector2(613, 468)
rotation = 2.13819
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Crates/RigidBody2D4"]
shape = SubResource("RectangleShape2D_uwrxv")
debug_color = Color(0.888982, 0.327148, 7.70092e-07, 0.42)
[node name="Crate" parent="Crates" instance=ExtResource("4_iywne")]
position = Vector2(420, 534)
rotation = -0.35143
[node name="Trigger" parent="." instance=ExtResource("3_lnu2h")]
position = Vector2(299, 487)

26
scenes/player.tscn Normal file
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@ -0,0 +1,26 @@
[gd_scene load_steps=3 format=3 uid="uid://dsvb5ohioaj4w"]
[ext_resource type="Script" uid="uid://cq5wc2smevldf" path="res://scripts/player.gd" id="1_3vyb7"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_8cj0n"]
height = 20.0
[node name="CharacterBody2D" type="CharacterBody2D"]
script = ExtResource("1_3vyb7")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CapsuleShape2D_8cj0n")
debug_color = Color(0.804881, 0.18457, 0.906085, 0.42)
[node name="RightCast" type="RayCast2D" parent="."]
target_position = Vector2(18, 0)
[node name="LeftCast" type="RayCast2D" parent="."]
target_position = Vector2(-18, 0)
[node name="RightSpawn" type="Node2D" parent="."]
position = Vector2(12, -6)
[node name="LeftSpawn" type="Node2D" parent="."]
position = Vector2(-12, -6)

18
scripts/bullet.gd Normal file
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@ -0,0 +1,18 @@
class_name Bullet extends Area2D
@export var speed = 700.0
@export var damage = 10.0
signal bullet_hit(body, bullet)
func set_speed(value):
speed = value
func _physics_process(delta: float) -> void:
position += transform.x * speed * delta
func _on_body_entered(body: Node2D) -> void:
if not body is Player:
print('bullet hit')
bullet_hit.emit(body, self)

1
scripts/bullet.gd.uid Normal file
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@ -0,0 +1 @@
uid://cwj2jevwb1w6d

1
scripts/crate.gd Normal file
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@ -0,0 +1 @@
class_name Crate extends RigidBody2D

1
scripts/crate.gd.uid Normal file
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@ -0,0 +1 @@
uid://dknsbg2xfjd1q

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@ -25,6 +25,7 @@ func _process(delta: float) -> void:
func _on_trigger_trigger_fired(effect: Variant, body: Variant) -> void:
print('Game Controller knows :: ' + effect)
if body is RigidBody2D:
if effect =='Destroy':
total_crates -= 1
print('Crates Remaining ' + str(total_crates))
@ -32,3 +33,10 @@ func _on_trigger_trigger_fired(effect: Variant, body: Variant) -> void:
if total_crates == 0:
print('Winner!')
get_tree().reload_current_scene()
func number_of_crates(value):
total_crates = value
print('total crates at GC: ' + str(total_crates))
func bullet_damage(body, bullet):
print('Game Controller knows about bullet hit')

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@ -1,20 +1,57 @@
extends CharacterBody2D
class_name Player extends CharacterBody2D
# raycasts
@onready var right_cast: RayCast2D = $RightCast
@onready var left_cast: RayCast2D = $LeftCast
# spawn points
@onready var right_spawn: Node2D = $RightSpawn
@onready var left_spawn: Node2D = $LeftSpawn
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
@export var push_power = 80.0
@export var bump_power = 50.0
@export var shove_power = 500.0
@export var lift_power = -0.3
enum FaceDirection{LEFT, RIGHT}
var facing : FaceDirection = FaceDirection.RIGHT
var push_target:RigidBody2D
var push_enabled:bool = false
func _physics_process(delta: float) -> void:
# Add the gravity.
if is_on_ceiling():
pass
if not is_on_floor():
velocity += get_gravity() * delta
handle_input()
move_and_slide()
handle_collisions()
func handle_input() -> void:
if Input.is_action_just_pressed('shoot'):
print('Shoot a bullet')
if facing == FaceDirection.LEFT:
%SceneManager.make_bullet(left_spawn.global_transform, -700)
if facing == FaceDirection.RIGHT:
%SceneManager.make_bullet(right_spawn.global_transform, 700)
if Input.is_action_just_pressed("shove") && push_enabled:
print('Shove off!')
if facing == FaceDirection.LEFT:
print('facing left')
push_target.apply_central_impulse(Vector2(-1,lift_power) * shove_power)
push_enabled = false
if facing == FaceDirection.RIGHT:
print('facing right')
push_target.apply_central_impulse(Vector2(1,lift_power) * shove_power)
push_enabled = false
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
@ -24,11 +61,41 @@ func _physics_process(delta: float) -> void:
var direction := Input.get_axis("ui_left", "ui_right")
if direction:
velocity.x = direction * SPEED
if direction < 0:
facing = FaceDirection.LEFT
if direction > 0:
facing = FaceDirection.RIGHT
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
func update_movement() -> void:
pass
func update_states() -> void:
pass
func handle_collisions() -> void:
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_power)
c.get_collider().apply_central_impulse(-c.get_normal() * bump_power)
if right_cast.is_colliding() && facing==FaceDirection.RIGHT:
print('right raycast is hitting something')
var collider = right_cast.get_collider()
if collider is Node && collider is RigidBody2D:
print('I think it is a crate')
push_target = collider
push_enabled = true
if left_cast.is_colliding() && facing == FaceDirection.LEFT:
print('left raycast is hitting something')
var collider = left_cast.get_collider()
if collider is Node && collider is RigidBody2D:
print('I think its a crate!')
push_target = collider
push_enabled = true
if not right_cast.is_colliding() and not left_cast.is_colliding():
push_enabled = false

40
scripts/scene_manager.gd Normal file
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@ -0,0 +1,40 @@
extends Node
@onready var game: GameController = $".."
@onready var crates: Node2D = $"../Crates"
var bullet = preload("res://scenes/bullet.tscn")
var bullet_array = []
var total_allowed_bullets = 7
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
build_level()
func build_level() -> void:
# count crates
var total_crates = 0
for obj in crates.get_children():
if obj is Crate:
total_crates += 1
# tell game controller
game.number_of_crates(total_crates)
func bullet_factory():
var my_bullet
if bullet_array.size() < total_allowed_bullets:
# new bullet
my_bullet = bullet.instantiate()
my_bullet.connect('bullet_hit', game.bullet_damage)
owner.add_child(my_bullet)
else:
# recycle bullet
my_bullet = bullet_array.pop_back()
bullet_array.push_front(my_bullet)
return my_bullet
func make_bullet(position, speed):
print('Scene manager makes a bullet')
var my_bullet = bullet_factory()
my_bullet.set_speed(speed)
my_bullet.transform = position

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@ -0,0 +1 @@
uid://7iv62cso22ox