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

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Darius committed 2025-04-07 20:57:58 -04:00
commit e6c049af5c
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class_name GameController extends Node2D
var total_crates = 4
var time_limit = 10
var timer = Timer.new()
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
add_child(timer)
timer.wait_time = 1
timer.one_shot = false
timer.connect('timeout', second_counter)
timer.start()
func second_counter():
print('tick')
time_limit -= 1
if time_limit <= 0:
print('Loser!')
get_tree().reload_current_scene()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_trigger_trigger_fired(effect: Variant, body: Variant) -> void:
print('Game Controller knows :: ' + effect)
if effect =='Destroy':
total_crates -= 1
print('Crates Remaining ' + str(total_crates))
body.queue_free()
if total_crates == 0:
print('Winner!')
get_tree().reload_current_scene()
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uid://dyts3mw1bhitc
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extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
@export var push_power = 80.0
func _physics_process(delta: float) -> void:
# Add the gravity.
if is_on_ceiling():
pass
if not is_on_floor():
velocity += get_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_power)
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uid://cq5wc2smevldf
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extends Area2D
@export var effect = 'destroy'
signal trigger_fired(effect, body)
# 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 _on_body_entered(body: Node2D) -> void:
print('trigger fired ' + effect)
trigger_fired.emit(effect, body)
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uid://cpcbvs26n3qt0