coins, parralaxbg, terrain,physics layer

This commit is contained in:
Jdevadas 2025-08-25 21:09:22 -04:00
parent 25527f75d8
commit 189869d71f
31 changed files with 934 additions and 27 deletions

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@ -12,9 +12,17 @@ config_version=5
config/name="JulyGame"
run/main_scene="res://scenes/game.tscn"
config/features=PackedStringArray("4.4", "Forward Plus")
config/features=PackedStringArray("4.3", "Forward Plus")
config/icon="res://icon.svg"
[display]
window/size/viewport_width=320
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window/size/window_width_override=960
window/size/window_height_override=540
window/stretch/mode="viewport"
[input]
shove={

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@ -1,6 +1,6 @@
[gd_scene load_steps=28 format=3 uid="uid://b5p1mlv4c1olv"]
[ext_resource type="Script" uid="uid://cnwga6l2btdbk" path="res://scripts/player.gd" id="1_bqfhv"]
[ext_resource type="Script" path="res://scripts/player.gd" id="1_bqfhv"]
[ext_resource type="Texture2D" uid="uid://daf4mmxa2xsjv" path="res://assets/graphics/player/jump_fall/player jump 48x48(1).png" id="2_dqkch"]
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@ -208,4 +208,7 @@ sprite_frames = SubResource("SpriteFrames_jej6c")
animation = &"jump"
autoplay = "idle"
[node name="Camera2D" type="Camera2D" parent="."]
offset = Vector2(0, -40)
[connection signal="animation_finished" from="PlayerGraphic" to="." method="_on_animation_finished"]

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@ -1,4 +1,5 @@
class_name Bullet extends Area2D
@onready var bullet_graphic: Sprite2D = $BulletGraphic
var speed:float = 700
@ -6,6 +7,10 @@ signal bulletDamageSignal(body,bullet)
func setSpeed(value:float):
speed = value
if value<0:
bullet_graphic.flip_h = true
if value>0:
bullet_graphic.flip_h = false
func _physics_process(delta: float) -> void:
position += transform.x * speed * delta
@ -16,3 +21,4 @@ func _on_body_entered(body: Node2D) -> void:
if body.is_in_group("shootables"):
bulletDamageSignal.emit(body,self)

8
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@ -0,0 +1,8 @@
class_name Coin extends Area2D
signal coinCollectedSignal(body, coin)
func _on_body_entered(body: Node2D) -> void:
print("coin collision")
coinCollectedSignal.emit(body, self)

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@ -25,3 +25,6 @@ func bulletDamage(body, bullet):
print("gc knows about bullet hit")
body.queue_free()
#apply_central_impulse(Vector2(shoveDirection,0)*700)
func coinCollected(body,coin):
print("gc knows coin collected")

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@ -10,7 +10,7 @@ class_name Player extends CharacterBody2D
const SPEED = 300
const JUMP_VELOCITY = -400.0
@export var acceleration:int = 5
@export var acceleration:int = 15
var upJump:bool = false
var direction

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@ -4,6 +4,8 @@ var totalAllowedBullets = 7
var bullet = preload("res://scenes/bullet.tscn")
@onready var game: Node2D = $".."
@onready var triggers: Node2D = $"../triggers"
@onready var coins: Node2D = $"../coins"
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@ -13,6 +15,13 @@ func _ready() -> void:
obj.areaTriggerSignal.connect(game._on_trigger)
if coins:
print("found coins")
for obj in coins.get_children():
if obj is Coin:
print("coin collected")
obj.coinCollectedSignal.connect(game.coinCollected)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass