raycasts, melee attack,factory for bullets , spawn points, dynamic instatiation
This commit is contained in:
parent
c8a99da3e1
commit
309f5f9941
@ -11,6 +11,19 @@ config_version=5
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[application]
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config/name="JulyGame"
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run/main_scene="uid://doctwh8lc63y5"
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config/features=PackedStringArray("4.4", "Forward Plus")
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run/main_scene="res://scenes/game.tscn"
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config/features=PackedStringArray("4.3", "Forward Plus")
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config/icon="res://icon.svg"
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[input]
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shove={
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"deadzone": 0.5,
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"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":90,"key_label":0,"unicode":122,"location":0,"echo":false,"script":null)
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]
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}
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shoot={
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"deadzone": 0.5,
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"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":88,"key_label":0,"unicode":120,"location":0,"echo":false,"script":null)
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]
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}
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15
scenes/bullet.tscn
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15
scenes/bullet.tscn
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@ -0,0 +1,15 @@
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[gd_scene load_steps=3 format=3 uid="uid://lg8k51aicde4"]
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[ext_resource type="Script" path="res://scripts/bullet.gd" id="1_bpcfw"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_oprgb"]
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size = Vector2(8, 4)
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[node name="Bullet" type="Area2D"]
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script = ExtResource("1_bpcfw")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("RectangleShape2D_oprgb")
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debug_color = Color(0.866207, 0.326527, 0.373638, 0.42)
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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14
scenes/crate.tscn
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14
scenes/crate.tscn
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@ -0,0 +1,14 @@
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[gd_scene load_steps=3 format=3 uid="uid://d0mw3eh00s3kr"]
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[ext_resource type="Script" path="res://scripts/crate.gd" id="1_j2btj"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_uwrxv"]
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[node name="Crate" type="RigidBody2D" groups=["pushables", "shootables"]]
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rotation = 0.602841
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script = ExtResource("1_j2btj")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("RectangleShape2D_uwrxv")
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debug_color = Color(0.820447, 0.391315, 0.259417, 0.42)
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@ -1,21 +1,24 @@
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[gd_scene load_steps=8 format=3 uid="uid://doctwh8lc63y5"]
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[gd_scene load_steps=9 format=3 uid="uid://doctwh8lc63y5"]
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[ext_resource type="Script" uid="uid://cpua8fr5bby78" path="res://scripts/gamecontroller.gd" id="1_lnu2h"]
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[ext_resource type="Script" uid="uid://cnwga6l2btdbk" path="res://scripts/player.gd" id="1_uwrxv"]
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[ext_resource type="Script" path="res://scripts/gamecontroller.gd" id="1_lnu2h"]
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[ext_resource type="PackedScene" uid="uid://b5p1mlv4c1olv" path="res://scenes/player.tscn" id="2_5tj0f"]
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[ext_resource type="Script" path="res://scripts/scene_manager.gd" id="2_w84c1"]
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[ext_resource type="PackedScene" uid="uid://6n3305pqp43a" path="res://scenes/trigger.tscn" id="2_yqjtg"]
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[ext_resource type="PackedScene" uid="uid://d0mw3eh00s3kr" path="res://scenes/crate.tscn" id="4_syc2o"]
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[ext_resource type="PackedScene" uid="uid://lg8k51aicde4" path="res://scenes/bullet.tscn" id="5_3trti"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_8cj0n"]
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size = Vector2(52, 20)
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_uwrxv"]
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[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_8cj0n"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_8cj0n"]
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[node name="game" type="Node2D"]
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script = ExtResource("1_lnu2h")
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[node name="SceneManager" type="Node2D" parent="."]
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unique_name_in_owner = true
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script = ExtResource("2_w84c1")
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[node name="StaticBody2D" type="StaticBody2D" parent="."]
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position = Vector2(580, 413)
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metadata/_edit_group_ = true
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@ -23,24 +26,6 @@ metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
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shape = SubResource("RectangleShape2D_8cj0n")
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[node name="RigidBody2D" type="RigidBody2D" parent="."]
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position = Vector2(594, 335)
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rotation = 0.767945
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D"]
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shape = SubResource("RectangleShape2D_uwrxv")
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debug_color = Color(0.820447, 0.391315, 0.259417, 0.42)
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[node name="RigidBody2D2" type="RigidBody2D" parent="."]
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position = Vector2(577, 256)
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rotation = 0.602841
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D2"]
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shape = SubResource("RectangleShape2D_uwrxv")
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debug_color = Color(0.820447, 0.391315, 0.259417, 0.42)
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[node name="ground" type="StaticBody2D" parent="."]
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position = Vector2(583, 553)
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metadata/_edit_group_ = true
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@ -48,16 +33,19 @@ metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="ground"]
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shape = SubResource("WorldBoundaryShape2D_8cj0n")
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[node name="CharacterBody2D" type="CharacterBody2D" parent="."]
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position = Vector2(580, 392)
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script = ExtResource("1_uwrxv")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D"]
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shape = SubResource("CircleShape2D_8cj0n")
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debug_color = Color(0.256799, 0.626646, 0.294192, 0.42)
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[node name="Player" parent="." instance=ExtResource("2_5tj0f")]
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position = Vector2(580, 368)
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[node name="Area2D" parent="." instance=ExtResource("2_yqjtg")]
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position = Vector2(872, 521)
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[node name="Crate" parent="." instance=ExtResource("4_syc2o")]
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position = Vector2(592, 261)
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[node name="trigger" parent="." instance=ExtResource("2_yqjtg")]
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position = Vector2(389, 519)
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[node name="Bullet" parent="." instance=ExtResource("5_3trti")]
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position = Vector2(433, 332)
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[connection signal="areaTriggerSignal" from="Area2D" to="." method="_on_trigger"]
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25
scenes/player.tscn
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25
scenes/player.tscn
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@ -0,0 +1,25 @@
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[gd_scene load_steps=3 format=3 uid="uid://b5p1mlv4c1olv"]
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[ext_resource type="Script" path="res://scripts/player.gd" id="1_bqfhv"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_8cj0n"]
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[node name="Player" type="CharacterBody2D"]
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script = ExtResource("1_bqfhv")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("CircleShape2D_8cj0n")
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debug_color = Color(0.256799, 0.626646, 0.294192, 0.42)
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[node name="RightCast" type="RayCast2D" parent="."]
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target_position = Vector2(21, 0)
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[node name="LeftCast" type="RayCast2D" parent="."]
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target_position = Vector2(-20, 0)
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[node name="RightSpawn" type="Node2D" parent="."]
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position = Vector2(12, -7)
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[node name="LeftSpawn" type="Node2D" parent="."]
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position = Vector2(-12, -7)
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@ -1,6 +1,6 @@
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[gd_scene load_steps=3 format=3 uid="uid://6n3305pqp43a"]
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[ext_resource type="Script" uid="uid://c57chsew3r87y" path="res://scripts/trigger.gd" id="1_du5ex"]
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[ext_resource type="Script" path="res://scripts/trigger.gd" id="1_du5ex"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_uwrxv"]
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18
scripts/bullet.gd
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18
scripts/bullet.gd
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class_name Bullet extends Area2D
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var speed:float = 700
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signal bulletDamageSignal(body,bullet)
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func setSpeed(value:float):
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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 body.is_in_group("shootables"):
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bulletDamageSignal.emit(body,self)
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1
scripts/crate.gd
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1
scripts/crate.gd
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@ -0,0 +1 @@
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class_name Crate extends RigidBody2D
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@ -15,3 +15,8 @@ func _on_trigger(effect: Variant, body:Variant) -> void:
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print("GC sees trigger "+effect)
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if not body is Player:
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body.queue_free()
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func bulletDamage(body, bullet):
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print("gc knows about bullet hit")
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body.queue_free()
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#apply_central_impulse(Vector2(shoveDirection,0)*700)
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@ -1,29 +1,82 @@
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class_name Player extends CharacterBody2D
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@onready var right_cast: RayCast2D = $RightCast
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@onready var left_cast: RayCast2D = $LeftCast
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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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var direction
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enum FaceDirection{LEFT, RIGHT}
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var facing:FaceDirection = FaceDirection.RIGHT
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func _physics_process(delta):
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var pushTarget
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var pushEnabled := false
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func _physics_process(delta:float) -> void:
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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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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handle_input()
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handle_movement(delta)
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move_and_slide()
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handle_collisions()
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func handle_movement(delta:float) -> void:
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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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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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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if not is_on_floor():
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velocity += get_gravity() * delta
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move_and_slide()
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func handle_input():
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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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direction = Input.get_axis("ui_left", "ui_right")
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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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if Input.is_action_just_pressed("shove") && pushEnabled:
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var shoveDirection:int
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match facing:
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FaceDirection.RIGHT:
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#this is where tabbing does'nt work
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shoveDirection = 1
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FaceDirection.LEFT:
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shoveDirection = -1
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pushTarget.apply_central_impulse(Vector2(shoveDirection,0)*700)
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if Input.is_action_just_pressed("shoot"):
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match facing:
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FaceDirection.RIGHT:
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%SceneManager.makeBullet(right_spawn.global_transform,700)
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FaceDirection.LEFT:
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%SceneManager.makeBullet(left_spawn.global_transform,-700)
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func handle_collisions():
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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() * 100)
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# i?
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if right_cast.is_colliding() && facing == FaceDirection.RIGHT:
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var collider = right_cast.get_collider()
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if collider is Node && collider is RigidBody2D && collider.is_in_group("pushables"):
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pushTarget = collider
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pushEnabled = true
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if left_cast.is_colliding() && facing == FaceDirection.LEFT:
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var collider = left_cast.get_collider()
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if collider is Node && collider is RigidBody2D && collider.is_in_group("pushables"):
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pushTarget = collider
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pushEnabled = true
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if not right_cast.is_colliding() && not left_cast.is_colliding():
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pushEnabled = false
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30
scripts/scene_manager.gd
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30
scripts/scene_manager.gd
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class_name SceneManager extends Node2D
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var bulletArray = []
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var totalAllowedBullets = 7
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var bullet = preload("res://scenes/bullet.tscn")
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@onready var game: Node2D = $".."
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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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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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# makes and recycles bullets
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func bulletFactory():
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var myBullet:Bullet
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if bulletArray.size() < totalAllowedBullets:
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myBullet = bullet.instantiate()
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myBullet.bulletDamageSignal.connect(game.bulletDamage)
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owner.add_child(myBullet)
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else:
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myBullet = bulletArray.pop_back()
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bulletArray.push_front(myBullet)
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return myBullet
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func makeBullet(position, speed):
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var someBullet = bulletFactory()
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someBullet.setSpeed(speed)
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someBullet.transform = position
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Block a user