raycasts, melee attack,factory for bullets , spawn points, dynamic instatiation

This commit is contained in:
Jdevadas 2025-08-11 21:08:57 -04:00
parent c8a99da3e1
commit 309f5f9941
11 changed files with 210 additions and 48 deletions

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@ -11,6 +11,19 @@ config_version=5
[application]
config/name="JulyGame"
run/main_scene="uid://doctwh8lc63y5"
config/features=PackedStringArray("4.4", "Forward Plus")
run/main_scene="res://scenes/game.tscn"
config/features=PackedStringArray("4.3", "Forward Plus")
config/icon="res://icon.svg"
[input]
shove={
"deadzone": 0.5,
"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)
]
}
shoot={
"deadzone": 0.5,
"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)
]
}

15
scenes/bullet.tscn Normal file
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@ -0,0 +1,15 @@
[gd_scene load_steps=3 format=3 uid="uid://lg8k51aicde4"]
[ext_resource type="Script" path="res://scripts/bullet.gd" id="1_bpcfw"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_oprgb"]
size = Vector2(8, 4)
[node name="Bullet" type="Area2D"]
script = ExtResource("1_bpcfw")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_oprgb")
debug_color = Color(0.866207, 0.326527, 0.373638, 0.42)
[connection signal="body_entered" from="." to="." method="_on_body_entered"]

14
scenes/crate.tscn Normal file
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@ -0,0 +1,14 @@
[gd_scene load_steps=3 format=3 uid="uid://d0mw3eh00s3kr"]
[ext_resource type="Script" path="res://scripts/crate.gd" id="1_j2btj"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_uwrxv"]
[node name="Crate" type="RigidBody2D" groups=["pushables", "shootables"]]
rotation = 0.602841
script = ExtResource("1_j2btj")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_uwrxv")
debug_color = Color(0.820447, 0.391315, 0.259417, 0.42)

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@ -1,21 +1,24 @@
[gd_scene load_steps=8 format=3 uid="uid://doctwh8lc63y5"]
[gd_scene load_steps=9 format=3 uid="uid://doctwh8lc63y5"]
[ext_resource type="Script" uid="uid://cpua8fr5bby78" path="res://scripts/gamecontroller.gd" id="1_lnu2h"]
[ext_resource type="Script" uid="uid://cnwga6l2btdbk" path="res://scripts/player.gd" id="1_uwrxv"]
[ext_resource type="Script" path="res://scripts/gamecontroller.gd" id="1_lnu2h"]
[ext_resource type="PackedScene" uid="uid://b5p1mlv4c1olv" path="res://scenes/player.tscn" id="2_5tj0f"]
[ext_resource type="Script" path="res://scripts/scene_manager.gd" id="2_w84c1"]
[ext_resource type="PackedScene" uid="uid://6n3305pqp43a" path="res://scenes/trigger.tscn" id="2_yqjtg"]
[ext_resource type="PackedScene" uid="uid://d0mw3eh00s3kr" path="res://scenes/crate.tscn" id="4_syc2o"]
[ext_resource type="PackedScene" uid="uid://lg8k51aicde4" path="res://scenes/bullet.tscn" id="5_3trti"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_8cj0n"]
size = Vector2(52, 20)
[sub_resource type="RectangleShape2D" id="RectangleShape2D_uwrxv"]
[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_8cj0n"]
[sub_resource type="CircleShape2D" id="CircleShape2D_8cj0n"]
[node name="game" type="Node2D"]
script = ExtResource("1_lnu2h")
[node name="SceneManager" type="Node2D" parent="."]
unique_name_in_owner = true
script = ExtResource("2_w84c1")
[node name="StaticBody2D" type="StaticBody2D" parent="."]
position = Vector2(580, 413)
metadata/_edit_group_ = true
@ -23,24 +26,6 @@ metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
shape = SubResource("RectangleShape2D_8cj0n")
[node name="RigidBody2D" type="RigidBody2D" parent="."]
position = Vector2(594, 335)
rotation = 0.767945
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D"]
shape = SubResource("RectangleShape2D_uwrxv")
debug_color = Color(0.820447, 0.391315, 0.259417, 0.42)
[node name="RigidBody2D2" type="RigidBody2D" parent="."]
position = Vector2(577, 256)
rotation = 0.602841
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D2"]
shape = SubResource("RectangleShape2D_uwrxv")
debug_color = Color(0.820447, 0.391315, 0.259417, 0.42)
[node name="ground" type="StaticBody2D" parent="."]
position = Vector2(583, 553)
metadata/_edit_group_ = true
@ -48,16 +33,19 @@ metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="ground"]
shape = SubResource("WorldBoundaryShape2D_8cj0n")
[node name="CharacterBody2D" type="CharacterBody2D" parent="."]
position = Vector2(580, 392)
script = ExtResource("1_uwrxv")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D"]
shape = SubResource("CircleShape2D_8cj0n")
debug_color = Color(0.256799, 0.626646, 0.294192, 0.42)
[node name="Player" parent="." instance=ExtResource("2_5tj0f")]
position = Vector2(580, 368)
[node name="Area2D" parent="." instance=ExtResource("2_yqjtg")]
position = Vector2(872, 521)
[node name="Crate" parent="." instance=ExtResource("4_syc2o")]
position = Vector2(592, 261)
[node name="trigger" parent="." instance=ExtResource("2_yqjtg")]
position = Vector2(389, 519)
[node name="Bullet" parent="." instance=ExtResource("5_3trti")]
position = Vector2(433, 332)
[connection signal="areaTriggerSignal" from="Area2D" to="." method="_on_trigger"]

25
scenes/player.tscn Normal file
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@ -0,0 +1,25 @@
[gd_scene load_steps=3 format=3 uid="uid://b5p1mlv4c1olv"]
[ext_resource type="Script" path="res://scripts/player.gd" id="1_bqfhv"]
[sub_resource type="CircleShape2D" id="CircleShape2D_8cj0n"]
[node name="Player" type="CharacterBody2D"]
script = ExtResource("1_bqfhv")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_8cj0n")
debug_color = Color(0.256799, 0.626646, 0.294192, 0.42)
[node name="RightCast" type="RayCast2D" parent="."]
target_position = Vector2(21, 0)
[node name="LeftCast" type="RayCast2D" parent="."]
target_position = Vector2(-20, 0)
[node name="RightSpawn" type="Node2D" parent="."]
position = Vector2(12, -7)
[node name="LeftSpawn" type="Node2D" parent="."]
position = Vector2(-12, -7)

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@ -1,6 +1,6 @@
[gd_scene load_steps=3 format=3 uid="uid://6n3305pqp43a"]
[ext_resource type="Script" uid="uid://c57chsew3r87y" path="res://scripts/trigger.gd" id="1_du5ex"]
[ext_resource type="Script" path="res://scripts/trigger.gd" id="1_du5ex"]
[sub_resource type="CircleShape2D" id="CircleShape2D_uwrxv"]

18
scripts/bullet.gd Normal file
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@ -0,0 +1,18 @@
class_name Bullet extends Area2D
var speed:float = 700
signal bulletDamageSignal(body,bullet)
func setSpeed(value:float):
speed = value
func _physics_process(delta: float) -> void:
position += transform.x * speed * delta
func _on_body_entered(body: Node2D) -> void:
if body.is_in_group("shootables"):
bulletDamageSignal.emit(body,self)

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

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@ -15,3 +15,8 @@ func _on_trigger(effect: Variant, body:Variant) -> void:
print("GC sees trigger "+effect)
if not body is Player:
body.queue_free()
func bulletDamage(body, bullet):
print("gc knows about bullet hit")
body.queue_free()
#apply_central_impulse(Vector2(shoveDirection,0)*700)

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@ -1,29 +1,82 @@
class_name Player extends CharacterBody2D
@onready var right_cast: RayCast2D = $RightCast
@onready var left_cast: RayCast2D = $LeftCast
@onready var right_spawn: Node2D = $RightSpawn
@onready var left_spawn: Node2D = $LeftSpawn
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
var direction
enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
func _physics_process(delta):
var pushTarget
var pushEnabled := false
func _physics_process(delta:float) -> void:
# Add the gravity.
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")
handle_input()
handle_movement(delta)
move_and_slide()
handle_collisions()
func handle_movement(delta:float) -> void:
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
if not is_on_floor():
velocity += get_gravity() * delta
move_and_slide()
func handle_input():
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
direction = Input.get_axis("ui_left", "ui_right")
if direction <0:
facing =FaceDirection.LEFT
if direction > 0:
facing = FaceDirection.RIGHT
if Input.is_action_just_pressed("shove") && pushEnabled:
var shoveDirection:int
match facing:
FaceDirection.RIGHT:
#this is where tabbing does'nt work
shoveDirection = 1
FaceDirection.LEFT:
shoveDirection = -1
pushTarget.apply_central_impulse(Vector2(shoveDirection,0)*700)
if Input.is_action_just_pressed("shoot"):
match facing:
FaceDirection.RIGHT:
%SceneManager.makeBullet(right_spawn.global_transform,700)
FaceDirection.LEFT:
%SceneManager.makeBullet(left_spawn.global_transform,-700)
func handle_collisions():
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() * 100)
# i?
if right_cast.is_colliding() && facing == FaceDirection.RIGHT:
var collider = right_cast.get_collider()
if collider is Node && collider is RigidBody2D && collider.is_in_group("pushables"):
pushTarget = collider
pushEnabled = true
if left_cast.is_colliding() && facing == FaceDirection.LEFT:
var collider = left_cast.get_collider()
if collider is Node && collider is RigidBody2D && collider.is_in_group("pushables"):
pushTarget = collider
pushEnabled = true
if not right_cast.is_colliding() && not left_cast.is_colliding():
pushEnabled = false

30
scripts/scene_manager.gd Normal file
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@ -0,0 +1,30 @@
class_name SceneManager extends Node2D
var bulletArray = []
var totalAllowedBullets = 7
var bullet = preload("res://scenes/bullet.tscn")
@onready var game: Node2D = $".."
# 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
# makes and recycles bullets
func bulletFactory():
var myBullet:Bullet
if bulletArray.size() < totalAllowedBullets:
myBullet = bullet.instantiate()
myBullet.bulletDamageSignal.connect(game.bulletDamage)
owner.add_child(myBullet)
else:
myBullet = bulletArray.pop_back()
bulletArray.push_front(myBullet)
return myBullet
func makeBullet(position, speed):
var someBullet = bulletFactory()
someBullet.setSpeed(speed)
someBullet.transform = position