graphics for bullets, crates, animations for player, state machine

This commit is contained in:
GabriellePipo 2025-06-16 20:58:16 -04:00
parent cf94316dae
commit 327228717c
18 changed files with 567 additions and 31 deletions

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metadata/_edit_group_ = true metadata/_edit_group_ = true
@ -23,3 +196,12 @@ position = Vector2(14, -8)
[node name="LeftSpawn" type="Node2D" parent="."] [node name="LeftSpawn" type="Node2D" parent="."]
position = Vector2(-14, -8) position = Vector2(-14, -8)
[node name="PlayerGraphic" type="AnimatedSprite2D" parent="."]
texture_filter = 1
position = Vector2(0, -6)
sprite_frames = SubResource("SpriteFrames_jej6c")
animation = &"Falling"
autoplay = "Idle"
[connection signal="animation_finished" from="PlayerGraphic" to="." method="_on_animation_finished"]

View File

@ -7,19 +7,36 @@ const JUMP_VELOCITY = -400.0
@onready var left_cast: RayCast2D = $"Left cast" @onready var left_cast: RayCast2D = $"Left cast"
@onready var right_spawn: Node2D = $RightSpawn @onready var right_spawn: Node2D = $RightSpawn
@onready var left_spawn: Node2D = $LeftSpawn @onready var left_spawn: Node2D = $LeftSpawn
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
enum FaceDirection{LEFT, RIGHT} enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT var facing:FaceDirection = FaceDirection.RIGHT
enum State{IDLE, RUN, JUMP, FALLING}
var current_state:State = State.IDLE
var pushTarget var pushTarget
var pushEnable = false var pushEnable = false
var direction
var upJump = false
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
#game loop
handle_input()
#calculate movment
handle_movement(delta)
#change states
update_states()
#play animations
update_animation()
#object raycasts
#handle_collisions()
# Add the gravity. # Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
move_and_slide()
handle_collisions()
func handle_input():
if Input.is_action_just_pressed("shove") && pushEnable: if Input.is_action_just_pressed("shove") && pushEnable:
print("shove pressed") print("shove pressed")
if facing == FaceDirection.RIGHT: if facing == FaceDirection.RIGHT:
@ -41,20 +58,13 @@ func _physics_process(delta: float) -> void:
# Handle jump.x # Handle jump.x
if Input.is_action_just_pressed("ui_accept") and is_on_floor(): if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY velocity.y = JUMP_VELOCITY
current_state = State.JUMP
upJump = true
# Get the input direction and handle the movement/deceleration. # Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions. # As good practice, you should replace UI actions with custom gameplay actions.
var direction := Input.get_axis("ui_left", "ui_right") direction = Input.get_axis("ui_left", "ui_right")
if direction:
velocity.x = direction * SPEED func handle_collisions():
if direction <0:
facing = FaceDirection.LEFT
if direction >0:
facing = FaceDirection.RIGHT
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
for i in get_slide_collision_count(): for i in get_slide_collision_count():
var c = get_slide_collision(i) var c = get_slide_collision(i)
if c.get_collider() is RigidBody2D: if c.get_collider() is RigidBody2D:
@ -77,4 +87,51 @@ func _physics_process(delta: float) -> void:
pushEnable = true pushEnable = true
if not right_cast.is_colliding() && not left_cast.is_colliding(): if not right_cast.is_colliding() && not left_cast.is_colliding():
pushEnable = false pushEnable = false
func handle_movement(delta):
if not is_on_floor():
velocity += get_gravity() * delta
if direction:
velocity.x = direction * SPEED
if direction <0:
facing = FaceDirection.LEFT
player_graphic.flip_h = true
if direction >0:
facing = FaceDirection.RIGHT
player_graphic.flip_h = false
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
func update_animation():
match current_state:
State.IDLE:
player_graphic.play("Idle")
State.RUN:
print("play run animation")
player_graphic.play("run")
State.JUMP:
if upJump:
player_graphic.play("Jump")
State.FALLING:
player_graphic.play("Falling")
func update_states():
match current_state:
#idle when movment in x
State.IDLE when velocity.x !=0:
current_state = State.RUN
State.RUN:
if velocity.x ==0:
current_state = State.IDLE
#jumping when reaching apex
State.JUMP when velocity.y > 0:
current_state = State.FALLING
State.FALLING when is_on_floor():
if velocity.x ==0:
current_state = State.IDLE
else:
current_state = State.RUN
func _on_animation_finished() -> void:
match current_state:
State.JUMP:
upJump = false

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@ -3,7 +3,13 @@ extends Node2D
var bullet = preload("res://scenes/bullet.tscn") var bullet = preload("res://scenes/bullet.tscn")
var bulletArray = [] var bulletArray = []
var totalAllowedBullets = 7 var totalAllowedBullets = 7
@onready var triggers: Node2D = $"../triggers"
@onready var gameController: Node2D = $".."
func _ready() -> void:
for obj in triggers.get_children():
obj.areatrigger.connect(gameController._on_areatrigger)
#makes bullets #makes bullets
func bulletFactory(): func bulletFactory():
var mybullet var mybullet