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cf94316dae
4
.editorconfig
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4
.editorconfig
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root = true
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[*]
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charset = utf-8
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2
.gitattributes
vendored
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2
.gitattributes
vendored
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# Normalize EOL for all files that Git considers text files.
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* text=auto eol=lf
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3
.gitignore
vendored
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3
.gitignore
vendored
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# Godot 4+ specific ignores
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.godot/
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/android/
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1
icon.svg
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1
icon.svg
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<svg xmlns="http://www.w3.org/2000/svg" width="128" height="128"><rect width="124" height="124" x="2" y="2" fill="#363d52" stroke="#212532" stroke-width="4" rx="14"/><g fill="#fff" transform="translate(12.322 12.322)scale(.101)"><path d="M105 673v33q407 354 814 0v-33z"/><path fill="#478cbf" d="m105 673 152 14q12 1 15 14l4 67 132 10 8-61q2-11 15-15h162q13 4 15 15l8 61 132-10 4-67q3-13 15-14l152-14V427q30-39 56-81-35-59-83-108-43 20-82 47-40-37-88-64 7-51 8-102-59-28-123-42-26 43-46 89-49-7-98 0-20-46-46-89-64 14-123 42 1 51 8 102-48 27-88 64-39-27-82-47-48 49-83 108 26 42 56 81zm0 33v39c0 276 813 276 814 0v-39l-134 12-5 69q-2 10-14 13l-162 11q-12 0-16-11l-10-65H446l-10 65q-4 11-16 11l-162-11q-12-3-14-13l-5-69z"/><path d="M483 600c0 34 58 34 58 0v-86c0-34-58-34-58 0z"/><circle cx="725" cy="526" r="90"/><circle cx="299" cy="526" r="90"/></g><g fill="#414042" transform="translate(12.322 12.322)scale(.101)"><circle cx="307" cy="532" r="60"/><circle cx="717" cy="532" r="60"/></g></svg>
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After Width: | Height: | Size: 994 B |
37
icon.svg.import
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37
icon.svg.import
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://b6r00jr7ns040"
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path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://icon.svg"
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dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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svg/scale=1.0
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editor/scale_with_editor_scale=false
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editor/convert_colors_with_editor_theme=false
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35
project.godot
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35
project.godot
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; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=5
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[application]
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config/name="JuneGame"
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run/main_scene="uid://dc4obqdsdq81h"
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config/features=PackedStringArray("4.4", "Forward Plus")
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config/icon="res://icon.svg"
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[file_customization]
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folder_colors={
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"res://scenes/": "orange"
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}
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[input]
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shove={
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"deadzone": 0.2,
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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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shoot={
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"deadzone": 0.2,
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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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14
scenes/bullet.tscn
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scenes/bullet.tscn
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[gd_scene load_steps=3 format=3 uid="uid://cc7r60jbw6uyo"]
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[ext_resource type="Script" uid="uid://bayboh7t0ss7p" path="res://scripts/bullet.gd" id="1_mkf8s"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_y25gk"]
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size = Vector2(18, 6)
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[node name="Bullet" type="Area2D"]
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script = ExtResource("1_mkf8s")
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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_y25gk")
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debug_color = Color(0.690582, 0.49486, 0.146364, 0.42)
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11
scenes/crate.tscn
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11
scenes/crate.tscn
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[gd_scene load_steps=2 format=3 uid="uid://dm0s1wei11x43"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_uwrxv"]
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[node name="RigidBody2D3" type="RigidBody2D"]
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rotation = 1.00826
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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(0.869503, 0.340519, 0.233585, 0.42)
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51
scenes/game.tscn
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51
scenes/game.tscn
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[gd_scene load_steps=8 format=3 uid="uid://dc4obqdsdq81h"]
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[ext_resource type="Script" uid="uid://dflv3rb4v8c0r" path="res://scripts/gamecontroller.gd" id="1_lnu2h"]
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[ext_resource type="Script" uid="uid://lbasdkinbtif" path="res://scripts/scene_manager.gd" id="2_p57ef"]
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[ext_resource type="PackedScene" uid="uid://dm0s1wei11x43" path="res://scenes/crate.tscn" id="3_lbhrr"]
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[ext_resource type="PackedScene" uid="uid://bu03yhhfncspe" path="res://scenes/trigger.tscn" id="4_iywne"]
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[ext_resource type="PackedScene" uid="uid://dgf4ypom7mnn4" path="res://scenes/player.tscn" id="4_lbhrr"]
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[ext_resource type="PackedScene" uid="uid://cc7r60jbw6uyo" path="res://scenes/bullet.tscn" id="5_iywne"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_8cj0n"]
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size = Vector2(60, 20)
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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_p57ef")
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[node name="StaticBody2D" type="StaticBody2D" parent="."]
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position = Vector2(571, 369)
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scale = Vector2(2.6, 1)
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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="RigidBody2D3" parent="." instance=ExtResource("3_lbhrr")]
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position = Vector2(551, 270)
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[node name="Area2D" parent="." instance=ExtResource("4_iywne")]
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position = Vector2(519, 453)
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[node name="Area2D2" parent="." instance=ExtResource("4_iywne")]
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position = Vector2(653, 461)
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effect = "powerup"
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[node name="RigidBody2D4" parent="." instance=ExtResource("3_lbhrr")]
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position = Vector2(570, 193)
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[node name="RigidBody2D5" parent="." instance=ExtResource("3_lbhrr")]
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position = Vector2(589, 256)
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[node name="CharacterBody2D" parent="." instance=ExtResource("4_lbhrr")]
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position = Vector2(559, 339)
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[node name="Bullet" parent="." instance=ExtResource("5_iywne")]
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position = Vector2(435, 324)
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[connection signal="areatrigger" from="Area2D" to="." method="_on_areatrigger"]
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[connection signal="areatrigger" from="Area2D2" to="." method="_on_areatrigger"]
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25
scenes/player.tscn
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25
scenes/player.tscn
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[gd_scene load_steps=3 format=3 uid="uid://dgf4ypom7mnn4"]
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[ext_resource type="Script" uid="uid://dmyw2bn6gnbbv" path="res://scripts/character_body_2d.gd" id="1_4flbx"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_8cj0n"]
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[node name="CharacterBody2D" type="CharacterBody2D"]
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script = ExtResource("1_4flbx")
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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(0.365399, 0.613218, 0.181601, 0.42)
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[node name="RightCast" type="RayCast2D" parent="."]
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target_position = Vector2(13, 0)
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[node name="Left cast" type="RayCast2D" parent="."]
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target_position = Vector2(-13, 0)
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[node name="RightSpawn" type="Node2D" parent="."]
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position = Vector2(14, -8)
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[node name="LeftSpawn" type="Node2D" parent="."]
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position = Vector2(-14, -8)
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16
scenes/trigger.tscn
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16
scenes/trigger.tscn
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@ -0,0 +1,16 @@
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[gd_scene load_steps=3 format=3 uid="uid://bu03yhhfncspe"]
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[ext_resource type="Script" uid="uid://ixnbwhm0ptg5" path="res://scripts/trigger.gd" id="1_du5ex"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_uwrxv"]
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radius = 52.0384
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[node name="Area2D" type="Area2D"]
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script = ExtResource("1_du5ex")
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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_uwrxv")
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debug_color = Color(0.634268, 0.371171, 0.94535, 0.42)
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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12
scripts/bullet.gd
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12
scripts/bullet.gd
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class_name Bullet extends Area2D
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var speed = 700
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func _ready() -> void:
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pass
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pass
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func setSpeed(value):
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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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1
scripts/bullet.gd.uid
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1
scripts/bullet.gd.uid
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@ -0,0 +1 @@
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uid://bayboh7t0ss7p
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80
scripts/character_body_2d.gd
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80
scripts/character_body_2d.gd
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extends CharacterBody2D
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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@onready var right_cast: RayCast2D = $RightCast
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@onready var left_cast: RayCast2D = $"Left cast"
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@onready var right_spawn: Node2D = $RightSpawn
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@onready var left_spawn: Node2D = $LeftSpawn
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enum FaceDirection{LEFT, RIGHT}
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var facing:FaceDirection = FaceDirection.RIGHT
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var pushTarget
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var pushEnable = 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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if Input.is_action_just_pressed("shove") && pushEnable:
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print("shove pressed")
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if facing == FaceDirection.RIGHT:
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pushTarget.apply_central_impulse(Vector2(1,-0.2)*700)
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pushEnable = false
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if facing == FaceDirection.LEFT:
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pushTarget.apply_central_impulse(Vector2(-1,-0.2)*700)
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pushEnable = false
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if Input.is_action_just_pressed("shoot"):
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print("shoot a bullet")
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if facing == FaceDirection.RIGHT:
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%SceneManager.makeBullet(right_spawn.global_transform, 700)
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if facing == FaceDirection.LEFT:
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%SceneManager.makeBullet(left_spawn.global_transform,-700)
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# Handle jump.x
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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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# 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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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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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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move_and_slide()
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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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if right_cast.is_colliding() && facing == FaceDirection.RIGHT:
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print("right cast collision")
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# get the thing i am colliding with
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var collider = right_cast.get_collider()
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if collider is Node && collider is RigidBody2D:
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print("i can shove this right")
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pushTarget = collider
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pushEnable = true
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if left_cast.is_colliding() && facing == FaceDirection.LEFT:
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print("left cast collision")
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var collider = left_cast.get_collider()
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if collider is Node && collider is RigidBody2D:
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print("i can shove this left")
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pushTarget = collider
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pushEnable = true
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if not right_cast.is_colliding() && not left_cast.is_colliding():
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pushEnable = false
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1
scripts/character_body_2d.gd.uid
Normal file
1
scripts/character_body_2d.gd.uid
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uid://dmyw2bn6gnbbv
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21
scripts/gamecontroller.gd
Normal file
21
scripts/gamecontroller.gd
Normal file
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extends Node2D
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||||
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||||
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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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||||
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||||
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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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func _on_areatrigger(effect, body) -> void:
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print("Game controller knows about trigger")
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if effect == "destroy":
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print("Destroy this thing")
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body.queue_free()
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if effect == "powerup":
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print("power up the player")
|
1
scripts/gamecontroller.gd.uid
Normal file
1
scripts/gamecontroller.gd.uid
Normal file
@ -0,0 +1 @@
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||||
uid://dflv3rb4v8c0r
|
27
scripts/scene_manager.gd
Normal file
27
scripts/scene_manager.gd
Normal file
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extends Node2D
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||||
#bullet factory
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||||
var bullet = preload("res://scenes/bullet.tscn")
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var bulletArray = []
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var totalAllowedBullets = 7
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||||
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||||
#makes bullets
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func bulletFactory():
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var mybullet
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if bulletArray.size() < totalAllowedBullets:
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mybullet = bullet.instantiate()
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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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||||
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||||
bulletArray.push_front(mybullet)
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return mybullet
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||||
|
||||
#order desk
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||||
func makeBullet(position, speed):
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print("scenemanager orders a bullet")
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# ask the factory for a bullet
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var mybullet = bulletFactory()
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||||
# set the speed for the bullet
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mybullet.setSpeed(speed)
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# position the bullet
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||||
mybullet.transform = position
|
1
scripts/scene_manager.gd.uid
Normal file
1
scripts/scene_manager.gd.uid
Normal file
@ -0,0 +1 @@
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||||
uid://lbasdkinbtif
|
19
scripts/trigger.gd
Normal file
19
scripts/trigger.gd
Normal file
@ -0,0 +1,19 @@
|
||||
extends Area2D
|
||||
|
||||
@export var effect = "destroy"
|
||||
|
||||
signal areatrigger(effect, Object)
|
||||
# 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 entered")
|
||||
#broadcast to controller
|
||||
areatrigger.emit(effect, body)
|
1
scripts/trigger.gd.uid
Normal file
1
scripts/trigger.gd.uid
Normal file
@ -0,0 +1 @@
|
||||
uid://ixnbwhm0ptg5
|
Loading…
Reference in New Issue
Block a user