static body, rigid body, trigger, custom signal, game controller

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JunhanFang committed 2026-03-02 21:00:40 -05:00
commit 012b7e13d0
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class_name Create extends RigidBody2D
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uid://cmdfo4oomie42
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extends Node2D
var createTotal = 3
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func _on_trigger(body, effect):
print("GC knows trigger...." + effect)
if body is Create:
match effect:
"destroy":
createTotal -= 1
if createTotal <= 0:
print("You won")
body.queue_free()
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uid://rintkrku4ld1
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extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
const BUMP_POWER = 50
func _physics_process(delta):
# 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")
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
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()*BUMP_POWER)
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uid://cugku4bbar0fk
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extends Area2D
signal AreaTrigger(body, effect)
@export var effect = "destroy"
# 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)-> void:
pass
func _on_body_entered(body: Node2D) -> void:
#pass # Replace with function body.
print("Trigger activated")
AreaTrigger.emit(body, effect)
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uid://d2oygy23eq11k