bullet,timer,scene manager, keyboard input
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@@ -0,0 +1,13 @@
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class_name Bullet extends Area2D
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var speed: float = 700
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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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position +=transform.x * speed * delta
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@@ -0,0 +1 @@
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uid://bfuhpow7x2xr1
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@@ -1 +1,17 @@
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class_name Create extends RigidBody2D
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var teleport_target: Vector2 = Vector2.ZERO
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var should_teleport: bool = false
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func teleport_to(position:Vector2):
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teleport_target = position
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should_teleport = true
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func _integrate_forces(state: PhysicsDirectBodyState2D) -> void:
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if should_teleport:
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state.transform = Transform2D.IDENTITY.translated(teleport_target)
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should_teleport = false
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@@ -1,19 +1,37 @@
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extends Node2D
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class_name GameController extends Node2D
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var createTotal = 3
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var createTotal = 0
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signal destroySignal(body)
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signal teleportSignal(body)
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signal levelChangeSignal(level)
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var currentScene:String = "res://scenes/game.tscn"
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var timer := Timer.new()
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var timeAvailable := 20
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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func _ready() -> void:
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add_child(timer)
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timer.wait_time = 1
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timer.one_shot = false
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timer.connect("timeout", secondCounter)
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timer.start()
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func secondCounter() ->void:
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timeAvailable -=1
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if timeAvailable <=0:
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print("You Lose")
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levelChangeSignal.emit(currentScene)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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func _on_trigger(body, effect):
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func _on_trigger(body, effect,trigger):
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print("GC knows trigger...." + effect)
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if body is Create:
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match effect:
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@@ -21,5 +39,20 @@ func _on_trigger(body, effect):
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createTotal -= 1
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if createTotal <= 0:
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print("You won")
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body.queue_free()
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levelChangeSignal.emit(currentScene)
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destroySignal.emit(body)
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"teleport":
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print("GM teleport an object")
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teleportSignal.emit(body)
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if body is Player:
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match effect:
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"powerup":
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print("GC knows about powerup")
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timeAvailable +=5
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destroySignal.emit(trigger)
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func createUpdate(creatsAmonut):
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createTotal = creatsAmonut
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print("GC updated creats:" +str(createTotal))
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+24
-2
@@ -1,15 +1,33 @@
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extends CharacterBody2D
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class_name Player extends CharacterBody2D
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@onready var right_target: Marker2D = $RightTarget
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@onready var left_target: Marker2D = $LeftTarget
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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const BUMP_POWER = 50
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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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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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#Handler shoot
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if Input.is_action_just_pressed("shoot"):
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print("Player wants to shoot")
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match facing:
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FaceDirection.RIGHT:
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print("Shoot to the Right")
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%SceneManager.makeBullet(right_target.global_transform,700)
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FaceDirection.LEFT:
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print("Shoot to the Left")
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%SceneManager.makeBullet(left_target.global_transform,-700)
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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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@@ -19,6 +37,10 @@ func _physics_process(delta):
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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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@@ -0,0 +1,72 @@
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class_name SceneManager extends Node2D
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@onready var triggers: Node2D = $"../Triggers"
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@onready var creates: Node2D = $"../Creates"
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@onready var level: Node2D = $"../Level"
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@onready var game: GameController = $".."
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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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buildLevel()
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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 buildLevel() ->void:
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print("building level")
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updateCreates()
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updateTriggers()
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#wire up signals from GameCtroller
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game.destroySignal.connect(destroy)
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game.teleportSignal.connect(teleport)
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game.levelChangeSignal.connect(loadLevel)
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func updateTriggers()->void:
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if triggers:
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for obj in triggers.get_children():
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if obj is Trigger:
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if not obj.AreaTrigger.is_connected(game._on_trigger):
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obj.AreaTrigger.connect(game._on_trigger)
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func updateCreates() ->void:
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#check that there is a create note
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if creates:
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var totalCreates = 0
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for obj in creates.get_children():
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if obj is Create:
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if not obj.tree_exited.is_connected(updateCreates):
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obj.tree_exited.connect(updateCreates)
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totalCreates +=1
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#print("Total Creates:"+ str(totalCreates))
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game.createUpdate(totalCreates)
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func destroy(body)->void:
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body.queue_free()
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func teleport(body) ->void:
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if body is Create:
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var viewport_size = get_viewport().get_visible_rect().size
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var random_x = randf_range(0,viewport_size.x)
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var random_y = randf_range(0,viewport_size.y)
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var newPosition = Vector2(random_x,random_y)
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body.teleport_to(newPosition)
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func loadLevel(level:String)->void:
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print(level)
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get_tree().call_deferred("change_scene_to_file", level)
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func makeBullet(targetPosition, speed):
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print("Make a bullet!")
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@@ -0,0 +1 @@
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uid://ch2id76i14srx
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+3
-3
@@ -1,6 +1,6 @@
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extends Area2D
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class_name Trigger extends Area2D
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signal AreaTrigger(body, effect)
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signal AreaTrigger(body, effect, trigger)
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@export var effect = "destroy"
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# Called when the node enters the scene tree for the first time.
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@@ -16,4 +16,4 @@ func _process(delta)-> void:
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func _on_body_entered(body: Node2D) -> void:
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#pass # Replace with function body.
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print("Trigger activated")
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AreaTrigger.emit(body, effect)
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AreaTrigger.emit(body, effect,self)
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