bullet,timer,scene manager, keyboard input

This commit is contained in:
torontocaper committed 2026-03-09 21:04:52 -04:00
1 parent 012b7e13d0
commit 72be1b2739
12 files changed
+259 -48

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+13
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@@ -0,0 +1,13 @@
class_name Bullet extends Area2D
var speed: float = 700
# 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:
position +=transform.x * speed * delta
+1
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@@ -0,0 +1 @@
uid://bfuhpow7x2xr1
+16
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@@ -1 +1,17 @@
class_name Create extends RigidBody2D
var teleport_target: Vector2 = Vector2.ZERO
var should_teleport: bool = false
func teleport_to(position:Vector2):
teleport_target = position
should_teleport = true
func _integrate_forces(state: PhysicsDirectBodyState2D) -> void:
if should_teleport:
state.transform = Transform2D.IDENTITY.translated(teleport_target)
should_teleport = false
+40 -7
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@@ -1,19 +1,37 @@
extends Node2D
class_name GameController extends Node2D
var createTotal = 3
var createTotal = 0
signal destroySignal(body)
signal teleportSignal(body)
signal levelChangeSignal(level)
var currentScene:String = "res://scenes/game.tscn"
var timer := Timer.new()
var timeAvailable := 20
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
func _ready() -> void:
add_child(timer)
timer.wait_time = 1
timer.one_shot = false
timer.connect("timeout", secondCounter)
timer.start()
func secondCounter() ->void:
timeAvailable -=1
if timeAvailable <=0:
print("You Lose")
levelChangeSignal.emit(currentScene)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func _on_trigger(body, effect):
func _on_trigger(body, effect,trigger):
print("GC knows trigger...." + effect)
if body is Create:
match effect:
@@ -21,5 +39,20 @@ func _on_trigger(body, effect):
createTotal -= 1
if createTotal <= 0:
print("You won")
body.queue_free()
levelChangeSignal.emit(currentScene)
destroySignal.emit(body)
"teleport":
print("GM teleport an object")
teleportSignal.emit(body)
if body is Player:
match effect:
"powerup":
print("GC knows about powerup")
timeAvailable +=5
destroySignal.emit(trigger)
func createUpdate(creatsAmonut):
createTotal = creatsAmonut
print("GC updated creats:" +str(createTotal))
+24 -2
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@@ -1,15 +1,33 @@
extends CharacterBody2D
class_name Player extends CharacterBody2D
@onready var right_target: Marker2D = $RightTarget
@onready var left_target: Marker2D = $LeftTarget
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
const BUMP_POWER = 50
enum FaceDirection{LEFT, RIGHT}
var facing: FaceDirection = FaceDirection.RIGHT
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
#Handler shoot
if Input.is_action_just_pressed("shoot"):
print("Player wants to shoot")
match facing:
FaceDirection.RIGHT:
print("Shoot to the Right")
%SceneManager.makeBullet(right_target.global_transform,700)
FaceDirection.LEFT:
print("Shoot to the Left")
%SceneManager.makeBullet(left_target.global_transform,-700)
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
@@ -19,6 +37,10 @@ func _physics_process(delta):
var direction = Input.get_axis("ui_left", "ui_right")
if direction:
velocity.x = direction * SPEED
if direction <0:
facing = FaceDirection.LEFT
if direction >=0:
facing = FaceDirection.RIGHT
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
+72
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@@ -0,0 +1,72 @@
class_name SceneManager extends Node2D
@onready var triggers: Node2D = $"../Triggers"
@onready var creates: Node2D = $"../Creates"
@onready var level: Node2D = $"../Level"
@onready var game: GameController = $".."
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
#pass # Replace with function body.
buildLevel()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func buildLevel() ->void:
print("building level")
updateCreates()
updateTriggers()
#wire up signals from GameCtroller
game.destroySignal.connect(destroy)
game.teleportSignal.connect(teleport)
game.levelChangeSignal.connect(loadLevel)
func updateTriggers()->void:
if triggers:
for obj in triggers.get_children():
if obj is Trigger:
if not obj.AreaTrigger.is_connected(game._on_trigger):
obj.AreaTrigger.connect(game._on_trigger)
func updateCreates() ->void:
#check that there is a create note
if creates:
var totalCreates = 0
for obj in creates.get_children():
if obj is Create:
if not obj.tree_exited.is_connected(updateCreates):
obj.tree_exited.connect(updateCreates)
totalCreates +=1
#print("Total Creates:"+ str(totalCreates))
game.createUpdate(totalCreates)
func destroy(body)->void:
body.queue_free()
func teleport(body) ->void:
if body is Create:
var viewport_size = get_viewport().get_visible_rect().size
var random_x = randf_range(0,viewport_size.x)
var random_y = randf_range(0,viewport_size.y)
var newPosition = Vector2(random_x,random_y)
body.teleport_to(newPosition)
func loadLevel(level:String)->void:
print(level)
get_tree().call_deferred("change_scene_to_file", level)
func makeBullet(targetPosition, speed):
print("Make a bullet!")
+1
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@@ -0,0 +1 @@
uid://ch2id76i14srx
+3 -3
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@@ -1,6 +1,6 @@
extends Area2D
class_name Trigger extends Area2D
signal AreaTrigger(body, effect)
signal AreaTrigger(body, effect, trigger)
@export var effect = "destroy"
# Called when the node enters the scene tree for the first time.
@@ -16,4 +16,4 @@ func _process(delta)-> void:
func _on_body_entered(body: Node2D) -> void:
#pass # Replace with function body.
print("Trigger activated")
AreaTrigger.emit(body, effect)
AreaTrigger.emit(body, effect,self)