fixing up week3 missing
This commit is contained in:
parent
35280d3a75
commit
f52b1edd06
BIN
assets/graphics/player/idle/Player Idle 48x48.png
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assets/graphics/player/idle/Player Idle 48x48.png
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assets/graphics/player/idle/Player Idle 48x48.png.import
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assets/graphics/player/idle/Player Idle 48x48.png.import
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uid="uid://dyus25iplw8ei"
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path="res://.godot/imported/Player Idle 48x48.png-9f43f14976963a2821a06ddf8579a76a.ctex"
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source_file="res://assets/graphics/player/idle/Player Idle 48x48.png"
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dest_files=["res://.godot/imported/Player Idle 48x48.png-9f43f14976963a2821a06ddf8579a76a.ctex"]
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[params]
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compress/mode=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/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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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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BIN
assets/graphics/player/jump_fall/player jump 48x48.png
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assets/graphics/player/jump_fall/player jump 48x48.png
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://bihghvekq435s"
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path="res://.godot/imported/player jump 48x48.png-bb6ba8ccf76c9bd3765199af95f48c3c.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://assets/graphics/player/jump_fall/player jump 48x48.png"
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dest_files=["res://.godot/imported/player jump 48x48.png-bb6ba8ccf76c9bd3765199af95f48c3c.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/uastc_level=0
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compress/rdo_quality_loss=0.0
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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/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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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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BIN
assets/graphics/player/running/player run 48x48.png
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assets/graphics/player/running/player run 48x48.png
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assets/graphics/player/running/player run 48x48.png.import
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assets/graphics/player/running/player run 48x48.png.import
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@ -0,0 +1,40 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://3c7ngirfyrkh"
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path="res://.godot/imported/player run 48x48.png-3529730a2a1b5884902527ab512e774d.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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||||||
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source_file="res://assets/graphics/player/running/player run 48x48.png"
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dest_files=["res://.godot/imported/player run 48x48.png-3529730a2a1b5884902527ab512e774d.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/uastc_level=0
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compress/rdo_quality_loss=0.0
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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/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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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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@ -13,3 +13,5 @@ metadata/_edit_group_ = true
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position = Vector2(0, 0.125)
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position = Vector2(0, 0.125)
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shape = SubResource("RectangleShape2D_h1aey")
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shape = SubResource("RectangleShape2D_h1aey")
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debug_color = Color(0.9529412, 0.078431375, 0.019607844, 0.41960785)
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debug_color = Color(0.9529412, 0.078431375, 0.019607844, 0.41960785)
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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@ -1,9 +1,182 @@
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[gd_scene format=3 uid="uid://s0utas3jmhjk"]
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[gd_scene format=3 uid="uid://s0utas3jmhjk"]
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[ext_resource type="Script" uid="uid://cugku4bbar0fk" path="res://scripts/player.gd" id="1_3vyb7"]
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[ext_resource type="Script" uid="uid://cugku4bbar0fk" path="res://scripts/player.gd" id="1_3vyb7"]
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[ext_resource type="Texture2D" uid="uid://bihghvekq435s" path="res://assets/graphics/player/jump_fall/player jump 48x48.png" id="2_dqkch"]
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[ext_resource type="Texture2D" uid="uid://dyus25iplw8ei" path="res://assets/graphics/player/idle/Player Idle 48x48.png" id="3_qlg0r"]
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[ext_resource type="Texture2D" uid="uid://3c7ngirfyrkh" path="res://assets/graphics/player/running/player run 48x48.png" id="4_tuyoq"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_uwrxv"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_uwrxv"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_fjrip"]
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atlas = ExtResource("2_dqkch")
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region = Rect2(96, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_smehm"]
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atlas = ExtResource("3_qlg0r")
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region = Rect2(0, 0, 48, 48)
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||||||
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[sub_resource type="AtlasTexture" id="AtlasTexture_ur7pv"]
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atlas = ExtResource("3_qlg0r")
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||||||
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region = Rect2(48, 0, 48, 48)
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||||||
|
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||||||
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[sub_resource type="AtlasTexture" id="AtlasTexture_y4r1p"]
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atlas = ExtResource("3_qlg0r")
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region = Rect2(96, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_d2wvv"]
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atlas = ExtResource("3_qlg0r")
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region = Rect2(144, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_3v2ag"]
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atlas = ExtResource("3_qlg0r")
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region = Rect2(192, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_jej6c"]
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atlas = ExtResource("3_qlg0r")
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region = Rect2(240, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_f1ej7"]
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atlas = ExtResource("3_qlg0r")
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region = Rect2(288, 0, 48, 48)
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||||||
|
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||||||
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[sub_resource type="AtlasTexture" id="AtlasTexture_oprun"]
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atlas = ExtResource("3_qlg0r")
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|
region = Rect2(336, 0, 48, 48)
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||||||
|
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||||||
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[sub_resource type="AtlasTexture" id="AtlasTexture_a8ls1"]
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atlas = ExtResource("3_qlg0r")
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region = Rect2(384, 0, 48, 48)
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||||||
|
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||||||
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[sub_resource type="AtlasTexture" id="AtlasTexture_qfm1y"]
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atlas = ExtResource("3_qlg0r")
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||||||
|
region = Rect2(432, 0, 48, 48)
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||||||
|
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||||||
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[sub_resource type="AtlasTexture" id="AtlasTexture_fulsm"]
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||||||
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atlas = ExtResource("2_dqkch")
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||||||
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region = Rect2(0, 0, 48, 48)
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||||||
|
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||||||
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[sub_resource type="AtlasTexture" id="AtlasTexture_4r5pv"]
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||||||
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atlas = ExtResource("2_dqkch")
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||||||
|
region = Rect2(48, 0, 48, 48)
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||||||
|
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||||||
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[sub_resource type="AtlasTexture" id="AtlasTexture_60mlk"]
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||||||
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atlas = ExtResource("4_tuyoq")
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||||||
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region = Rect2(0, 0, 48, 48)
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||||||
|
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||||||
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[sub_resource type="AtlasTexture" id="AtlasTexture_i4ail"]
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||||||
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atlas = ExtResource("4_tuyoq")
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||||||
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region = Rect2(48, 0, 48, 48)
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||||||
|
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||||||
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[sub_resource type="AtlasTexture" id="AtlasTexture_a38lo"]
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||||||
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atlas = ExtResource("4_tuyoq")
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||||||
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region = Rect2(96, 0, 48, 48)
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||||||
|
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||||||
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[sub_resource type="AtlasTexture" id="AtlasTexture_4ni07"]
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||||||
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atlas = ExtResource("4_tuyoq")
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||||||
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region = Rect2(144, 0, 48, 48)
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||||||
|
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||||||
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[sub_resource type="AtlasTexture" id="AtlasTexture_l71n6"]
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||||||
|
atlas = ExtResource("4_tuyoq")
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||||||
|
region = Rect2(192, 0, 48, 48)
|
||||||
|
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||||||
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[sub_resource type="AtlasTexture" id="AtlasTexture_ke2ow"]
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||||||
|
atlas = ExtResource("4_tuyoq")
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||||||
|
region = Rect2(240, 0, 48, 48)
|
||||||
|
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||||||
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[sub_resource type="AtlasTexture" id="AtlasTexture_ujl30"]
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||||||
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atlas = ExtResource("4_tuyoq")
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||||||
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region = Rect2(288, 0, 48, 48)
|
||||||
|
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||||||
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[sub_resource type="AtlasTexture" id="AtlasTexture_31cv2"]
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||||||
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atlas = ExtResource("4_tuyoq")
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||||||
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region = Rect2(336, 0, 48, 48)
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||||||
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||||||
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[sub_resource type="SpriteFrames" id="SpriteFrames_pf23h"]
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||||||
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animations = [{
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"frames": [{
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_fjrip")
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||||||
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}],
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"loop": false,
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"name": &"falling",
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"speed": 12.0
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}, {
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"frames": [{
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||||||
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"duration": 1.0,
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||||||
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"texture": SubResource("AtlasTexture_smehm")
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||||||
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}, {
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||||||
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"duration": 1.0,
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||||||
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"texture": SubResource("AtlasTexture_ur7pv")
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||||||
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}, {
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||||||
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"duration": 1.0,
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||||||
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"texture": SubResource("AtlasTexture_y4r1p")
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||||||
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}, {
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||||||
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"duration": 1.0,
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||||||
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"texture": SubResource("AtlasTexture_d2wvv")
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}, {
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||||||
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"duration": 1.0,
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||||||
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"texture": SubResource("AtlasTexture_3v2ag")
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||||||
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_jej6c")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_f1ej7")
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||||||
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}, {
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||||||
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"duration": 1.0,
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||||||
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"texture": SubResource("AtlasTexture_oprun")
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||||||
|
}, {
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||||||
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"duration": 1.0,
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||||||
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"texture": SubResource("AtlasTexture_a8ls1")
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|
}, {
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||||||
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"duration": 1.0,
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||||||
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"texture": SubResource("AtlasTexture_qfm1y")
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||||||
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}],
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"loop": true,
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"name": &"idle",
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"speed": 12.0
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}, {
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||||||
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"frames": [{
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||||||
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_fulsm")
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||||||
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}, {
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||||||
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"duration": 1.0,
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||||||
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"texture": SubResource("AtlasTexture_4r5pv")
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}],
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"loop": false,
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"name": &"jumping",
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"speed": 12.0
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}, {
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"frames": [{
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_60mlk")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_i4ail")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_a38lo")
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}, {
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_4ni07")
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||||||
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||||||
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_l71n6")
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_ke2ow")
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||||||
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||||||
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"duration": 1.0,
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||||||
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"texture": SubResource("AtlasTexture_ujl30")
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}, {
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||||||
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_31cv2")
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}],
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"loop": false,
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"name": &"running",
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"speed": 12.0
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}]
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[node name="player" type="CharacterBody2D" unique_id=1410007482]
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[node name="player" type="CharacterBody2D" unique_id=1410007482]
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script = ExtResource("1_3vyb7")
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script = ExtResource("1_3vyb7")
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metadata/_edit_group_ = true
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metadata/_edit_group_ = true
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@ -17,3 +190,10 @@ position = Vector2(14, -5)
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[node name="LeftTarget" type="Marker2D" parent="." unique_id=1940665709]
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[node name="LeftTarget" type="Marker2D" parent="." unique_id=1940665709]
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position = Vector2(-14, -5)
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position = Vector2(-14, -5)
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[node name="PlayerGraphic" type="AnimatedSprite2D" parent="." unique_id=1989795020]
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sprite_frames = SubResource("SpriteFrames_pf23h")
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animation = &"falling"
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autoplay = "idle"
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[connection signal="animation_finished" from="PlayerGraphic" to="." method="_on_animation_finished"]
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@ -1,13 +1,18 @@
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class_name Bullet extends Area2D
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class_name Bullet extends Area2D
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var speed: float = 700
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var speed: float = 700
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signal bulletDamageSignal(body, bullet)
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# Called when the node enters the scene tree for the first time.
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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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func _ready() -> void:
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pass # Replace with function body.
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pass # Replace with function body.
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||||||
|
func setSpeed(value)->void:
|
||||||
|
speed = value
|
||||||
|
|
||||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||||
func _process(delta: float) -> void:
|
func _process(delta: float) -> void:
|
||||||
position +=transform.x * speed * delta
|
position +=transform.x * speed * delta
|
||||||
|
|
||||||
|
|
||||||
|
func _on_body_entered(body: Node2D) -> void:
|
||||||
|
bulletDamageSignal.emit(body, self)
|
||||||
|
|||||||
@ -13,6 +13,7 @@ var timeAvailable := 20
|
|||||||
|
|
||||||
# Called when the node enters the scene tree for the first time.
|
# Called when the node enters the scene tree for the first time.
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
|
get_window().grab_focus()
|
||||||
add_child(timer)
|
add_child(timer)
|
||||||
timer.wait_time = 1
|
timer.wait_time = 1
|
||||||
timer.one_shot = false
|
timer.one_shot = false
|
||||||
@ -57,3 +58,8 @@ func createUpdate(creatsAmonut):
|
|||||||
createTotal = creatsAmonut
|
createTotal = creatsAmonut
|
||||||
print("GC updated creats:" +str(createTotal))
|
print("GC updated creats:" +str(createTotal))
|
||||||
|
|
||||||
|
func bulletDamage(body:Node2D, bullet:Bullet)->void:
|
||||||
|
if body is Create:
|
||||||
|
#destroy crate
|
||||||
|
destroySignal.emit(body)
|
||||||
|
destroySignal.emit(bullet)
|
||||||
|
|||||||
@ -2,6 +2,7 @@ class_name Player extends CharacterBody2D
|
|||||||
|
|
||||||
@onready var right_target: Marker2D = $RightTarget
|
@onready var right_target: Marker2D = $RightTarget
|
||||||
@onready var left_target: Marker2D = $LeftTarget
|
@onready var left_target: Marker2D = $LeftTarget
|
||||||
|
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
|
||||||
|
|
||||||
|
|
||||||
const SPEED = 300.0
|
const SPEED = 300.0
|
||||||
@ -9,59 +10,87 @@ const JUMP_VELOCITY = -400.0
|
|||||||
const BUMP_POWER = 50
|
const BUMP_POWER = 50
|
||||||
enum FaceDirection{LEFT, RIGHT}
|
enum FaceDirection{LEFT, RIGHT}
|
||||||
var facing: FaceDirection = FaceDirection.RIGHT
|
var facing: FaceDirection = FaceDirection.RIGHT
|
||||||
|
var direction
|
||||||
|
enum PlayerState{IDLE,RUNNING, JUMPING, FALLING}
|
||||||
|
var current_player_state:PlayerState = PlayerState.IDLE
|
||||||
|
var jumpUp:bool = false
|
||||||
|
|
||||||
|
func _physics_process(delta: float) -> void:
|
||||||
|
|
||||||
|
handle_input()
|
||||||
|
handle_movement(delta)
|
||||||
|
handle_state()
|
||||||
|
handle_animation()
|
||||||
|
move_and_slide()
|
||||||
|
handle_collisions()
|
||||||
|
|
||||||
func _physics_process(delta):
|
func handle_input()->void:
|
||||||
# Add the gravity.
|
direction = Input.get_axis("ui_left", "ui_right")
|
||||||
if not is_on_floor():
|
if direction <0:
|
||||||
velocity += get_gravity() * delta
|
player_graphic.flip_h = true
|
||||||
|
if direction >0:
|
||||||
#Handler shoot
|
player_graphic.flip_h = false
|
||||||
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.
|
# Handle jump.
|
||||||
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_player_state = PlayerState.JUMPING
|
||||||
|
jumpUp = true
|
||||||
|
# Handle 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)
|
||||||
|
func handle_state()->void:
|
||||||
|
match current_player_state:
|
||||||
|
PlayerState.IDLE when velocity.x !=0:
|
||||||
|
#change to running!!
|
||||||
|
current_player_state = PlayerState.RUNNING
|
||||||
|
PlayerState.RUNNING when velocity.x == 0:
|
||||||
|
current_player_state = PlayerState.IDLE
|
||||||
|
PlayerState.JUMPING when velocity.y > 0:
|
||||||
|
current_player_state = PlayerState.FALLING
|
||||||
|
PlayerState.FALLING when is_on_floor():
|
||||||
|
if velocity.x ==0:
|
||||||
|
current_player_state = PlayerState.IDLE
|
||||||
|
else:
|
||||||
|
current_player_state = PlayerState.RUNNING
|
||||||
|
func handle_animation()->void:
|
||||||
|
match current_player_state:
|
||||||
|
PlayerState.IDLE:
|
||||||
|
player_graphic.play("idle")
|
||||||
|
PlayerState.RUNNING:
|
||||||
|
player_graphic.play("running")
|
||||||
|
PlayerState.JUMPING:
|
||||||
|
if jumpUp:
|
||||||
|
player_graphic.play("jumping")
|
||||||
|
PlayerState.FALLING:
|
||||||
|
player_graphic.play("falling")
|
||||||
|
|
||||||
# Get the input direction and handle the movement/deceleration.
|
func handle_movement(delta)->void:
|
||||||
# As good practice, you should replace UI actions with custom gameplay actions.
|
# Add the gravity.
|
||||||
var direction = Input.get_axis("ui_left", "ui_right")
|
if not is_on_floor():
|
||||||
|
velocity += get_gravity() * delta
|
||||||
if direction:
|
if direction:
|
||||||
velocity.x = direction * SPEED
|
velocity.x = direction * SPEED
|
||||||
if direction <0:
|
if direction <0:
|
||||||
facing=FaceDirection.LEFT
|
facing=FaceDirection.LEFT
|
||||||
if direction >=0:
|
if direction >0:
|
||||||
facing=FaceDirection.RIGHT
|
facing=FaceDirection.RIGHT
|
||||||
else:
|
else:
|
||||||
velocity.x = move_toward(velocity.x, 0, SPEED)
|
velocity.x = move_toward(velocity.x, 0, SPEED)
|
||||||
|
func handle_collisions()->void:
|
||||||
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:
|
||||||
c.get_collider().apply_central_impulse(-c.get_normal()*BUMP_POWER)
|
c.get_collider().apply_central_impulse(-c.get_normal()*BUMP_POWER)
|
||||||
|
|
||||||
|
func _on_animation_finished() -> void:
|
||||||
|
match current_player_state:
|
||||||
|
PlayerState.JUMPING:
|
||||||
|
jumpUp = false
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@ -4,6 +4,10 @@ class_name SceneManager extends Node2D
|
|||||||
@onready var level: Node2D = $"../Level"
|
@onready var level: Node2D = $"../Level"
|
||||||
@onready var game: GameController = $".."
|
@onready var game: GameController = $".."
|
||||||
|
|
||||||
|
var bullet = preload("res://scenes/bullet.tscn")
|
||||||
|
var bulletArray:Array[Bullet] = []
|
||||||
|
var totalAllowedBullets:int = 7
|
||||||
|
|
||||||
# Called when the node enters the scene tree for the first time.
|
# Called when the node enters the scene tree for the first time.
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
#pass # Replace with function body.
|
#pass # Replace with function body.
|
||||||
@ -68,5 +72,23 @@ func loadLevel(level:String)->void:
|
|||||||
get_tree().call_deferred("change_scene_to_file", level)
|
get_tree().call_deferred("change_scene_to_file", level)
|
||||||
|
|
||||||
|
|
||||||
func makeBullet(targetPosition, speed):
|
func bulletFactory()->Bullet :
|
||||||
|
var myBullet:Bullet
|
||||||
|
#how many bullets have been made?
|
||||||
|
if bulletArray.size() <= totalAllowedBullets:
|
||||||
|
myBullet = bullet.instantiate()
|
||||||
|
if not myBullet.bulletDamageSignal.is_connected(game.bulletDamage):
|
||||||
|
myBullet.bulletDamageSignal.connect(game.bulletDamage)
|
||||||
|
game.add_child(myBullet)
|
||||||
|
else:
|
||||||
|
myBullet = bulletArray.pop_back()
|
||||||
|
|
||||||
|
bulletArray.push_front(myBullet)
|
||||||
|
return myBullet
|
||||||
|
func makeBullet(targetPosition, speed)->void:
|
||||||
print("Make a bullet!")
|
print("Make a bullet!")
|
||||||
|
print("bullets created: "+str( bulletArray.size() ))
|
||||||
|
var myBullet:Bullet = bulletFactory()
|
||||||
|
myBullet.transform = targetPosition
|
||||||
|
myBullet.setSpeed(speed)
|
||||||
|
myBullet.set_process(true)
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user