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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assets/graphics/player/jump_fall/player jump 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
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assets/graphics/player/running/player run 48x48.png.import
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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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shape = SubResource("RectangleShape2D_h1aey")
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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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[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://dyus25iplw8ei" path="res://assets/graphics/player/idle/Player Idle 48x48.png" id="3_qlg0r"]
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region = Rect2(96, 0, 48, 48)
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atlas = ExtResource("3_qlg0r")
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[sub_resource type="AtlasTexture" id="AtlasTexture_fulsm"]
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atlas = ExtResource("2_dqkch")
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region = Rect2(0, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_4r5pv"]
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atlas = ExtResource("2_dqkch")
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region = Rect2(48, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_60mlk"]
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atlas = ExtResource("4_tuyoq")
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region = Rect2(0, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_i4ail"]
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atlas = ExtResource("4_tuyoq")
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region = Rect2(192, 0, 48, 48)
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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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[sub_resource type="AtlasTexture" id="AtlasTexture_ujl30"]
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atlas = ExtResource("4_tuyoq")
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region = Rect2(288, 0, 48, 48)
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[sub_resource type="AtlasTexture" id="AtlasTexture_31cv2"]
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atlas = ExtResource("4_tuyoq")
|
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region = Rect2(336, 0, 48, 48)
|
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|
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[sub_resource type="SpriteFrames" id="SpriteFrames_pf23h"]
|
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animations = [{
|
||||
"frames": [{
|
||||
"duration": 1.0,
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||||
"texture": SubResource("AtlasTexture_fjrip")
|
||||
}],
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||||
"loop": false,
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||||
"name": &"falling",
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||||
"speed": 12.0
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||||
}, {
|
||||
"frames": [{
|
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"duration": 1.0,
|
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|
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|
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|
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|
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|
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}, {
|
||||
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|
||||
"texture": SubResource("AtlasTexture_oprun")
|
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}, {
|
||||
"duration": 1.0,
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||||
"texture": SubResource("AtlasTexture_a8ls1")
|
||||
}, {
|
||||
"duration": 1.0,
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||||
"texture": SubResource("AtlasTexture_qfm1y")
|
||||
}],
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||||
"loop": true,
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"name": &"idle",
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||||
"speed": 12.0
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||||
}, {
|
||||
"frames": [{
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||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_fulsm")
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||||
}, {
|
||||
"duration": 1.0,
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||||
"texture": SubResource("AtlasTexture_4r5pv")
|
||||
}],
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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,
|
||||
"texture": SubResource("AtlasTexture_60mlk")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_i4ail")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_a38lo")
|
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}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_4ni07")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_l71n6")
|
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}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_ke2ow")
|
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}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_ujl30")
|
||||
}, {
|
||||
"duration": 1.0,
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||||
"texture": SubResource("AtlasTexture_31cv2")
|
||||
}],
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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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script = ExtResource("1_3vyb7")
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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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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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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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func _ready() -> void:
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pass # Replace with function body.
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func setSpeed(value)->void:
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speed = value
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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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func _on_body_entered(body: Node2D) -> void:
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bulletDamageSignal.emit(body, self)
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@ -13,6 +13,7 @@ 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() -> void:
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get_window().grab_focus()
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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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@ -57,3 +58,8 @@ func createUpdate(creatsAmonut):
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createTotal = creatsAmonut
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print("GC updated creats:" +str(createTotal))
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func bulletDamage(body:Node2D, bullet:Bullet)->void:
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if body is Create:
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#destroy crate
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destroySignal.emit(body)
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destroySignal.emit(bullet)
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@ -2,6 +2,7 @@ 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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@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
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const SPEED = 300.0
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@ -9,59 +10,87 @@ 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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var direction
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enum PlayerState{IDLE,RUNNING, JUMPING, FALLING}
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var current_player_state:PlayerState = PlayerState.IDLE
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var jumpUp:bool = false
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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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func _physics_process(delta: float) -> void:
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handle_input()
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handle_movement(delta)
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handle_state()
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handle_animation()
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move_and_slide()
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handle_collisions()
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func handle_input()->void:
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direction = Input.get_axis("ui_left", "ui_right")
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if direction <0:
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player_graphic.flip_h = true
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if direction >0:
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player_graphic.flip_h = false
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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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current_player_state = PlayerState.JUMPING
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jumpUp = true
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# Handle 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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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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# 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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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")
|
||||
|
||||
func handle_movement(delta)->void:
|
||||
# Add the gravity.
|
||||
if not is_on_floor():
|
||||
velocity += get_gravity() * delta
|
||||
if direction:
|
||||
velocity.x = direction * SPEED
|
||||
if direction <0:
|
||||
facing = FaceDirection.LEFT
|
||||
if direction >=0:
|
||||
facing = FaceDirection.RIGHT
|
||||
facing=FaceDirection.LEFT
|
||||
if direction >0:
|
||||
facing=FaceDirection.RIGHT
|
||||
else:
|
||||
velocity.x = move_toward(velocity.x, 0, SPEED)
|
||||
|
||||
move_and_slide()
|
||||
func handle_collisions()->void:
|
||||
for i in get_slide_collision_count():
|
||||
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)
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
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 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.
|
||||
func _ready() -> void:
|
||||
#pass # Replace with function body.
|
||||
@ -68,5 +72,23 @@ func loadLevel(level:String)->void:
|
||||
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("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