fixing up week3 missing

This commit is contained in:
OddlyTimbot 2026-03-23 17:51:55 -04:00
parent 35280d3a75
commit f52b1edd06
12 changed files with 408 additions and 44 deletions

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@ -13,3 +13,5 @@ metadata/_edit_group_ = true
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debug_color = Color(0.9529412, 0.078431375, 0.019607844, 0.41960785)
[connection signal="body_entered" from="." to="." method="_on_body_entered"]

View File

@ -1,9 +1,182 @@
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@ -17,3 +190,10 @@ position = Vector2(14, -5)
[node name="LeftTarget" type="Marker2D" parent="." unique_id=1940665709]
position = Vector2(-14, -5)
[node name="PlayerGraphic" type="AnimatedSprite2D" parent="." unique_id=1989795020]
sprite_frames = SubResource("SpriteFrames_pf23h")
animation = &"falling"
autoplay = "idle"
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View File

@ -1,13 +1,18 @@
class_name Bullet extends Area2D
var speed: float = 700
signal bulletDamageSignal(body, bullet)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
func setSpeed(value)->void:
speed = value
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
position +=transform.x * speed * delta
func _on_body_entered(body: Node2D) -> void:
bulletDamageSignal.emit(body, self)

View File

@ -13,6 +13,7 @@ var timeAvailable := 20
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
get_window().grab_focus()
add_child(timer)
timer.wait_time = 1
timer.one_shot = false
@ -57,3 +58,8 @@ func createUpdate(creatsAmonut):
createTotal = creatsAmonut
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)

View File

@ -2,6 +2,7 @@ class_name Player extends CharacterBody2D
@onready var right_target: Marker2D = $RightTarget
@onready var left_target: Marker2D = $LeftTarget
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
const SPEED = 300.0
@ -9,59 +10,87 @@ const JUMP_VELOCITY = -400.0
const BUMP_POWER = 50
enum FaceDirection{LEFT, 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):
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
#Handler shoot
func _physics_process(delta: float) -> void:
handle_input()
handle_movement(delta)
handle_state()
handle_animation()
move_and_slide()
handle_collisions()
func handle_input()->void:
direction = Input.get_axis("ui_left", "ui_right")
if direction <0:
player_graphic.flip_h = true
if direction >0:
player_graphic.flip_h = false
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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)
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
# 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")
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

View File

@ -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)