Added changes from week 2 videoa
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@@ -0,0 +1,14 @@
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extends Area2D
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@export var speed := 700
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signal hit(bullet, body)
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func set_speed(speedval):
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speed = speedval
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func _physics_process(delta):
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position += transform.x * speed * delta
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func _on_body_entered(body):
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print ("Hit a thing") # Replace with function body.
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@@ -3,7 +3,21 @@ extends CharacterBody2D
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const SPEED = 500.0
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const JUMP_VELOCITY = -600.0
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@export var PUSH_FORCE = 90
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@export var BUMP_FORCE = 90
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@export var PUSH_FORCE = 700
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var faceLeft = false
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var pushLeftEnabled = false
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var pushRightEnabled = false
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var pushTarget
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var bullet = preload("res://scenes/bullet.tscn")
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@onready var right_ray = $RightRay
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@onready var left_ray = $LeftRay
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@onready var marker_right = $MarkerRight
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@onready var marker_left = $MarkerLeft
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func _physics_process(delta: float) -> void:
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@@ -14,10 +28,42 @@ func _physics_process(delta: float) -> void:
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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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if pushTarget:
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if Input.is_action_just_pressed("Shove") && pushLeftEnabled && faceLeft:
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print("shove left")
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pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 10)
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pushLeftEnabled = false
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if Input.is_action_just_pressed("Shove") && pushRightEnabled && not faceLeft:
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print("shove right")
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pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 15)
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pushRightEnabled = false
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if Input.is_action_just_pressed("Shoot"):
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var mybullet = bullet.instantiate()
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print("I will shoot")
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if faceLeft:
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print("shoot left")
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mybullet.set_speed(-700)
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mybullet.transform = marker_right.global_transform
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else:
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print("shoot right")
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mybullet.transform = marker_right.global_transform
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owner.add_child(mybullet)
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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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if direction < 0:
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faceLeft = true
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if direction > 0:
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faceLeft = false
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if direction:
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velocity.x = direction * SPEED
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else:
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@@ -27,4 +73,25 @@ func _physics_process(delta: float) -> void:
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for i in (get_slide_collision_count()):
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var c = get_slide_collision(i)
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if c.get_collider() is RigidBody2D:
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c.get_collider().apply_central_impulse(-c.get_normal()*PUSH_FORCE)
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c.get_collider().apply_central_impulse(-c.get_normal()*BUMP_FORCE)
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pushTarget = false
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if left_ray.is_colliding():
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print("Left ray collision")
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var collider = left_ray.get_collider()
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if collider is Node:
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if collider.is_in_group("pushables"):
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pushLeftEnabled = true
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pushTarget = collider
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else:
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pushLeftEnabled = false
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if right_ray.is_colliding():
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print("Right ray collision")
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var collider = right_ray.get_collider()
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if collider is Node:
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if collider.is_in_group("pushables"):
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pushRightEnabled = true
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pushTarget = collider
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else:
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pushRightEnabled = false
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@@ -1,6 +1,6 @@
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extends Node2D
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var boxTotal = 4
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var boxTotal = 3
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var timer:= Timer.new()
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@export var secondCount= 15
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