add week3 (up to tilesets)
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+26
-9
@@ -1,14 +1,31 @@
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extends Area2D
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class_name Bullet extends Area2D
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@export var speed := 700
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signal hit(bullet, body)
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@onready var bulletGraphic: Sprite2D = $Sprite2D
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func set_speed(speedval):
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speed = speedval
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var speed = 700
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signal hit
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func _physics_process(delta):
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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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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(_delta):
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pass
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func _physics_process(delta: float) -> void:
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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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func setSpeed(value):
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speed = value
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if speed < 0:
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bulletGraphic.flip_h = true
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else:
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bulletGraphic.flip_h = false
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func _on_body_entered(body: Node2D) -> void:
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print("Bullet hit sumtin")
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if not body.is_in_group("player"):
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hit.emit(self, body)
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+22
-17
@@ -5,7 +5,7 @@ const SPEED = 500.0
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const JUMP_VELOCITY = -600.0
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@export var BUMP_FORCE = 90
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@export var PUSH_FORCE = 700
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@onready var animation: AnimatedSprite2D = $AnimatedSprite2D
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var faceLeft = false
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var pushLeftEnabled = false
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@@ -19,14 +19,18 @@ var bullet = preload("res://scenes/bullet.tscn")
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@onready var marker_right = $MarkerRight
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@onready var marker_left = $MarkerLeft
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var isJumping = false
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func _physics_process(delta: float) -> void:
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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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else:
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isJumping = 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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isJumping = true
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velocity.y = JUMP_VELOCITY
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if pushTarget:
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@@ -41,32 +45,33 @@ func _physics_process(delta: float) -> void:
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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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var _myBullet = %SceneManager.makeBullet(marker_left.global_transform, -700)
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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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var _myBullet = %SceneManager.makeBullet(marker_right.global_transform, 700)
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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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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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animation.flip_h = faceLeft
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if not isJumping:
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animation.play("playerRun")
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else:
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animation.play("playerJump")
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velocity.x = direction * SPEED
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else:
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if not isJumping:
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animation.play("playerIdle")
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else:
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animation.play("playerJump")
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velocity.x = move_toward(velocity.x, 0, SPEED)
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move_and_slide()
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@@ -1,8 +1,11 @@
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extends Node2D
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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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@export var secondCount= 30
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var totalCrates := 0
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signal destroyBox
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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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@@ -21,18 +24,21 @@ func secondCounter():
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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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func _process(_delta: float) -> void:
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pass
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func _on_trigger(effect: Variant, body) -> void:
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func _on_trigger(_effect: Variant, body) -> void:
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print("they were triggered!")
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if body is RigidBody2D:
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print("crate spotted")
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boxTotal -= 1
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body.queue_free()
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if boxTotal <=0:
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print("A winner is you")
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get_tree().reload_current_scene()
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func bulletHit(body):
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print("Game controller knows bullet hit something")
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if body.is_in_group("destructables"):
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destroyBox.emit(body)
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func countCrates(value):
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totalCrates = value
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@@ -0,0 +1,51 @@
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extends Node
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@onready var game: Node2D = $".."
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@onready var crates: Node2D = $"../crates"
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var theBullet = preload("res://scenes/bullet.tscn")
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var bulletArray:Array = []
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var totalCrates := 0
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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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game.destroyBox.connect(boxDestroy)
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for obj in crates.get_children():
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if obj.is_in_group("destructables"):
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totalCrates += 1
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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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pass
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func bulletFactory():
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print("Factory will make a bullet")
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var myBullet
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if bulletArray.size() < 4:
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myBullet = theBullet.instantiate()
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myBullet.connect("hit", onBulletHit)
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owner.add_child(myBullet)
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else:
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myBullet = bulletArray.pop_back()
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bulletArray.push_front(myBullet)
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print("there are ", bulletArray.size(), " bullets")
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return myBullet
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func makeBullet(position, speed):
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var myBullet = bulletFactory()
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myBullet.transform = position
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myBullet.setSpeed(speed)
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return
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func onBulletHit(bullet, body):
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bullet.position = Vector2(-100, -100)
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bullet.setSpeed(0)
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print("Scene manager knows bullet hit")
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game.bulletHit(body)
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func boxDestroy(body):
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print("sceneMgr knows body destroyed")
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body.queue_free()
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+1
-1
@@ -9,7 +9,7 @@ func _ready() -> void:
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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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func _process(_delta: float) -> void:
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pass
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