added basic animation, SceneManager, and base for a trap
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@@ -1,10 +1,15 @@
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extends Area2D
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@onready var BulletSprite: Sprite2D = $Sprite2D
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var speed := 700
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signal hit(bullet, body)
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func setSpeed(speedVal):
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speed = speedVal
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if speedVal < 0:
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BulletSprite.flip_h = true
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else:
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BulletSprite.flip_h = false
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func _physics_process(delta: float) -> void:
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position += transform.x * speed * delta
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@@ -13,6 +13,7 @@ var pushRightEnabled = false
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@onready var left_ray: RayCast2D = $LeftRay
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@onready var marker_right: Node2D = $MarkerRight
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@onready var marker_left: Node2D = $MarkerLeft
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@onready var playerSprite: AnimatedSprite2D = $AnimatedSprite2D
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var pushTarget
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@@ -39,36 +40,41 @@ 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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print ("Shooting")
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var mybullet = bullet.instantiate()
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if faceLeft:
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print("shoot left")
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mybullet.setSpeed(-700)
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#position bullet
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mybullet.transform = marker_left.global_transform
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#mybullet.setSpeed(-700)
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#mybullet.transform = marker_left.global_transform
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%SceneManager.placeBullet(-700, marker_left.global_transform)
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else:
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print("shoot right")
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#position bullet
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mybullet.transform = marker_right.global_transform
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#add bullet
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owner.add_child(mybullet)
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#mybullet.transform = marker_right.global_transform
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%SceneManager.placeBullet(700, marker_right.global_transform)
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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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playerSprite.flip_h = true
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if direction >0:
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faceLeft = false
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playerSprite.flip_h = false
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if direction:
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velocity.x = direction * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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if is_on_floor():
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if direction == 0:
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playerSprite.play("Idle")
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else:
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playerSprite.play("Run")
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else:
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playerSprite.play("Jump")
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move_and_slide()
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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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@@ -0,0 +1,48 @@
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extends Node
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var crate = preload("res://Scenes/Crate.tscn")
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var bullet = preload("res://Scenes/Bullet.tscn")
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var bulletPool:Array = []
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# crate pool thing
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var cratePool:Array = []
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@onready var box_trap_target: Node2D = $"../BoxTrapTarget"
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func _ready() -> void:
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# pool crates
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for obj in owner.get_children():
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if obj.is_in_group("Pushable"):
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cratePool.push_back(obj)
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print("Total crate in play: "+str(cratePool.size() ) )
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func boxTrap():
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print("boxTrap active")
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var myCrate = crateFactory()
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myCrate.transform = box_trap_target.transform
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owner.add_child(myCrate)
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func bulletFactory():
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#make/reuse bullets
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var myBullet
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print("Total bullets in play: "+str(bulletPool.size() ) )
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if bulletPool.size() > 5:
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myBullet = bulletPool.pop_front()
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else:
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myBullet = bullet.instantiate()
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owner.add_child(myBullet)
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return myBullet
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func placeBullet(speed, markerpos):
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print("make a bullet")
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var myBullet = bulletFactory()
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bulletPool.push_back(myBullet)
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print("Total bullets in play: "+str(bulletPool.size() ) )
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# set speed
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myBullet.setSpeed(speed)
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# set position of bullet
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myBullet.transform = markerpos
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# make bullet
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func crateFactory():
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var myCrate = crate.instantiate()
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myCrate.add_to_group("Pushable")
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return myCrate
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@@ -14,6 +14,9 @@ func _process(delta: float) -> void:
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func _on_body_entered(body: Node2D) -> void:
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print("Zone Entered")
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if body.is_in_group("Player"):
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print("player enters trap")
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%SceneManager.boxTrap()
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func _on_body_exited(body: Node2D) -> void:
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