added basic animation, SceneManager, and base for a trap

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bip committed 2024-09-16 21:13:05 -04:00
1 parent 0c164bff8a
commit e76bb75ec2
21 files changed
+572 -26

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@@ -1,10 +1,15 @@
extends Area2D
@onready var BulletSprite: Sprite2D = $Sprite2D
var speed := 700
signal hit(bullet, body)
func setSpeed(speedVal):
speed = speedVal
if speedVal < 0:
BulletSprite.flip_h = true
else:
BulletSprite.flip_h = false
func _physics_process(delta: float) -> void:
position += transform.x * speed * delta
+18 -12
View File
@@ -13,6 +13,7 @@ var pushRightEnabled = false
@onready var left_ray: RayCast2D = $LeftRay
@onready var marker_right: Node2D = $MarkerRight
@onready var marker_left: Node2D = $MarkerLeft
@onready var playerSprite: AnimatedSprite2D = $AnimatedSprite2D
var pushTarget
@@ -39,36 +40,41 @@ func _physics_process(delta: float) -> void:
pushRightEnabled = false
if Input.is_action_just_pressed("Shoot"):
print ("Shooting")
var mybullet = bullet.instantiate()
if faceLeft:
print("shoot left")
mybullet.setSpeed(-700)
#position bullet
mybullet.transform = marker_left.global_transform
#mybullet.setSpeed(-700)
#mybullet.transform = marker_left.global_transform
%SceneManager.placeBullet(-700, marker_left.global_transform)
else:
print("shoot right")
#position bullet
mybullet.transform = marker_right.global_transform
#add bullet
owner.add_child(mybullet)
#mybullet.transform = marker_right.global_transform
%SceneManager.placeBullet(700, marker_right.global_transform)
# 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")
if direction <0:
faceLeft = true
playerSprite.flip_h = true
if direction >0:
faceLeft = false
playerSprite.flip_h = false
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
if is_on_floor():
if direction == 0:
playerSprite.play("Idle")
else:
playerSprite.play("Run")
else:
playerSprite.play("Jump")
move_and_slide()
for i in get_slide_collision_count():
var c = get_slide_collision(i)
@@ -0,0 +1,48 @@
extends Node
var crate = preload("res://Scenes/Crate.tscn")
var bullet = preload("res://Scenes/Bullet.tscn")
var bulletPool:Array = []
# crate pool thing
var cratePool:Array = []
@onready var box_trap_target: Node2D = $"../BoxTrapTarget"
func _ready() -> void:
# pool crates
for obj in owner.get_children():
if obj.is_in_group("Pushable"):
cratePool.push_back(obj)
print("Total crate in play: "+str(cratePool.size() ) )
func boxTrap():
print("boxTrap active")
var myCrate = crateFactory()
myCrate.transform = box_trap_target.transform
owner.add_child(myCrate)
func bulletFactory():
#make/reuse bullets
var myBullet
print("Total bullets in play: "+str(bulletPool.size() ) )
if bulletPool.size() > 5:
myBullet = bulletPool.pop_front()
else:
myBullet = bullet.instantiate()
owner.add_child(myBullet)
return myBullet
func placeBullet(speed, markerpos):
print("make a bullet")
var myBullet = bulletFactory()
bulletPool.push_back(myBullet)
print("Total bullets in play: "+str(bulletPool.size() ) )
# set speed
myBullet.setSpeed(speed)
# set position of bullet
myBullet.transform = markerpos
# make bullet
func crateFactory():
var myCrate = crate.instantiate()
myCrate.add_to_group("Pushable")
return myCrate
@@ -14,6 +14,9 @@ func _process(delta: float) -> void:
func _on_body_entered(body: Node2D) -> void:
print("Zone Entered")
if body.is_in_group("Player"):
print("player enters trap")
%SceneManager.boxTrap()
func _on_body_exited(body: Node2D) -> void: