bullet factory, push attack

This commit is contained in:
Darius committed 2025-03-03 20:40:27 -05:00
1 parent 86a099e02f
commit adf15b6014
7 files changed
+228 -66

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+17
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@@ -0,0 +1,17 @@
class_name Bullet extends Area2D
var speed = 750
signal hit(bullet, body)
func setSpeed(value):
speed = value
#animation
func _physics_process(delta: float) -> void:
position += transform.x * speed * delta
func _on_body_entered(body: Node2D) -> void:
print ("bullet collision")
hit.emit(self, body)
+49 -2
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@@ -3,6 +3,17 @@ extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
const PUSH_FORCE = 500
var faceLeft = false
var pushRightEnabled = false
var pushLeftEnabled = false
var pushTarget
@onready var rightcast: RayCast2D = $rightcast
@onready var leftcast: RayCast2D = $leftcast
@onready var right_target: Node2D = $rightTarget
@onready var left_target: Node2D = $leftTarget
func _physics_process(delta: float) -> void:
@@ -16,13 +27,49 @@ func _physics_process(delta: float) -> void:
# 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")
var direction := Input.get_axis("left", "right")
if Input.is_action_just_pressed("shove") && pushRightEnabled && faceLeft == false:
pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE)
pushRightEnabled = false
if Input.is_action_just_pressed("shove") && pushLeftEnabled && faceLeft == true:
pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE)
pushLeftEnabled = false
# Shoot attack
if Input.is_action_just_pressed("shoot"):
if faceLeft == false:
%SceneManager.makeBullet(right_target.global_transform, 700)
if faceLeft == true:
%SceneManager.makeBullet(left_target.global_transform, -700)
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
if direction <0:
faceLeft = true
if direction >0:
faceLeft = false
move_and_slide()
if rightcast.is_colliding():
print("something on my right")
var collider = rightcast.get_collider()
if collider is Node:
if collider is RigidBody2D:
print ("shove this crave")
#record that we can shove right
pushRightEnabled = true
#record what objet to shove
pushTarget = collider
if leftcast.is_colliding():
var collider = leftcast.get_collider()
if collider is Node:
if collider is RigidBody2D:
pushLeftEnabled = true
pushTarget = collider
for i in get_slide_collision_count():
var c = get_slide_collision(i)
if c.get_collider() is RigidBody2D:
@@ -0,0 +1,30 @@
extends Node
var bulletsFiredTotal = 0
var bulletsMadeTotal = 0
var bulletArray = []
var bullet = preload("res://scenes/bullet.tscn")
#bullet factory - makes bullets
func bulletFactory():
var mybullet
if bulletArray.size() < 7:
print("new bullet on the factory")
mybullet = bullet.instantiate()
mybullet.connect("hit", bulletHit)
else:
print("recycle bullet")
mybullet = bulletArray.pop_back()
bulletArray.push_front(mybullet)
return mybullet
#order desk for bullets
func makeBullet(position,speed):
print("make a bullet")
var newBullet = bulletFactory()
owner.add_child(newBullet)
newBullet.setSpeed(speed)
newBullet.transform = position
func bulletHit(bullet, body):
print("Tell the game controller a bullet hit something")