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MarkYabut committed 2026-10-13 20:58:42 -04:00
1 parent 3607e63548
commit c1486f3e55
16 files changed
+483 -17

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[deps]
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+5
View File
@@ -34,6 +34,11 @@ shove={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":76,"key_label":0,"unicode":108,"location":0,"echo":false,"script":null)
]
}
shoot={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":88,"key_label":0,"unicode":120,"location":0,"echo":false,"script":null)
]
}
[physics]
+8
View File
@@ -1,11 +1,13 @@
[gd_scene format=3 uid="uid://bdd87ih2rf4yk"]
[ext_resource type="Script" uid="uid://ryrc3a88d0nh" path="res://scripts/bullet.gd" id="1_v7oki"]
[ext_resource type="Texture2D" uid="uid://cjjer1w77c3g3" path="res://assets/graphics/projectiles/pixel_bullet.png" id="2_y25gk"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_rk402"]
size = Vector2(48, 6)
[node name="Bullet" type="Area2D" unique_id=1365507081]
scale = Vector2(1, 0.88)
script = ExtResource("1_v7oki")
metadata/_edit_group_ = true
@@ -13,4 +15,10 @@ metadata/_edit_group_ = true
shape = SubResource("RectangleShape2D_rk402")
debug_color = Color(0.8214046, 0, 0.03968804, 0.41960785)
[node name="Sprite2D" type="Sprite2D" parent="." unique_id=2036585762]
texture_filter = 1
position = Vector2(15.000001, 3.4090908)
scale = Vector2(0.3763514, 0.15654685)
texture = ExtResource("2_y25gk")
[connection signal="body_entered" from="." to="." method="_on_body_entered"]
+2 -6
View File
@@ -5,7 +5,6 @@
[ext_resource type="PackedScene" uid="uid://b22qsgmtr231s" path="res://scenes/trigger.tscn" id="2_lnu2h"]
[ext_resource type="PackedScene" uid="uid://5xgx7qarkj3o" path="res://scenes/crate.tscn" id="3_iywne"]
[ext_resource type="PackedScene" uid="uid://dtegcgc8xcxfg" path="res://scenes/player.tscn" id="4_iywne"]
[ext_resource type="PackedScene" uid="uid://bdd87ih2rf4yk" path="res://scenes/bullet.tscn" id="6_p57ef"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_rk402"]
size = Vector2(336, 20)
@@ -50,16 +49,13 @@ shape = SubResource("WorldBoundaryShape2D_rk402")
[node name="Triggers" type="Node2D" parent="." unique_id=262196455]
[node name="Trigger" parent="Triggers" unique_id=976913827 instance=ExtResource("2_lnu2h")]
position = Vector2(321, 403)
position = Vector2(421, 379)
effect = "teleport"
[node name="Trigger2" parent="Triggers" unique_id=1872559968 instance=ExtResource("2_lnu2h")]
position = Vector2(407, 406)
position = Vector2(868, 384)
[node name="Crate" parent="." unique_id=329828405 instance=ExtResource("3_iywne")]
position = Vector2(742, 388)
[node name="Bullet" parent="." unique_id=1365507081 instance=ExtResource("6_p57ef")]
position = Vector2(469, 384)
[connection signal="areaTriggered" from="Triggers/Trigger" to="." method="_on_trigger"]
+184 -2
View File
@@ -1,15 +1,188 @@
[gd_scene format=3 uid="uid://dtegcgc8xcxfg"]
[ext_resource type="Script" uid="uid://ct34rf6jscqmo" path="res://scripts/player.gd" id="1_3vyb7"]
[ext_resource type="Texture2D" uid="uid://xg78j2xrx5uh" path="res://assets/graphics/player/jump_fall/player jump 48x48.png" id="2_dqkch"]
[ext_resource type="Texture2D" uid="uid://cv1an7bix4lg4" path="res://assets/graphics/player/idle/Player Idle 48x48.png" id="2_g2els"]
[ext_resource type="Texture2D" uid="uid://rdkrvqncrci5" path="res://assets/graphics/player/run/player run 48x48.png" id="3_qhqgy"]
[sub_resource type="CircleShape2D" id="CircleShape2D_3udav"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_3udav"]
[sub_resource type="AtlasTexture" id="AtlasTexture_i4ail"]
atlas = ExtResource("2_dqkch")
region = Rect2(96, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_qhqgy"]
atlas = ExtResource("2_g2els")
region = Rect2(0, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_dqkch"]
atlas = ExtResource("2_g2els")
region = Rect2(48, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_qlg0r"]
atlas = ExtResource("2_g2els")
region = Rect2(96, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"]
atlas = ExtResource("2_g2els")
region = Rect2(144, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_fjrip"]
atlas = ExtResource("2_g2els")
region = Rect2(192, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_smehm"]
atlas = ExtResource("2_g2els")
region = Rect2(240, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_ur7pv"]
atlas = ExtResource("2_g2els")
region = Rect2(288, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_y4r1p"]
atlas = ExtResource("2_g2els")
region = Rect2(336, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_d2wvv"]
atlas = ExtResource("2_g2els")
region = Rect2(384, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_3v2ag"]
atlas = ExtResource("2_g2els")
region = Rect2(432, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_a38lo"]
atlas = ExtResource("2_dqkch")
region = Rect2(0, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_4ni07"]
atlas = ExtResource("2_dqkch")
region = Rect2(48, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_jej6c"]
atlas = ExtResource("3_qhqgy")
region = Rect2(0, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_f1ej7"]
atlas = ExtResource("3_qhqgy")
region = Rect2(48, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_oprun"]
atlas = ExtResource("3_qhqgy")
region = Rect2(96, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_a8ls1"]
atlas = ExtResource("3_qhqgy")
region = Rect2(144, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_qfm1y"]
atlas = ExtResource("3_qhqgy")
region = Rect2(192, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_fulsm"]
atlas = ExtResource("3_qhqgy")
region = Rect2(240, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_4r5pv"]
atlas = ExtResource("3_qhqgy")
region = Rect2(288, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_60mlk"]
atlas = ExtResource("3_qhqgy")
region = Rect2(336, 0, 48, 48)
[sub_resource type="SpriteFrames" id="SpriteFrames_rk402"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_i4ail")
}],
"loop": 0,
"name": &"fall",
"speed": 12.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_qhqgy")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_dqkch")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_qlg0r")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_tuyoq")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_fjrip")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_smehm")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_ur7pv")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_y4r1p")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_d2wvv")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_3v2ag")
}],
"loop": 1,
"name": &"idle",
"speed": 12.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_a38lo")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_4ni07")
}],
"loop": 0,
"name": &"jump",
"speed": 12.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_jej6c")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_f1ej7")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_oprun")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_a8ls1")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_qfm1y")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_fulsm")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_4r5pv")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_60mlk")
}],
"loop": 1,
"name": &"run",
"speed": 12.0
}]
[node name="Player" type="CharacterBody2D" unique_id=196049189]
script = ExtResource("1_3vyb7")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=2119336955]
shape = SubResource("CircleShape2D_3udav")
shape = SubResource("CapsuleShape2D_3udav")
debug_color = Color(0.3147444, 0.626224, 7.70092e-07, 0.41960785)
[node name="RightCast" type="RayCast2D" parent="." unique_id=2094112178]
@@ -23,3 +196,12 @@ position = Vector2(14, -6)
[node name="LeftSpawn" type="Marker2D" parent="." unique_id=441180819]
position = Vector2(-13, -6)
[node name="PlayerGraphic" type="AnimatedSprite2D" parent="." unique_id=630800083]
texture_filter = 1
position = Vector2(1, -2)
sprite_frames = SubResource("SpriteFrames_rk402")
animation = &"run"
autoplay = "idle"
[connection signal="animation_finished" from="PlayerGraphic" to="." method="_on_animation_finished"]
+3
View File
@@ -15,3 +15,6 @@ func _process(delta: float) -> void:
func _on_body_entered(body: Node2D) -> void:
print("Bullet hit something " + body.to_string())
bulletDamageSignal.emit(body, self)
func setSpeed(value)-> void:
speed = value
+5 -4
View File
@@ -1,6 +1,7 @@
class_name GameController extends Node2D
signal teleportSignal(body)
signal teleportSignal(body:RigidBody2D)
signal destroySignal(body)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@@ -17,7 +18,7 @@ func _on_trigger(effect: Variant, Object: Variant) -> void:
match effect:
"destroy":
if not Object is Player:
Object.queue_free()
destroySignal.emit(Object)
"teleport":
print("Trigger wants to teleport")
if Object is Crate:
@@ -26,6 +27,6 @@ func _on_trigger(effect: Variant, Object: Variant) -> void:
func _on_bullet_hit(body, bullet) -> void:
print("GC knows bullet hit")
if body is Crate:
body.queue_free()
bullet.queue_free()
destroySignal.emit(body)
destroySignal.emit(bullet)
+66 -3
View File
@@ -4,12 +4,20 @@ class_name Player extends CharacterBody2D
@onready var left_cast: RayCast2D = $LeftCast
@onready var right_spawn: Marker2D = $RightSpawn
@onready var left_spawn: Marker2D = $LeftSpawn
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
@export var shove_power:= 800
@export var bump_power:= 50
var direction
signal bulletSignal(pos, speed)
enum FaceDirection {LEFT, RIGHT}
enum PlayerStates {IDLE, RUNNING, JUMPING, FALLING}
var facing: FaceDirection = FaceDirection.RIGHT
var current_player_state: PlayerStates = PlayerStates.IDLE
var upJump:bool = false
var pushRightEnabled = false
var pushLeftEnabled = false
@@ -23,6 +31,26 @@ func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity += get_gravity() * delta
handle_input()
handle_movement()
handle_states()
handle_animations()
move_and_slide()
handle_collisions()
func handle_input()-> void:
#Handle shoot
if Input.is_action_just_pressed("shoot"):
print ("player wants to shoot")
#send a bullet signal
if facing==FaceDirection.RIGHT:
bulletSignal.emit(right_spawn.global_transform, 800)
if facing==FaceDirection.LEFT:
bulletSignal.emit(left_spawn.global_transform, -800)
player_graphic.flip_h = true
# Handle shove.
if Input.is_action_just_pressed("shove"):
print("Player shove!")
@@ -33,25 +61,30 @@ func _physics_process(delta: float) -> void:
# shove it left
pushTarget.apply_central_impulse(Vector2(-1,0) * shove_power)
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
current_player_state=PlayerStates.JUMPING
upJump = true
# 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")
direction = Input.get_axis("ui_left", "ui_right")
func handle_movement()-> void:
if direction:
velocity.x = direction * SPEED
# set player direction
if direction < 0:
facing = FaceDirection.LEFT
player_graphic.flip_h = true
if direction > 0:
facing = FaceDirection.RIGHT
player_graphic.flip_h = false
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
func handle_collisions()-> void:
# find all things my player collided with
for i in get_slide_collision_count():
var c = get_slide_collision(i)
@@ -78,4 +111,34 @@ func _physics_process(delta: float) -> void:
else:
pushLeftEnabled = false
func handle_states()-> void:
match current_player_state:
PlayerStates.IDLE when velocity.x !=0:
current_player_state = PlayerStates.RUNNING
PlayerStates.RUNNING when velocity.x==0:
current_player_state = PlayerStates.IDLE
PlayerStates.JUMPING when velocity.y>0:
#you falling
current_player_state = PlayerStates.FALLING
PlayerStates.FALLING when is_on_floor():
if velocity.x ==0:
current_player_state = PlayerStates.IDLE
else:
current_player_state = PlayerStates.RUNNING
func handle_animations()-> void:
match current_player_state:
PlayerStates.RUNNING:
player_graphic.play("run")
PlayerStates.IDLE:
player_graphic.play("idle")
PlayerStates.JUMPING:
if upJump:
player_graphic.play("jump")
PlayerStates.FALLING:
player_graphic.play("fall")
func _on_animation_finished() -> void:
match current_player_state:
PlayerStates.JUMPING:
upJump = false
+50 -2
View File
@@ -2,13 +2,20 @@ class_name SceneManager extends Node2D
@onready var triggers: Node2D = $"../Triggers"
@onready var game: GameController = $".."
@onready var bullet: Bullet = $"../Bullet"
#@onready var bullet: Bullet = $"../Bullet"
@onready var player: Player = $"../Player"
var bullet = preload("res://scenes/bullet.tscn")
var totalAllowedBullets:int = 7
#collection
var bulletArray:Array[Bullet] = []
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
buildLevel()
game.teleportSignal.connect(teleport)
bullet.bulletDamageSignal.connect(game._on_bullet_hit)
game.destroySignal.connect(destroy)
player.bulletSignal.connect(makeBullet)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
@@ -28,3 +35,44 @@ func teleport(body, _bodyposition = null) -> void:
var random_y = randf_range(0, viewport_size.y)
var newPosition = Vector2(random_x, random_y)
body.teleport_to(newPosition)
#order desk (for bullets)
func makeBullet(pos, speed)-> void:
#ask for a bullet from....the factory
print("make a bullet")
var myBullet:Bullet = bulletFactory()
myBullet.transform = pos
myBullet.setSpeed(speed)
myBullet.set_process(true)
func bulletFactory()-> Bullet:
var myBullet:Bullet
#how many bullets have been created?
if bulletArray.size() <= totalAllowedBullets:
myBullet = bullet.instantiate()
add_sibling(myBullet)
#have to wire up signal after
if not myBullet.bulletDamageSignal.is_connected(game._on_bullet_hit):
myBullet.bulletDamageSignal.connect(game._on_bullet_hit)
else:
#recycle bullet
print("recycling!")
myBullet = bulletArray.pop_back()
#put the bullet in my collection
bulletArray.push_front(myBullet)
return myBullet
func destroy(target)-> void:
if target is Bullet:
stash(target)
if target is Crate:
target.queue_free()
func stash(target:Bullet)-> void:
print("stash a bullet")
#hide the bullet off-screen
var stashPosition:Vector2 = Vector2(10,10)
target.position = stashPosition
target.setSpeed(0)
target.set_process(false)