grenades, dynamic instantiation, state machine

This commit is contained in:
OddlyTimbot committed 2026-05-04 21:00:27 -04:00
1 parent 7384736795
commit a200dd1a51
12 files changed
+329 -3

No files matched your search

+24
View File
@@ -0,0 +1,24 @@
class_name Grenade extends RigidBody2D
var timer = Timer.new()
func _ready() -> void:
add_child(timer)
#how long
timer.wait_time = 2
#one time only
timer.one_shot = true
timer.connect("timeout", explode)
timer.start()
func explode()->void:
print("ima splode")
self.queue_free()
func _on_body_entered(body: Node) -> void:
print("Collision w Grenade!!")
if body.is_in_group("destructible"):
body.queue_free()
explode()
+1
View File
@@ -0,0 +1 @@
uid://bd8br3emm1nhb
+31 -1
View File
@@ -1,6 +1,9 @@
class_name Player extends CharacterBody2D
@onready var right_cast: RayCast2D = $RightCast
@onready var left_cast: RayCast2D = $LeftCast
@onready var right_spawn: Marker2D = $RightSpawn
@onready var left_spawn: Marker2D = $LeftSpawn
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
const SPEED = 300.0
@@ -8,6 +11,8 @@ const JUMP_VELOCITY = -400.0
var direction
enum FaceDirection{LEFT,RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
enum PlayerState{IDLE,RUNNING}
var current_player_state:PlayerState = PlayerState.IDLE
var pushTarget:RigidBody2D
var pushEnabled:bool = false
@@ -15,10 +20,16 @@ var pushEnabled:bool = false
func _physics_process(delta: float) -> void:
handle_input()
handle_movement(delta)
handle_state()
handle_animation()
move_and_slide()
handle_collisions()
func handle_input()->void:
if Input.is_action_just_pressed("chuck"):
print("Chuck a grenade")
%SceneManager.makeGrenade(right_spawn.global_transform, 1)
if Input.is_action_just_pressed("shove") and pushEnabled:
print("Shove somethin")
# determine what direction to shove the thing
@@ -38,8 +49,10 @@ func handle_input()->void:
direction = Input.get_axis("left", "right")
if direction<0:
facing = FaceDirection.LEFT
player_graphic.flip_h = true
if direction>0:
facing = FaceDirection.RIGHT
player_graphic.flip_h = false
func handle_movement(delta)->void:
# Add the gravity.
@@ -72,4 +85,21 @@ func handle_collisions()->void:
var c = get_slide_collision(i)
if c.get_collider() is RigidBody2D:
#deliver the impact
c.get_collider().apply_central_impulse(-c.get_normal() * 100)
if not c.get_collider() is Grenade:
c.get_collider().apply_central_impulse(-c.get_normal() * 100)
func handle_state()->void:
match current_player_state:
PlayerState.IDLE when velocity.x !=0:
#change to running
current_player_state = PlayerState.RUNNING
PlayerState.RUNNING when velocity.x ==0:
current_player_state = PlayerState.IDLE
func handle_animation()->void:
match current_player_state:
PlayerState.IDLE:
player_graphic.play("idle")
PlayerState.RUNNING:
player_graphic.play("run")
+9
View File
@@ -1,6 +1,7 @@
class_name SceneManager extends Node2D
@onready var game: Node2D = $".."
@onready var crates: Node2D = $"../Crates"
var grenade = preload("res://Scenes/grenade.tscn")
func _ready() -> void:
print("Scene manager is ready!")
@@ -25,3 +26,11 @@ func updateCrates()->void:
_crateTotal +=1
print("Number of crates: "+str(_crateTotal))
game.totalCrates(_crateTotal)
func makeGrenade(_grenadePosition, _grenadeDirection)->void:
print("SM wants to make a grenade")
var myGrenade:Grenade = grenade.instantiate()
owner.add_child(myGrenade)
myGrenade.transform = _grenadePosition
myGrenade.apply_central_impulse(Vector2(_grenadeDirection,-1)*200)