static bodies, rigidbodies, characterbody, area2d, timer

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OddlyTimbot committed 2025-04-07 21:00:21 -04:00
commit 3b578ac9ca
10 files changed
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class_name GameController extends Node2D
var totalCrates = 3
var timeLimit = 10
var timer = Timer.new()
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
add_child(timer)
timer.wait_time = 1
timer.one_shot = false
timer.connect("timeout", secondCounter)
timer.start()
func secondCounter():
print("tick")
timeLimit -=1
if timeLimit <= 0:
print("you lose baby")
get_tree().reload_current_scene()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_trigger_fired(effect: Variant, body: Variant) -> void:
print("Game controller knows :: "+effect)
if effect=="destroy":
totalCrates -= 1
print("Crates Remaining " + str(totalCrates) )
body.queue_free()
if totalCrates == 0:
print("YOU WIN!")
get_tree().reload_current_scene()
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extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
@export var pushpower = 80
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# 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:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
for i in get_slide_collision_count():
var c = get_slide_collision(i)
if c.get_collider() is RigidBody2D:
c.get_collider().apply_central_impulse(-c.get_normal() * pushpower)
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extends Area2D
@export var effect = "destroy"
signal triggerFired(effect, body)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_body_entered(body: Node2D) -> void:
print("trigger fired "+effect)
triggerFired.emit(effect, body)