state machine, player rendering, animations, static images, sound
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@@ -1,10 +1,15 @@
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class_name Bullet extends Area2D
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var speed = 700
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@onready var bullet_image: Sprite2D = $bulletImage
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signal bulletHit(body, bullet)
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func setSpeed(value):
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speed = value
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if speed <0:
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bullet_image.flip_h = true
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if speed >0:
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bullet_image.flip_h = false
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func _physics_process(delta: float) -> void:
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position += transform.x * speed * delta
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@@ -11,10 +11,10 @@ func _ready() -> void:
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timer.connect("timeout", secondCounter)
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timer.start()
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func secondCounter():
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print("tick")
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timeLimit -=1
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if timeLimit <= 0:
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print("you lose baby")
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get_tree().reload_current_scene()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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+86
-19
@@ -1,29 +1,47 @@
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class_name Player extends CharacterBody2D
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@onready var audio_stream_player_2d: AudioStreamPlayer2D = $AudioStreamPlayer2D
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const GRASS_RUNNING = preload("res://assets/sounds/Grass Running(1).wav")
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@onready var right_cast: RayCast2D = $RightCast
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@onready var left_cast: RayCast2D = $LeftCast
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@onready var right_spawn: Node2D = $RightSpawn
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@onready var left_spawn: Node2D = $LeftSpawn
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@onready var jump_buffer_timer: Timer = $JumpBufferTimer
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@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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@export var bump_power = 80
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@export var shove_power = 500
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@export var acceleration = 15
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@export var hard_gravity = 5
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enum State{IDLE, RUN, JUMP, FALLING, MELEE}
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var current_state = State.IDLE
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enum FaceDirection{LEFT, RIGHT}
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var facing:FaceDirection = FaceDirection.RIGHT
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var direction:float = 0
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var pushTarget:RigidBody2D
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var pushEnabled:bool = false
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var upJump:bool = false
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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if current_state == State.JUMP:
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# apply normal gravity
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velocity += get_gravity() * delta
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else:
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#apply hard gravity
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velocity += get_gravity() * hard_gravity * delta
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handle_input()
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update_movement()
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update_states()
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update_animation()
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move_and_slide()
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handle_collisions()
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@@ -37,6 +55,7 @@ func handle_input() -> void:
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if Input.is_action_just_pressed("shove") && pushEnabled:
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print("Shove attack!")
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current_state = State.MELEE
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if facing == FaceDirection.LEFT:
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print("facing left")
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pushTarget.apply_central_impulse(Vector2(-1,0) * shove_power)
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@@ -46,27 +65,69 @@ func handle_input() -> void:
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pushTarget.apply_central_impulse(Vector2(1,0) * shove_power)
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pushEnabled = false
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# Handle jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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if Input.is_action_just_pressed("ui_accept"):
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jump_buffer_timer.start()
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if is_on_floor() && jump_buffer_timer.time_left >0:
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velocity.y = JUMP_VELOCITY
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current_state = State.JUMP
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upJump = true
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jump_buffer_timer.stop()
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var direction := Input.get_axis("ui_left", "ui_right")
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if direction:
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velocity.x = direction * SPEED
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if direction <0:
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facing = FaceDirection.LEFT
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if direction > 0:
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facing = FaceDirection.RIGHT
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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direction = Input.get_axis("ui_left", "ui_right")
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func update_movement()-> void:
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pass
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if direction:
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velocity.x = move_toward(velocity.x, SPEED * direction, acceleration)
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if direction <0:
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facing = FaceDirection.LEFT
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player_graphic.flip_h = true
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if direction > 0:
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player_graphic.flip_h = false
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facing = FaceDirection.RIGHT
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else:
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velocity.x = move_toward(velocity.x, 0, acceleration)
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func update_states()->void:
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pass
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match current_state:
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#describe all the rules state
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State.IDLE when velocity.x !=0:
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current_state = State.RUN
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#player stops running
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State.RUN:
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if velocity.x == 0:
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current_state = State.IDLE
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if not is_on_floor() && velocity.y > 0:
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current_state = State.FALLING
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State.JUMP when velocity.y > 0:
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current_state = State.FALLING
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State.FALLING when is_on_floor():
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if velocity.x ==0:
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current_state = State.IDLE
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else:
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current_state = State.RUN
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func update_animation()->void:
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match current_state:
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State.IDLE:
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player_graphic.play("idle")
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State.RUN:
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player_graphic.play("run")
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if not audio_stream_player_2d.playing:
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audio_stream_player_2d.stream=GRASS_RUNNING
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audio_stream_player_2d.playing = true
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State.JUMP:
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if upJump:
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player_graphic.play("jump")
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State.FALLING:
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player_graphic.play("fall")
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State.MELEE:
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player_graphic.play("melee")
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func handle_collisions()->void:
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for i in get_slide_collision_count():
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var c = get_slide_collision(i)
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@@ -74,19 +135,25 @@ func handle_collisions()->void:
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c.get_collider().apply_central_impulse(-c.get_normal() * bump_power)
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if right_cast.is_colliding() && facing==FaceDirection.RIGHT:
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print("right raycast is hitting something")
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var collider = right_cast.get_collider()
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if collider is Node && collider is RigidBody2D:
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print("I think it is a crate")
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pushTarget = collider
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pushEnabled = true
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if left_cast.is_colliding() && facing==FaceDirection.LEFT:
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print("left raycast is hitting something")
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var collider = left_cast.get_collider()
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if collider is Node && collider is RigidBody2D:
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print("I think it is a crate on the left")
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pushTarget = collider
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pushEnabled = true
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if not right_cast.is_colliding() and not left_cast.is_colliding():
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pushEnabled = false
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func _on_animation_finished() -> void:
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match current_state:
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State.JUMP:
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upJump = false
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State.MELEE:
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current_state = State.IDLE
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