bulletfactory, shove attack, raycasts, unique names
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@@ -0,0 +1,16 @@
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class_name Bullet extends Area2D
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var speed = 700
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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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func _physics_process(delta: float) -> void:
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position += transform.x * speed * delta
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func _on_body_entered(body: Node2D) -> void:
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if not body is Player:
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print("Bullet hit")
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bulletHit.emit(body, self)
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@@ -0,0 +1 @@
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uid://d165adohwtkk5
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@@ -0,0 +1 @@
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class_name Crate extends RigidBody2D
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@@ -0,0 +1 @@
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uid://dqvbrplt605am
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@@ -31,3 +31,10 @@ func _on_trigger_fired(effect: Variant, body: Variant) -> void:
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if totalCrates == 0:
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print("YOU WIN!")
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get_tree().reload_current_scene()
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func numberOfCrates(value):
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totalCrates = value
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print("Total crates at GC: "+str(totalCrates) )
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func bulletDamage(body, bullet):
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print("Game controller knows about bullet hit")
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+66
-4
@@ -1,16 +1,50 @@
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extends CharacterBody2D
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class_name Player extends CharacterBody2D
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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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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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@export var pushpower = 80
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@export var bump_power = 80
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@export var shove_power = 500
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enum FaceDirection{LEFT, RIGHT}
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var facing:FaceDirection = FaceDirection.RIGHT
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var pushTarget:RigidBody2D
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var pushEnabled: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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velocity += get_gravity() * delta
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handle_input()
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move_and_slide()
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handle_collisions()
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func handle_input() -> void:
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if Input.is_action_just_pressed("shoot"):
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print("Shoot a bullet")
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if facing == FaceDirection.LEFT:
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%SceneManager.makeBullet(left_spawn.global_transform, -700)
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if facing == FaceDirection.RIGHT:
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%SceneManager.makeBullet(right_spawn.global_transform, 700)
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if Input.is_action_just_pressed("shove") && pushEnabled:
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print("Shove attack!")
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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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pushEnabled = false
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if facing == FaceDirection.RIGHT:
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print("facing right")
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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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velocity.y = JUMP_VELOCITY
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@@ -20,11 +54,39 @@ func _physics_process(delta: float) -> void:
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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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func update_movement()-> void:
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pass
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func update_states()->void:
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pass
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move_and_slide()
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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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if c.get_collider() is RigidBody2D:
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c.get_collider().apply_central_impulse(-c.get_normal() * pushpower)
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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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@@ -0,0 +1,40 @@
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extends Node
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@onready var game: GameController = $".."
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@onready var crates: Node2D = $"../crates"
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var bullet = preload("res://scenes/bullet.tscn")
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var bulletArray=[]
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var totalAllowedBullets = 7
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func buildLevel()->void:
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#count crates
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var totalCrates = 0
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for obj in crates.get_children():
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if obj is Crate:
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totalCrates +=1
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# tell the game controller
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game.numberOfCrates(totalCrates)
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func _ready() -> void:
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buildLevel()
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func bulletFactory():
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var mybullet
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if bulletArray.size() < totalAllowedBullets:
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#new bullet
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mybullet = bullet.instantiate()
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mybullet.connect("bulletHit", game.bulletDamage)
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owner.add_child(mybullet)
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else:
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#recycled bullet
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mybullet = bulletArray.pop_back()
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bulletArray.push_front(mybullet)
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return mybullet
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func makeBullet(position, speed):
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print("Scene manager makes a bullet")
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var mybullet = bulletFactory()
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mybullet.setSpeed(speed)
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mybullet.transform = position
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@@ -0,0 +1 @@
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uid://bus3b1g717jlm
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