bulletfactory, shove attack, raycasts, unique names

This commit is contained in:
OddlyTimbot committed 2025-04-14 20:58:01 -04:00
1 parent d9964626fb
commit 6af1257021
13 files changed
+224 -40

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@@ -0,0 +1,16 @@
class_name Bullet extends Area2D
var speed = 700
signal bulletHit(body, bullet)
func setSpeed(value):
speed = value
func _physics_process(delta: float) -> void:
position += transform.x * speed * delta
func _on_body_entered(body: Node2D) -> void:
if not body is Player:
print("Bullet hit")
bulletHit.emit(body, self)
+1
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uid://d165adohwtkk5
+1
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class_name Crate extends RigidBody2D
+1
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uid://dqvbrplt605am
+7
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@@ -31,3 +31,10 @@ func _on_trigger_fired(effect: Variant, body: Variant) -> void:
if totalCrates == 0:
print("YOU WIN!")
get_tree().reload_current_scene()
func numberOfCrates(value):
totalCrates = value
print("Total crates at GC: "+str(totalCrates) )
func bulletDamage(body, bullet):
print("Game controller knows about bullet hit")
+66 -4
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@@ -1,16 +1,50 @@
extends CharacterBody2D
class_name Player extends CharacterBody2D
@onready var right_cast: RayCast2D = $RightCast
@onready var left_cast: RayCast2D = $LeftCast
@onready var right_spawn: Node2D = $RightSpawn
@onready var left_spawn: Node2D = $LeftSpawn
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
@export var pushpower = 80
@export var bump_power = 80
@export var shove_power = 500
enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
var pushTarget:RigidBody2D
var pushEnabled:bool = false
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
handle_input()
move_and_slide()
handle_collisions()
func handle_input() -> void:
if Input.is_action_just_pressed("shoot"):
print("Shoot a bullet")
if facing == FaceDirection.LEFT:
%SceneManager.makeBullet(left_spawn.global_transform, -700)
if facing == FaceDirection.RIGHT:
%SceneManager.makeBullet(right_spawn.global_transform, 700)
if Input.is_action_just_pressed("shove") && pushEnabled:
print("Shove attack!")
if facing == FaceDirection.LEFT:
print("facing left")
pushTarget.apply_central_impulse(Vector2(-1,0) * shove_power)
pushEnabled = false
if facing == FaceDirection.RIGHT:
print("facing right")
pushTarget.apply_central_impulse(Vector2(1,0) * shove_power)
pushEnabled = false
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
@@ -20,11 +54,39 @@ func _physics_process(delta: float) -> void:
var direction := Input.get_axis("ui_left", "ui_right")
if direction:
velocity.x = direction * SPEED
if direction <0:
facing = FaceDirection.LEFT
if direction > 0:
facing = FaceDirection.RIGHT
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
func update_movement()-> void:
pass
func update_states()->void:
pass
move_and_slide()
func handle_collisions()->void:
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)
c.get_collider().apply_central_impulse(-c.get_normal() * bump_power)
if right_cast.is_colliding() && facing==FaceDirection.RIGHT:
print("right raycast is hitting something")
var collider = right_cast.get_collider()
if collider is Node && collider is RigidBody2D:
print("I think it is a crate")
pushTarget = collider
pushEnabled = true
if left_cast.is_colliding() && facing==FaceDirection.LEFT:
print("left raycast is hitting something")
var collider = left_cast.get_collider()
if collider is Node && collider is RigidBody2D:
print("I think it is a crate on the left")
pushTarget = collider
pushEnabled = true
if not right_cast.is_colliding() and not left_cast.is_colliding():
pushEnabled = false
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extends Node
@onready var game: GameController = $".."
@onready var crates: Node2D = $"../crates"
var bullet = preload("res://scenes/bullet.tscn")
var bulletArray=[]
var totalAllowedBullets = 7
func buildLevel()->void:
#count crates
var totalCrates = 0
for obj in crates.get_children():
if obj is Crate:
totalCrates +=1
# tell the game controller
game.numberOfCrates(totalCrates)
func _ready() -> void:
buildLevel()
func bulletFactory():
var mybullet
if bulletArray.size() < totalAllowedBullets:
#new bullet
mybullet = bullet.instantiate()
mybullet.connect("bulletHit", game.bulletDamage)
owner.add_child(mybullet)
else:
#recycled bullet
mybullet = bulletArray.pop_back()
bulletArray.push_front(mybullet)
return mybullet
func makeBullet(position, speed):
print("Scene manager makes a bullet")
var mybullet = bulletFactory()
mybullet.setSpeed(speed)
mybullet.transform = position
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uid://bus3b1g717jlm