bullets playeranimations issue 4 scenemanager issue3 tilemaplayer issue5

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OddlyTimbot committed 2024-09-16 21:06:36 -04:00
1 parent 887bdfbed3
commit 56da77cd2d
21 files changed
+570 -19

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+5
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@@ -1,10 +1,15 @@
extends Area2D
@onready var bulletsprite: Sprite2D = $Sprite2D
var speed := 700
signal hit(bullet, body)
func setSpeed(speedVal):
speed = speedVal
if speedVal < 0:
bulletsprite.flip_h = true
else:
bulletsprite.flip_h = false
func _physics_process(delta: float) -> void:
position += transform.x * speed * delta
+18 -8
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@@ -13,6 +13,7 @@ var pushRightEnabled = false
@onready var left_ray: RayCast2D = $LeftRay
@onready var marker_right: Node2D = $MarkerRight
@onready var marker_left: Node2D = $MarkerLeft
@onready var playerSprite: AnimatedSprite2D = $AnimatedSprite2D
var pushTarget
@@ -39,32 +40,41 @@ func _physics_process(delta: float) -> void:
pushRightEnabled=false
if Input.is_action_just_pressed("shoot"):
print("I will shoot")
var mybullet = bullet.instantiate()
if faceLeft:
print("shoot left")
mybullet.setSpeed(-700)
mybullet.transform = marker_left.global_transform
# mybullet.setSpeed(-700)
#mybullet.transform = marker_left.global_transform
%SceneManager.placeBullet(-700, marker_left.global_transform)
else:
print("shoot right")
mybullet.transform = marker_right.global_transform
owner.add_child(mybullet)
#mybullet.transform = marker_right.global_transform
%SceneManager.placeBullet(700, marker_right.global_transform)
# 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 <0:
faceLeft = true
playerSprite.flip_h = true
if direction >0:
faceLeft = false
playerSprite.flip_h = false
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
if is_on_floor():
if direction == 0:
playerSprite.play("idle")
else:
playerSprite.play("run")
else:
playerSprite.play("jump")
move_and_slide()
for i in get_slide_collision_count():
var c = get_slide_collision(i)
+49
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@@ -0,0 +1,49 @@
extends Node
var crate = preload("res://scenes/crate.tscn")
var bullet = preload("res://scenes/bullet.tscn")
var bulletPool:Array = []
# crate stuff
var cratePool:Array = []
@onready var box_trap_target: Node2D = $"../BoxTrapTarget"
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
#pool all the crates
for obj in owner.get_children():
if obj.is_in_group("pushables"):
cratePool.push_back(obj)
print("Total crates on screen : "+str(cratePool.size() ) )
func boxTrap():
print("Trigger a box trap!")
var myCrate = crateFactory()
myCrate.transform = box_trap_target.transform
owner.add_child(myCrate)
func bulletFactory():
# makes bullets!!
var myBullet
print("total bullets in play : "+str(bulletPool.size() ))
if bulletPool.size() > 3:
myBullet = bulletPool.pop_front()
else:
myBullet = bullet.instantiate()
owner.add_child(myBullet)
#or....recycles bullets
return myBullet
func placeBullet(speed, markerpos):
print("SceneManager: make a bullet")
var myBullet = bulletFactory()
bulletPool.push_back(myBullet)
print("Total bullets in play: "+str(bulletPool.size() ) )
# set the speed of bullet
myBullet.setSpeed(speed)
# set the position of the bullet
myBullet.transform = markerpos
# make the bullet visible by adding it
func crateFactory():
var myCrate = crate.instantiate()
myCrate.add_to_group("pushables")
return myCrate
+3
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@@ -13,6 +13,9 @@ func _process(delta: float) -> void:
func _on_body_entered(body: Node2D) -> void:
print("Trigger is fired")
if body.is_in_group("player"):
print("player entered the trap")
%SceneManager.boxTrap()
func _on_body_exited(body: Node2D) -> void: