bullets and force push working
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42cc70db72
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887bdfbed3
7 files changed
+141
-24
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@@ -0,0 +1,13 @@
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extends Area2D
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var speed := 700
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signal hit(bullet, body)
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func setSpeed(speedVal):
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speed = speedVal
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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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print("I done hit somethin")
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@@ -3,6 +3,20 @@ extends CharacterBody2D
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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const PUSH_FORCE = 700
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var faceLeft = false
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# can i push right or left
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var pushLeftEnabled = false
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var pushRightEnabled = false
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@onready var right_ray: RayCast2D = $RightRay
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@onready var left_ray: RayCast2D = $LeftRay
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@onready var marker_right: Node2D = $MarkerRight
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@onready var marker_left: Node2D = $MarkerLeft
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var pushTarget
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var bullet = preload("res://scenes/bullet.tscn")
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func _physics_process(delta: float) -> void:
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@@ -13,10 +27,39 @@ func _physics_process(delta: float) -> void:
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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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if Input.is_action_just_pressed("Shove") && pushLeftEnabled && faceLeft:
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print("shove a box on the left")
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pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 1.5)
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pushLeftEnabled = false
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if Input.is_action_just_pressed("Shove") && pushRightEnabled && not faceLeft:
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print("shove a box on the right")
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pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 1.5)
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pushRightEnabled=false
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if Input.is_action_just_pressed("shoot"):
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print("I will shoot")
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var mybullet = bullet.instantiate()
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if faceLeft:
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print("shoot left")
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mybullet.setSpeed(-700)
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mybullet.transform = marker_left.global_transform
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else:
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print("shoot right")
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mybullet.transform = marker_right.global_transform
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owner.add_child(mybullet)
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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 <0:
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faceLeft = true
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if direction >0:
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faceLeft = false
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if direction:
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velocity.x = direction * SPEED
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else:
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@@ -27,3 +70,24 @@ func _physics_process(delta: float) -> void:
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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()* 100)
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if left_ray.is_colliding():
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print("left ray collision")
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var collider = left_ray.get_collider()
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if collider is Node:
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if collider.is_in_group("pushables"):
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pushLeftEnabled = true
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pushTarget = collider
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else:
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#do something else
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pushLeftEnabled = false
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if right_ray.is_colliding():
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print("right ray collision")
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var collider = right_ray.get_collider()
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if collider is Node:
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if collider.is_in_group("pushables"):
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pushRightEnabled = true
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pushTarget = collider
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else:
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pushRightEnabled = false
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