bullets and force push working
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42cc70db72
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887bdfbed3
@ -14,3 +14,16 @@ config/name="augustgamecourse"
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run/main_scene="res://scenes/game.tscn"
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run/main_scene="res://scenes/game.tscn"
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config/features=PackedStringArray("4.3", "Forward Plus")
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config/features=PackedStringArray("4.3", "Forward Plus")
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config/icon="res://icon.svg"
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config/icon="res://icon.svg"
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[input]
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Shove={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":90,"key_label":0,"unicode":122,"location":0,"echo":false,"script":null)
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]
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}
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shoot={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":88,"key_label":0,"unicode":120,"location":0,"echo":false,"script":null)
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]
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}
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16
augustgamecourse/scenes/bullet.tscn
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16
augustgamecourse/scenes/bullet.tscn
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@ -0,0 +1,16 @@
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[gd_scene load_steps=3 format=3 uid="uid://dkf3cij6wexnr"]
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[ext_resource type="Script" path="res://scripts/bullet.gd" id="1_u02r5"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_5agw0"]
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size = Vector2(12, 4)
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[node name="Area2D" type="Area2D"]
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script = ExtResource("1_u02r5")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("RectangleShape2D_5agw0")
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debug_color = Color(0.209612, 0.626644, 0.380971, 0.42)
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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@ -3,8 +3,6 @@
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_3vc5e"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_3vc5e"]
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[node name="RigidBody2D" type="RigidBody2D"]
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[node name="RigidBody2D" type="RigidBody2D"]
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position = Vector2(546, 329)
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rotation = 0.879359
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metadata/_edit_group_ = true
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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@ -1,15 +1,13 @@
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[gd_scene load_steps=7 format=3 uid="uid://diss5ty7548p3"]
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[gd_scene load_steps=6 format=3 uid="uid://diss5ty7548p3"]
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[ext_resource type="PackedScene" uid="uid://0j0320rcnxo7" path="res://scenes/crate.tscn" id="1_8ekmb"]
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[ext_resource type="PackedScene" uid="uid://0j0320rcnxo7" path="res://scenes/crate.tscn" id="1_8ekmb"]
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[ext_resource type="Script" path="res://scripts/player.gd" id="2_8vtyd"]
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[ext_resource type="PackedScene" uid="uid://dbgc24hrbtvxm" path="res://scenes/player.tscn" id="2_dlxtb"]
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[ext_resource type="PackedScene" uid="uid://csewven6s5npw" path="res://scenes/trigger.tscn" id="3_t3xge"]
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[ext_resource type="PackedScene" uid="uid://csewven6s5npw" path="res://scenes/trigger.tscn" id="3_t3xge"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_byea1"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_byea1"]
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[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_nl2iw"]
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[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_nl2iw"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_mcosy"]
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[node name="World" type="Node2D"]
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[node name="World" type="Node2D"]
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[node name="Platform" type="StaticBody2D" parent="."]
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[node name="Platform" type="StaticBody2D" parent="."]
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@ -57,24 +55,14 @@ metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Floor"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Floor"]
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shape = SubResource("WorldBoundaryShape2D_nl2iw")
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shape = SubResource("WorldBoundaryShape2D_nl2iw")
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[node name="RigidBody2D" parent="." instance=ExtResource("1_8ekmb")]
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[node name="CharacterBody2D" parent="." instance=ExtResource("2_dlxtb")]
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position = Vector2(650, 362)
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[node name="RigidBody2D2" parent="." instance=ExtResource("1_8ekmb")]
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position = Vector2(540, 175)
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rotation = -0.0302685
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[node name="RigidBody2D3" parent="." instance=ExtResource("1_8ekmb")]
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position = Vector2(626, 349)
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rotation = 0.872828
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[node name="CharacterBody2D" type="CharacterBody2D" parent="."]
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position = Vector2(537, 362)
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script = ExtResource("2_8vtyd")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D"]
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shape = SubResource("CircleShape2D_mcosy")
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debug_color = Color(0.826895, 0.282133, 0.703752, 0.42)
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[node name="Area2D" parent="." instance=ExtResource("3_t3xge")]
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[node name="Area2D" parent="." instance=ExtResource("3_t3xge")]
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position = Vector2(739, 500)
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position = Vector2(739, 500)
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[node name="RigidBody2D" parent="." groups=["pushables"] instance=ExtResource("1_8ekmb")]
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position = Vector2(605, 327)
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[node name="RigidBody2D2" parent="." groups=["pushables"] instance=ExtResource("1_8ekmb")]
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position = Vector2(718, 331)
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25
augustgamecourse/scenes/player.tscn
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25
augustgamecourse/scenes/player.tscn
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@ -0,0 +1,25 @@
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[gd_scene load_steps=3 format=3 uid="uid://dbgc24hrbtvxm"]
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[ext_resource type="Script" path="res://scripts/player.gd" id="1_5qpif"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_mcosy"]
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[node name="CharacterBody2D" type="CharacterBody2D"]
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script = ExtResource("1_5qpif")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("CircleShape2D_mcosy")
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debug_color = Color(0.826895, 0.282133, 0.703752, 0.42)
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[node name="RightRay" type="RayCast2D" parent="."]
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target_position = Vector2(16, 0)
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[node name="LeftRay" type="RayCast2D" parent="."]
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target_position = Vector2(-17, 0)
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[node name="MarkerRight" type="Node2D" parent="."]
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position = Vector2(12, -5)
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[node name="MarkerLeft" type="Node2D" parent="."]
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position = Vector2(-15, -5)
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13
augustgamecourse/scripts/bullet.gd
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13
augustgamecourse/scripts/bullet.gd
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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 SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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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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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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# 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") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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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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# 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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# 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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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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if direction:
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velocity.x = direction * SPEED
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velocity.x = direction * SPEED
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else:
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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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var c = get_slide_collision(i)
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if c.get_collider() is RigidBody2D:
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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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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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