bullets and force push working

This commit is contained in:
OddlyTimbot 2024-09-09 21:02:01 -04:00
parent 42cc70db72
commit 887bdfbed3
7 changed files with 141 additions and 24 deletions

View File

@ -14,3 +14,16 @@ config/name="augustgamecourse"
run/main_scene="res://scenes/game.tscn"
config/features=PackedStringArray("4.3", "Forward Plus")
config/icon="res://icon.svg"
[input]
Shove={
"deadzone": 0.5,
"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)
]
}
shoot={
"deadzone": 0.5,
"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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@ -0,0 +1,16 @@
[gd_scene load_steps=3 format=3 uid="uid://dkf3cij6wexnr"]
[ext_resource type="Script" path="res://scripts/bullet.gd" id="1_u02r5"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_5agw0"]
size = Vector2(12, 4)
[node name="Area2D" type="Area2D"]
script = ExtResource("1_u02r5")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_5agw0")
debug_color = Color(0.209612, 0.626644, 0.380971, 0.42)
[connection signal="body_entered" from="." to="." method="_on_body_entered"]

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@ -3,8 +3,6 @@
[sub_resource type="RectangleShape2D" id="RectangleShape2D_3vc5e"]
[node name="RigidBody2D" type="RigidBody2D"]
position = Vector2(546, 329)
rotation = 0.879359
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]

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@ -1,15 +1,13 @@
[gd_scene load_steps=7 format=3 uid="uid://diss5ty7548p3"]
[gd_scene load_steps=6 format=3 uid="uid://diss5ty7548p3"]
[ext_resource type="PackedScene" uid="uid://0j0320rcnxo7" path="res://scenes/crate.tscn" id="1_8ekmb"]
[ext_resource type="Script" path="res://scripts/player.gd" id="2_8vtyd"]
[ext_resource type="PackedScene" uid="uid://dbgc24hrbtvxm" path="res://scenes/player.tscn" id="2_dlxtb"]
[ext_resource type="PackedScene" uid="uid://csewven6s5npw" path="res://scenes/trigger.tscn" id="3_t3xge"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_byea1"]
[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_nl2iw"]
[sub_resource type="CircleShape2D" id="CircleShape2D_mcosy"]
[node name="World" type="Node2D"]
[node name="Platform" type="StaticBody2D" parent="."]
@ -57,24 +55,14 @@ metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Floor"]
shape = SubResource("WorldBoundaryShape2D_nl2iw")
[node name="RigidBody2D" parent="." instance=ExtResource("1_8ekmb")]
[node name="RigidBody2D2" parent="." instance=ExtResource("1_8ekmb")]
position = Vector2(540, 175)
rotation = -0.0302685
[node name="RigidBody2D3" parent="." instance=ExtResource("1_8ekmb")]
position = Vector2(626, 349)
rotation = 0.872828
[node name="CharacterBody2D" type="CharacterBody2D" parent="."]
position = Vector2(537, 362)
script = ExtResource("2_8vtyd")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D"]
shape = SubResource("CircleShape2D_mcosy")
debug_color = Color(0.826895, 0.282133, 0.703752, 0.42)
[node name="CharacterBody2D" parent="." instance=ExtResource("2_dlxtb")]
position = Vector2(650, 362)
[node name="Area2D" parent="." instance=ExtResource("3_t3xge")]
position = Vector2(739, 500)
[node name="RigidBody2D" parent="." groups=["pushables"] instance=ExtResource("1_8ekmb")]
position = Vector2(605, 327)
[node name="RigidBody2D2" parent="." groups=["pushables"] instance=ExtResource("1_8ekmb")]
position = Vector2(718, 331)

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@ -0,0 +1,25 @@
[gd_scene load_steps=3 format=3 uid="uid://dbgc24hrbtvxm"]
[ext_resource type="Script" path="res://scripts/player.gd" id="1_5qpif"]
[sub_resource type="CircleShape2D" id="CircleShape2D_mcosy"]
[node name="CharacterBody2D" type="CharacterBody2D"]
script = ExtResource("1_5qpif")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_mcosy")
debug_color = Color(0.826895, 0.282133, 0.703752, 0.42)
[node name="RightRay" type="RayCast2D" parent="."]
target_position = Vector2(16, 0)
[node name="LeftRay" type="RayCast2D" parent="."]
target_position = Vector2(-17, 0)
[node name="MarkerRight" type="Node2D" parent="."]
position = Vector2(12, -5)
[node name="MarkerLeft" type="Node2D" parent="."]
position = Vector2(-15, -5)

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@ -0,0 +1,13 @@
extends Area2D
var speed := 700
signal hit(bullet, body)
func setSpeed(speedVal):
speed = speedVal
func _physics_process(delta: float) -> void:
position += transform.x * speed * delta
func _on_body_entered(body: Node2D) -> void:
print("I done hit somethin")

View File

@ -3,6 +3,20 @@ extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
const PUSH_FORCE = 700
var faceLeft = false
# can i push right or left
var pushLeftEnabled = false
var pushRightEnabled = false
@onready var right_ray: RayCast2D = $RightRay
@onready var left_ray: RayCast2D = $LeftRay
@onready var marker_right: Node2D = $MarkerRight
@onready var marker_left: Node2D = $MarkerLeft
var pushTarget
var bullet = preload("res://scenes/bullet.tscn")
func _physics_process(delta: float) -> void:
@ -14,9 +28,38 @@ func _physics_process(delta: float) -> void:
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
if Input.is_action_just_pressed("Shove") && pushLeftEnabled && faceLeft:
print("shove a box on the left")
pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 1.5)
pushLeftEnabled = false
if Input.is_action_just_pressed("Shove") && pushRightEnabled && not faceLeft:
print("shove a box on the right")
pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 1.5)
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
else:
print("shoot right")
mybullet.transform = marker_right.global_transform
owner.add_child(mybullet)
# 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
if direction >0:
faceLeft = false
if direction:
velocity.x = direction * SPEED
else:
@ -27,3 +70,24 @@ func _physics_process(delta: float) -> void:
var c = get_slide_collision(i)
if c.get_collider() is RigidBody2D:
c.get_collider().apply_central_impulse(-c.get_normal()* 100)
if left_ray.is_colliding():
print("left ray collision")
var collider = left_ray.get_collider()
if collider is Node:
if collider.is_in_group("pushables"):
pushLeftEnabled = true
pushTarget = collider
else:
#do something else
pushLeftEnabled = false
if right_ray.is_colliding():
print("right ray collision")
var collider = right_ray.get_collider()
if collider is Node:
if collider.is_in_group("pushables"):
pushRightEnabled = true
pushTarget = collider
else:
pushRightEnabled = false