player animations, variable triggers, working bullets

This commit is contained in:
OddlyTimbot committed 2025-03-10 21:05:23 -04:00
1 parent 1ed49408f6
commit 452e3a402d
22 files changed
+511 -69

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+7 -1
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@@ -1,4 +1,5 @@
class_name Bullet extends Area2D
@onready var bulletGraphic: Sprite2D = $Sprite2D
var speed = 750
@@ -6,6 +7,10 @@ signal hit(bullet, body)
func setSpeed(value):
speed = value
if speed <0:
bulletGraphic.flip_h = true
if speed >0:
bulletGraphic.flip_h = false
#animation
func _physics_process(delta: float) -> void:
@@ -14,4 +19,5 @@ func _physics_process(delta: float) -> void:
func _on_body_entered(body: Node2D) -> void:
print("bullet collision")
hit.emit(self, body)
if not body is Player:
hit.emit(self, body)
+1
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@@ -0,0 +1 @@
class_name Crate extends RigidBody2D
+24 -9
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@@ -1,4 +1,4 @@
extends Node2D
class_name GameController extends Node2D
# Game Data
var totalCrates = 4
@@ -14,11 +14,26 @@ func _process(delta: float) -> void:
pass
func _on_trigger_area_trigger(body) -> void:
print("Game controller knows about crate destruction")
cratesDestroyed +=1
totalCrates -=1
# kill em
body.queue_free()
if totalCrates <=0:
print("you won!!!")
func _on_trigger_area_trigger(effect, body) -> void:
print("Do effect "+effect)
match effect:
"destroy":
#write code to destroy
if body is Crate:
%SceneManager.destroy(body)
cratesDestroyed +=1
"powerup":
if body is Player:
print("power up the player")
func bulletHit(body):
print("Gamecontroller knows bullet hit")
if body is Crate:
print("You hit a crate")
cratesDestroyed +=1
%SceneManager.destroy(body)
print("Crates Remaining :: "+str(totalCrates - cratesDestroyed))
func numberOfCrates(value):
totalCrates = value
print("Game Controller knows crates "+str(totalCrates) )
+17 -2
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@@ -1,4 +1,5 @@
extends CharacterBody2D
class_name Player extends CharacterBody2D
@onready var playerGraphic: AnimatedSprite2D = $AnimatedSprite2D
const SPEED = 300.0
@@ -9,6 +10,7 @@ var faceLeft = false
var pushRightEnabled = false
var pushLeftEnabled = false
var pushTarget
var isJumping = false
@onready var right_cast: RayCast2D = $rightCast
@onready var left_cast: RayCast2D = $leftCast
@@ -21,11 +23,16 @@ func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
else:
isJumping = false
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
isJumping = true
playerGraphic.play("jump")
# 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("left", "right")
@@ -47,11 +54,19 @@ func _physics_process(delta: float) -> void:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
if direction:
if not isJumping:
playerGraphic.play("run")
if direction ==0:
if not isJumping:
playerGraphic.play("idle")
if direction <0:
faceLeft = true
playerGraphic.flip_h = true
if direction >0:
faceLeft = false
playerGraphic.flip_h = false
move_and_slide()
@@ -1,4 +1,7 @@
extends Node
@onready var gameController: GameController = $".."
@onready var crates: Node2D = $"../crates"
@onready var triggers: Node2D = $"../triggers"
var bulletsFiredTotal = 0
var bulletsMadeTotal = 0
@@ -30,3 +33,26 @@ func makeBullet(position, speed):
func bulletHit(bullet, body):
print("Tell the game controller a bullet hit something")
gameController.bulletHit(body)
bullet.setSpeed(0)
bullet.position = Vector2(-100,-100)
func destroy(body):
body.queue_free()
func buildLevel():
#how many crates?
var totalCrates = 0
for obj in crates.get_children():
if obj is Crate:
totalCrates +=1
gameController.numberOfCrates(totalCrates)
#wire up the triggers
for obj in triggers.get_children():
if obj is Trigger:
# wire up to GC
obj.areaTrigger.connect(gameController._on_trigger_area_trigger)
func _ready() -> void:
buildLevel()
+4 -3
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@@ -1,6 +1,7 @@
extends Area2D
class_name Trigger extends Area2D
@export var effect="alert"
signal areaTrigger(Object)
signal areaTrigger(effect, Object)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
print("Trigger is here")
@@ -13,4 +14,4 @@ func _process(delta: float) -> void:
func _on_body_entered(body: Node2D) -> void:
print("Body collision in trigger")
areaTrigger.emit(body)
areaTrigger.emit(effect, body)