character animations, gamecontroller

This commit is contained in:
OddlyTimbot 2025-01-20 20:43:55 -05:00
parent 29acef878e
commit 714e46bf36
21 changed files with 498 additions and 35 deletions

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@ -15,6 +15,14 @@ run/main_scene="res://scenes/game.tscn"
config/features=PackedStringArray("4.3", "Forward Plus")
config/icon="res://icon.svg"
[display]
window/size/viewport_width=320
window/size/viewport_height=180
window/size/window_width_override=960
window/size/window_height_override=540
window/stretch/mode="viewport"
[file_customization]
folder_colors={

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@ -1,6 +1,7 @@
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[gd_scene load_steps=4 format=3 uid="uid://ckc5gbyie17tm"]
[ext_resource type="Script" path="res://scripts/bullet.gd" id="1_fxxmp"]
[ext_resource type="Texture2D" uid="uid://c4rwvfk7efpru" path="res://assets/graphics/projectiles/pixel_bullet.png" id="2_0y61d"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_rws30"]
size = Vector2(10, 4)
@ -12,4 +13,11 @@ script = ExtResource("1_fxxmp")
shape = SubResource("RectangleShape2D_rws30")
debug_color = Color(0.892283, 0.284139, 0.402358, 0.42)
[node name="Sprite2D" type="Sprite2D" parent="."]
texture_filter = 1
position = Vector2(-3, -2)
rotation = 3.14089
scale = Vector2(0.0794906, 0.0794906)
texture = ExtResource("2_0y61d")
[connection signal="body_entered" from="." to="." method="_on_body_entered"]

View File

@ -1,10 +1,18 @@
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[gd_scene load_steps=3 format=3 uid="uid://di3tq4f0xmdqc"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_jqoba"]
[node name="RigidBody2D" type="RigidBody2D" groups=["destructable"]]
metadata/_edit_group_ = true
[node name="Sprite2D" type="Sprite2D" parent="."]
texture_filter = 1
position = Vector2(0, 2)
scale = Vector2(0.0719266, 0.0719266)
texture = ExtResource("1_vh3j5")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_jqoba")
debug_color = Color(0.801265, 0.412511, 0.212642, 0.42)

View File

@ -26,21 +26,6 @@ metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
shape = SubResource("RectangleShape2D_jk5qv")
[node name="RigidBody2D" parent="." instance=ExtResource("1_tfj4n")]
position = Vector2(291, 405)
rotation = 2.0228
[node name="RigidBody2D2" parent="." instance=ExtResource("1_tfj4n")]
position = Vector2(509, 216)
[node name="RigidBody2D3" parent="." instance=ExtResource("1_tfj4n")]
position = Vector2(576, 241)
rotation = -1.0315
[node name="RigidBody2D4" parent="." instance=ExtResource("1_tfj4n")]
position = Vector2(540, 178)
rotation = 0.0531393
[node name="floor" type="StaticBody2D" parent="."]
[node name="CollisionShape2D" type="CollisionShape2D" parent="floor"]
@ -65,5 +50,22 @@ position = Vector2(178, 316)
unique_name_in_owner = true
script = ExtResource("6_1kka5")
[node name="crates" type="Node2D" parent="."]
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position = Vector2(291, 405)
rotation = 2.0228
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position = Vector2(509, 216)
[node name="RigidBody2D3" parent="crates" instance=ExtResource("1_tfj4n")]
position = Vector2(576, 241)
rotation = -1.0315
[node name="RigidBody2D4" parent="crates" instance=ExtResource("1_tfj4n")]
position = Vector2(540, 178)
rotation = 0.0531393
[connection signal="areaTrigger" from="Area2D" to="." method="_on_trigger"]
[connection signal="body_entered" from="Area2D" to="Area2D" method="_on_body_entered"]

View File

@ -1,9 +1,177 @@
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"duration": 1.0,
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"duration": 1.0,
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}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_xw5gp")
}],
"loop": true,
"name": &"idle",
"speed": 12.0
}, {
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"duration": 1.0,
"texture": SubResource("AtlasTexture_4x1vb")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_secem")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_gwif0")
}],
"loop": false,
"name": &"jump",
"speed": 5.0
}, {
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}, {
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"loop": true,
"name": &"run",
"speed": 12.0
}]
[node name="CharacterBody2D" type="CharacterBody2D" groups=["player"]]
script = ExtResource("1_6alft")
metadata/_edit_group_ = true
@ -23,3 +191,11 @@ position = Vector2(10, -5)
[node name="LeftTarget" type="Node2D" parent="."]
position = Vector2(-10, -5)
[node name="Camera2D" type="Camera2D" parent="."]
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
texture_filter = 1
sprite_frames = SubResource("SpriteFrames_yi1g3")
animation = &"jump"
autoplay = "jump"

View File

@ -1,4 +1,5 @@
class_name Bullet extends Area2D
@onready var bulletGraphic: Sprite2D = $Sprite2D
var speed = 700
signal hit
@ -17,9 +18,13 @@ func _physics_process(delta: float) -> void:
func setSpeed(value):
speed = value
if speed <0:
bulletGraphic.flip_h = true
else:
bulletGraphic.flip_h = false
func _on_body_entered(body: Node2D) -> void:
print("Bullet hit sumtin")
if not body.is_in_group("player"):
hit.emit(body)
hit.emit(self, body)

View File

@ -4,6 +4,7 @@ extends CharacterBody2D
const SPEED = 500.0
const JUMP_VELOCITY = -600.0
@export var BUMP_FORCE = 90
@onready var animation: AnimatedSprite2D = $AnimatedSprite2D
# Shove Attack Variables
@onready var right_ray: RayCast2D = $RightRay
@ -18,15 +19,21 @@ var pushLeftEnabled = false
@onready var right_target: Node2D = $RightTarget
@onready var left_target: Node2D = $LeftTarget
var isJumping = false
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("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
animation.play("jump")
isJumping = true
# Shove Attack
if Input.is_action_just_pressed("shove"):
@ -36,15 +43,13 @@ func _physics_process(delta: float) -> void:
pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 2 )
# Handle Shooting
if Input.is_action_just_pressed("shoot"):
# make a new bullet
var myBullet = %SceneManager.bulletFactory()
#var myBullet = bullet.instantiate()
owner.add_child(myBullet)
myBullet.transform = right_target.global_transform
if faceLeft == true:
myBullet.transform = left_target.global_transform
myBullet.setSpeed(-700)
var myBullet = %SceneManager.makeBullet(left_target.global_transform, -700)
#myBullet.transform = left_target.global_transform
#myBullet.setSpeed(-700)
if faceLeft == false:
var myBullet = %SceneManager.makeBullet(right_target.global_transform, 700)
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
@ -52,10 +57,19 @@ func _physics_process(delta: float) -> void:
if direction:
velocity.x = direction * SPEED
if direction <0:
if not isJumping:
animation.play("run")
faceLeft = true
animation.flip_h = true
if direction >0:
if not isJumping:
animation.play("run")
faceLeft = false
animation.flip_h = false
else:
if not isJumping:
animation.play("idle")
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()

View File

@ -3,6 +3,9 @@ extends Node2D
var boxTotal = 4
var timer:= Timer.new()
var countdown = 10
var totalCrates = 0
signal destroyBox(body)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@ -36,5 +39,7 @@ func _on_trigger(effect: Variant, body) -> void:
func bulletHit(body):
print("Game controller knows bullet hit something")
if body.is_in_group("destructable"):
body.queue_free()
destroyBox.emit(body)
func countCrates(value):
totalCrates = value

View File

@ -1,11 +1,23 @@
extends Node
@onready var game: Node2D = $".."
@onready var crates: Node2D = $"../crates"
var bullet = preload("res://scenes/bullet.tscn")
var bulletArray:Array = []
var bulletsMadeTotal :=0
var totalCrates := 0
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
game.destroyBox.connect(boxDestroy)
for obj in crates.get_children():
if obj.is_in_group("destructable"):
#increase the box counter
totalCrates +=1
# Called every frame. 'delta' is the elapsed time since the previous frame.
@ -14,10 +26,31 @@ func _process(delta: float) -> void:
func bulletFactory():
print("Factory will make a bullet")
var myBullet = bullet.instantiate()
var myBullet
if bulletArray.size() < 4:
myBullet = bullet.instantiate()
myBullet.connect("hit", onBulletHit)
owner.add_child(myBullet)
else:
myBullet = bulletArray.pop_back()
bulletArray.push_front(myBullet)
return myBullet
func onBulletHit(body):
func makeBullet(position, speed):
var myBullet = bulletFactory()
myBullet.transform = position
myBullet.setSpeed(speed)
return myBullet
func onBulletHit(bullet, body):
bullet.position = Vector2(-100,-100)
bullet.setSpeed(0)
print("Scene manager knows bullet hit")
game.bulletHit(body)
func boxDestroy(body):
body.queue_free()