big four game objects, timer, signals, week1

This commit is contained in:
OddlyTimbot 2025-01-06 20:57:34 -05:00
commit d62e6ac024
10 changed files with 225 additions and 0 deletions

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# Godot 4+ specific ignores
.godot/
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="JanuaryProject"
run/main_scene="res://scenes/game.tscn"
config/features=PackedStringArray("4.3", "Forward Plus")
config/icon="res://icon.svg"
[file_customization]
folder_colors={
"res://scripts/": "red"
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[gd_scene load_steps=2 format=3 uid="uid://di3tq4f0xmdqc"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_jqoba"]
[node name="RigidBody2D" type="RigidBody2D"]
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_jqoba")
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[gd_scene load_steps=9 format=3 uid="uid://r8jj43l4t6is"]
[ext_resource type="Script" path="res://scripts/gamecontroller.gd" id="1_8i1rq"]
[ext_resource type="PackedScene" uid="uid://di3tq4f0xmdqc" path="res://scenes/crate.tscn" id="1_tfj4n"]
[ext_resource type="Script" path="res://scripts/charactercontroller.gd" id="2_e3e8k"]
[ext_resource type="Script" path="res://scripts/trigger.gd" id="3_hm0br"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_jk5qv"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_8j7te"]
radius = 29.0
[node name="Game" type="Node2D"]
script = ExtResource("1_8i1rq")
[node name="StaticBody2D" type="StaticBody2D" parent="."]
position = Vector2(542, 371)
metadata/_edit_group_ = true
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rotation = 0.0531393
[node name="floor" type="StaticBody2D" parent="."]
[node name="CollisionShape2D" type="CollisionShape2D" parent="floor"]
shape = SubResource("WorldBoundaryShape2D_acecj")
[node name="CharacterBody2D" type="CharacterBody2D" parent="."]
position = Vector2(441, 314)
script = ExtResource("2_e3e8k")
PUSH_FORCE = 70
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D"]
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debug_color = Color(0.345561, 0.615334, 0.230675, 0.42)
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position = Vector2(597, 419)
script = ExtResource("3_hm0br")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
shape = SubResource("CircleShape2D_8j7te")
debug_color = Color(0.827271, 0.252084, 0.761388, 0.42)
[connection signal="areaTrigger" from="Area2D" to="." method="_on_trigger"]
[connection signal="body_entered" from="Area2D" to="Area2D" method="_on_body_entered"]

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extends CharacterBody2D
const SPEED = 500.0
const JUMP_VELOCITY = -600.0
@export var PUSH_FORCE = 90
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# 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:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
for i in get_slide_collision_count():
var c = get_slide_collision(i)
if c.get_collider() is RigidBody2D:
c.get_collider().apply_central_impulse(-c.get_normal() * PUSH_FORCE)

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extends Node2D
var boxTotal = 4
var timer:= Timer.new()
var countdown = 10
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
add_child(timer)
timer.wait_time = 1
timer.one_shot = false
timer.connect("timeout", secondCounter)
timer.start()
func secondCounter():
print("one second")
countdown -=1
if countdown <=0:
print("YOU LOSE")
get_tree().reload_current_scene()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_trigger(effect: Variant, body) -> void:
print("Game Controller sees an alert")
if body is RigidBody2D:
print("I see a crate")
body.queue_free()
boxTotal -=1
if boxTotal <=0:
print("YOU WON!!")
get_tree().reload_current_scene()

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extends Area2D
@export var effect = "alert"
signal areaTrigger(effect, Object)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_body_entered(body: Node2D) -> void:
print("Something in the trigger")
areaTrigger.emit(effect, body)