week2 prep, simple bullet creation

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OddlyTimbot committed 2025-01-13 17:28:11 -05:00
1 parent d62e6ac024
commit fcb6b1c889
8 files changed
+166 -20

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+14
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@@ -0,0 +1,14 @@
class_name Bullet extends Area2D
var speed = 700
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
func _physics_process(delta: float) -> void:
position += transform.x * speed * delta
func setSpeed(val):
speed = val
+71 -4
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@@ -3,27 +3,94 @@ extends CharacterBody2D
const SPEED = 500.0
const JUMP_VELOCITY = -600.0
@export var PUSH_FORCE = 90
@export var BUMP_FORCE = 90
var faceLeft:bool = false
#Force push variables
var pushTarget
@export var PUSH_FORCE = 750
var pushLeftEnabled:= false
var pushRightEnabled:= false
@onready var right_ray: RayCast2D = $RightRay
@onready var left_ray: RayCast2D = $LeftRay
#Bullet variables
@onready var right_target: Node2D = $RightTarget
@onready var left_target: Node2D = $LeftTarget
var bullet = preload("res://scenes/bullet.tscn")
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Handle force push
if Input.is_action_just_pressed("push"):
#is there an object nearby?
if pushRightEnabled && faceLeft ==false:
pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 2 )
pushRightEnabled = false
if pushLeftEnabled && faceLeft:
pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 2 )
pushLeftEnabled = false
# Handle Shoot
if Input.is_action_just_pressed("shoot"):
print("shooting")
var newBullet = bullet.instantiate()
owner.add_child(newBullet)
newBullet.transform = right_target.global_transform
if faceLeft:
newBullet.setSpeed(-750)
newBullet.transform = left_target.global_transform
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
if Input.is_action_just_pressed("jump") 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")
var direction := Input.get_axis("left", "right")
if direction:
velocity.x = direction * SPEED
#track if the player is facing right or left
if direction > 0:
faceLeft = false
if direction < 0:
faceLeft = true
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
#scan objects near player
if right_ray.is_colliding():
#we only care if the player is facing right
if not faceLeft:
var collider = right_ray.get_collider()
#we only care if the collider is a node
if collider is RigidBody2D:
print("This is a rigidbody")
#we only care if it is pushable
if collider.is_in_group("pushables"):
#mark the target for possible pushing
pushRightEnabled = true
pushTarget = collider
if collider is Area2D:
print("This is an area 2d")
else:
pushRightEnabled = false
if left_ray.is_colliding():
if faceLeft:
var collider = left_ray.get_collider()
if collider is RigidBody2D:
if collider.is_in_group("pushables"):
pushLeftEnabled = true
pushTarget = collider
else:
pushLeftEnabled = false
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)
c.get_collider().apply_central_impulse(-c.get_normal() * BUMP_FORCE)
+1 -2
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@@ -10,10 +10,9 @@ func _ready() -> void:
timer.wait_time = 1
timer.one_shot = false
timer.connect("timeout", secondCounter)
timer.start()
# timer.start()
func secondCounter():
print("one second")
countdown -=1
if countdown <=0:
print("YOU LOSE")