big four object, 3 tiers, custom signal, gamecontroller

This commit is contained in:
OddlyTimbot 2025-07-28 21:16:25 -04:00
commit 2b2d2f08e5
14 changed files with 208 additions and 0 deletions

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# Normalize EOL for all files that Git considers text files.
* text=auto eol=lf

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# Godot 4+ specific ignores
.godot/
/android/

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project.godot Normal file
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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="JulyGame"
run/main_scene="uid://coiqh7p31ukig"
config/features=PackedStringArray("4.4", "Forward Plus")
config/icon="res://icon.svg"

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scenes/game.tscn Normal file
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[gd_scene load_steps=8 format=3 uid="uid://coiqh7p31ukig"]
[ext_resource type="Script" uid="uid://bblqtronap0j4" path="res://scripts/gamecontroller.gd" id="1_lnu2h"]
[ext_resource type="Script" uid="uid://b7rahgxxw1yuw" path="res://scripts/player.gd" id="1_uwrxv"]
[ext_resource type="PackedScene" uid="uid://csotsc2cycyia" path="res://scenes/trigger.tscn" id="2_yqjtg"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_8cj0n"]
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[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_8cj0n"]
[sub_resource type="CircleShape2D" id="CircleShape2D_8cj0n"]
[node name="game" type="Node2D"]
script = ExtResource("1_lnu2h")
[node name="StaticBody2D" type="StaticBody2D" parent="."]
position = Vector2(567, 402)
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
shape = SubResource("RectangleShape2D_8cj0n")
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rotation = -0.349066
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D"]
shape = SubResource("RectangleShape2D_uwrxv")
debug_color = Color(0.817443, 0.400008, 0.177458, 0.42)
[node name="RigidBody2D2" type="RigidBody2D" parent="."]
position = Vector2(575, 221)
rotation = -0.301036
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D2"]
shape = SubResource("RectangleShape2D_uwrxv")
debug_color = Color(0.817443, 0.400008, 0.177458, 0.42)
[node name="ground" type="StaticBody2D" parent="."]
position = Vector2(551, 565)
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="ground"]
shape = SubResource("WorldBoundaryShape2D_8cj0n")
[node name="CharacterBody2D" type="CharacterBody2D" parent="."]
position = Vector2(567, 380)
script = ExtResource("1_uwrxv")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D"]
shape = SubResource("CircleShape2D_8cj0n")
debug_color = Color(0.172558, 0.632665, 0.34599, 0.42)
[node name="Area2D" parent="." instance=ExtResource("2_yqjtg")]
position = Vector2(601, 428)
scale = Vector2(1.36, 1.12)
[connection signal="areaTriggerSignal" from="Area2D" to="." method="_on_trigger"]

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scenes/trigger.tscn Normal file
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[gd_scene load_steps=3 format=3 uid="uid://csotsc2cycyia"]
[ext_resource type="Script" uid="uid://ditcg54u4c1lr" path="res://scripts/trigger.gd" id="1_du5ex"]
[sub_resource type="CircleShape2D" id="CircleShape2D_uwrxv"]
[node name="trigger" type="Area2D"]
scale = Vector2(1.36, 1.12)
script = ExtResource("1_du5ex")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_uwrxv")
debug_color = Color(0.599313, 0.407655, 0.917879, 0.42)
[connection signal="body_entered" from="." to="." method="_on_body_entered"]

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scripts/gamecontroller.gd Normal file
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extends Node2D
# 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_trigger(effect: Variant, body: Variant) -> void:
print("GC sees trigger "+effect)
if not body is Player:
body.queue_free()

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uid://bblqtronap0j4

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scripts/player.gd Normal file
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class_name Player extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
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() * 100)

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scripts/player.gd.uid Normal file
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uid://b7rahgxxw1yuw

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scripts/trigger.gd Normal file
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extends Area2D
@export var effect := "destroy"
#custom signal
signal areaTriggerSignal(effect, Object)
func _on_body_entered(body: Node2D) -> void:
print("Trigger sees reaction")
areaTriggerSignal.emit(effect, body)
func _on_area_trigger_signal(effect: Variant, Object: Variant) -> void:
pass # Replace with function body.

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scripts/trigger.gd.uid Normal file
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uid://ditcg54u4c1lr