raycasts, melee attack, factory for bullets, spawn points, dynamic instantiation
This commit is contained in:
parent
2b2d2f08e5
commit
b6d588fcfe
@ -14,3 +14,16 @@ config/name="JulyGame"
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run/main_scene="uid://coiqh7p31ukig"
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run/main_scene="uid://coiqh7p31ukig"
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config/features=PackedStringArray("4.4", "Forward Plus")
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config/features=PackedStringArray("4.4", "Forward Plus")
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config/icon="res://icon.svg"
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config/icon="res://icon.svg"
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[input]
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shove={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":90,"key_label":0,"unicode":122,"location":0,"echo":false,"script":null)
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]
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}
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shoot={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":88,"key_label":0,"unicode":120,"location":0,"echo":false,"script":null)
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]
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}
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15
scenes/bullet.tscn
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15
scenes/bullet.tscn
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@ -0,0 +1,15 @@
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[gd_scene load_steps=3 format=3 uid="uid://dopt3unflv7l3"]
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[ext_resource type="Script" uid="uid://bhh178vuo5bgo" path="res://scripts/bullet.gd" id="1_mkf8s"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_y25gk"]
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size = Vector2(8, 4)
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[node name="Bullet" type="Area2D"]
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script = ExtResource("1_mkf8s")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("RectangleShape2D_y25gk")
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debug_color = Color(0.97707, 0.111833, 0.261075, 0.42)
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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14
scenes/crate.tscn
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14
scenes/crate.tscn
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@ -0,0 +1,14 @@
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[gd_scene load_steps=3 format=3 uid="uid://dlihpyr58tqqq"]
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[ext_resource type="Script" uid="uid://c5gjsxgxmjfki" path="res://scripts/crate.gd" id="1_b66cd"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_uwrxv"]
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[node name="Crate" type="RigidBody2D" groups=["pushables", "shootables"]]
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rotation = -0.301036
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script = ExtResource("1_b66cd")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("RectangleShape2D_uwrxv")
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debug_color = Color(0.817443, 0.400008, 0.177458, 0.42)
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@ -1,21 +1,24 @@
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[gd_scene load_steps=8 format=3 uid="uid://coiqh7p31ukig"]
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[gd_scene load_steps=9 format=3 uid="uid://coiqh7p31ukig"]
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[ext_resource type="Script" uid="uid://bblqtronap0j4" path="res://scripts/gamecontroller.gd" id="1_lnu2h"]
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[ext_resource type="Script" uid="uid://bblqtronap0j4" path="res://scripts/gamecontroller.gd" id="1_lnu2h"]
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[ext_resource type="Script" uid="uid://b7rahgxxw1yuw" path="res://scripts/player.gd" id="1_uwrxv"]
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[ext_resource type="PackedScene" uid="uid://dlihpyr58tqqq" path="res://scenes/crate.tscn" id="2_lbhrr"]
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[ext_resource type="PackedScene" uid="uid://boqg1nyudmkh4" path="res://scenes/player.tscn" id="2_lnu2h"]
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[ext_resource type="Script" uid="uid://d1daji4xwuj03" path="res://scripts/scene_manager.gd" id="2_p57ef"]
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[ext_resource type="PackedScene" uid="uid://csotsc2cycyia" path="res://scenes/trigger.tscn" id="2_yqjtg"]
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[ext_resource type="PackedScene" uid="uid://csotsc2cycyia" path="res://scenes/trigger.tscn" id="2_yqjtg"]
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[ext_resource type="PackedScene" uid="uid://dopt3unflv7l3" path="res://scenes/bullet.tscn" id="5_iywne"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_8cj0n"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_8cj0n"]
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size = Vector2(44, 20)
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size = Vector2(44, 20)
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_uwrxv"]
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[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_8cj0n"]
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[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_8cj0n"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_8cj0n"]
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[node name="game" type="Node2D"]
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[node name="game" type="Node2D"]
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script = ExtResource("1_lnu2h")
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script = ExtResource("1_lnu2h")
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[node name="SceneManager" type="Node2D" parent="."]
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unique_name_in_owner = true
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script = ExtResource("2_p57ef")
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[node name="StaticBody2D" type="StaticBody2D" parent="."]
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[node name="StaticBody2D" type="StaticBody2D" parent="."]
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position = Vector2(567, 402)
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position = Vector2(567, 402)
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metadata/_edit_group_ = true
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metadata/_edit_group_ = true
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@ -23,23 +26,8 @@ metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
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shape = SubResource("RectangleShape2D_8cj0n")
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shape = SubResource("RectangleShape2D_8cj0n")
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[node name="RigidBody2D" type="RigidBody2D" parent="."]
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[node name="Crate" parent="." instance=ExtResource("2_lbhrr")]
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position = Vector2(593, 331)
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rotation = -0.349066
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D"]
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shape = SubResource("RectangleShape2D_uwrxv")
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debug_color = Color(0.817443, 0.400008, 0.177458, 0.42)
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[node name="RigidBody2D2" type="RigidBody2D" parent="."]
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position = Vector2(575, 221)
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position = Vector2(575, 221)
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rotation = -0.301036
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D2"]
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shape = SubResource("RectangleShape2D_uwrxv")
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debug_color = Color(0.817443, 0.400008, 0.177458, 0.42)
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[node name="ground" type="StaticBody2D" parent="."]
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[node name="ground" type="StaticBody2D" parent="."]
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position = Vector2(551, 565)
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position = Vector2(551, 565)
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@ -48,17 +36,13 @@ metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="ground"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="ground"]
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shape = SubResource("WorldBoundaryShape2D_8cj0n")
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shape = SubResource("WorldBoundaryShape2D_8cj0n")
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[node name="CharacterBody2D" type="CharacterBody2D" parent="."]
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[node name="Player" parent="." instance=ExtResource("2_lnu2h")]
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position = Vector2(567, 380)
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position = Vector2(567, 380)
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script = ExtResource("1_uwrxv")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D"]
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shape = SubResource("CircleShape2D_8cj0n")
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debug_color = Color(0.172558, 0.632665, 0.34599, 0.42)
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[node name="Area2D" parent="." instance=ExtResource("2_yqjtg")]
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[node name="Area2D" parent="." instance=ExtResource("2_yqjtg")]
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position = Vector2(601, 428)
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position = Vector2(564, 436)
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scale = Vector2(1.36, 1.12)
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[node name="Bullet" parent="." instance=ExtResource("5_iywne")]
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position = Vector2(351, 312)
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[connection signal="areaTriggerSignal" from="Area2D" to="." method="_on_trigger"]
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[connection signal="areaTriggerSignal" from="Area2D" to="." method="_on_trigger"]
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25
scenes/player.tscn
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scenes/player.tscn
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@ -0,0 +1,25 @@
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[gd_scene load_steps=3 format=3 uid="uid://boqg1nyudmkh4"]
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[ext_resource type="Script" uid="uid://b7rahgxxw1yuw" path="res://scripts/player.gd" id="1_3vyb7"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_8cj0n"]
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[node name="Player" type="CharacterBody2D"]
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script = ExtResource("1_3vyb7")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("CircleShape2D_8cj0n")
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debug_color = Color(0.172558, 0.632665, 0.34599, 0.42)
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[node name="RightCast" type="RayCast2D" parent="."]
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target_position = Vector2(16, 0)
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[node name="LeftCast" type="RayCast2D" parent="."]
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target_position = Vector2(-16, 0)
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[node name="RightSpawn" type="Node2D" parent="."]
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position = Vector2(13, -6)
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[node name="LeftSpawn" type="Node2D" parent="."]
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position = Vector2(-13, -7)
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18
scripts/bullet.gd
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18
scripts/bullet.gd
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class_name Bullet extends Area2D
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var speed:float = 700
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signal bulletDamageSignal(body, bullet)
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func setSpeed(value:float):
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speed = value
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func _physics_process(delta: float) -> void:
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position += transform.x * speed * delta
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func _on_body_entered(body: Node2D) -> void:
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print("Bullet hitting")
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if body.is_in_group("shootables"):
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print("This is shootable")
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bulletDamageSignal.emit(body, self)
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1
scripts/bullet.gd.uid
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1
scripts/bullet.gd.uid
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uid://bhh178vuo5bgo
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1
scripts/crate.gd
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1
scripts/crate.gd
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class_name Crate extends RigidBody2D
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1
scripts/crate.gd.uid
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1
scripts/crate.gd.uid
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uid://c5gjsxgxmjfki
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@ -16,3 +16,7 @@ func _on_trigger(effect: Variant, body: Variant) -> void:
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if not body is Player:
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if not body is Player:
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body.queue_free()
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body.queue_free()
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func bulletDamage(body, bullet):
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print("GC know about bullet hit")
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body.queue_free()
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@ -1,29 +1,78 @@
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class_name Player extends CharacterBody2D
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class_name Player extends CharacterBody2D
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@onready var right_cast: RayCast2D = $RightCast
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@onready var left_cast: RayCast2D = $LeftCast
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@onready var right_spawn: Node2D = $RightSpawn
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@onready var left_spawn: Node2D = $LeftSpawn
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const SPEED = 300.0
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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const JUMP_VELOCITY = -400.0
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var direction
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enum FaceDirection{LEFT, RIGHT}
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var facing:FaceDirection = FaceDirection.RIGHT
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var pushTarget
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var pushEnabled := false
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func _physics_process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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# Add the gravity.
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if not is_on_floor():
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handle_input()
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velocity += get_gravity() * delta
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handle_movement(delta)
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move_and_slide()
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# Handle jump.
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handle_collisions()
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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func handle_movement(delta:float) -> void:
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var direction := Input.get_axis("ui_left", "ui_right")
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if direction:
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if direction:
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velocity.x = direction * SPEED
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velocity.x = direction * SPEED
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else:
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.x = move_toward(velocity.x, 0, SPEED)
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if not is_on_floor():
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velocity += get_gravity() * delta
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func handle_input():
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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direction = Input.get_axis("ui_left", "ui_right")
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if direction < 0:
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facing = FaceDirection.LEFT
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if direction > 0:
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facing = FaceDirection.RIGHT
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if Input.is_action_just_pressed("shove") && pushEnabled:
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var shoveDirection:int
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match facing:
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FaceDirection.RIGHT:
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shoveDirection = 1
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FaceDirection.LEFT:
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shoveDirection = -1
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pushTarget.apply_central_impulse(Vector2(shoveDirection,0)*700)
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if Input.is_action_just_pressed("shoot"):
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print("Ima shoot")
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match facing:
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FaceDirection.RIGHT:
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print("shoot to right")
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%SceneManager.makeBullet(right_spawn.global_transform, 700)
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FaceDirection.LEFT:
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%SceneManager.makeBullet(left_spawn.global_transform, -700)
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move_and_slide()
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func handle_collisions():
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for i in get_slide_collision_count():
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for i in get_slide_collision_count():
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var c = get_slide_collision(i)
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var c = get_slide_collision(i)
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if c.get_collider() is RigidBody2D:
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if c.get_collider() is RigidBody2D:
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c.get_collider().apply_central_impulse(-c.get_normal() * 100)
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c.get_collider().apply_central_impulse(-c.get_normal() * 100)
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if right_cast.is_colliding() && facing==FaceDirection.RIGHT:
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print("RC is colliding")
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var collider = right_cast.get_collider()
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if collider is Node && collider is RigidBody2D && collider.is_in_group("pushables"):
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pushTarget = collider
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pushEnabled = true
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if left_cast.is_colliding() && facing==FaceDirection.LEFT:
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var collider = left_cast.get_collider()
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if collider is Node && collider is RigidBody2D && collider.is_in_group("pushables"):
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pushTarget = collider
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pushEnabled = true
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if not right_cast.is_colliding() && not left_cast.is_colliding():
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pushEnabled = false
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34
scripts/scene_manager.gd
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34
scripts/scene_manager.gd
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class_name SceneManager extends Node2D
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var bulletArray =[]
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var totalAllowedBullets = 7
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var bullet = preload("res://scenes/bullet.tscn")
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@onready var game: Node2D = $".."
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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# makes and recycles bullets
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func bulletFactory():
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var myBullet:Bullet
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if bulletArray.size() < totalAllowedBullets:
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#make a new bullet
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myBullet = bullet.instantiate()
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myBullet.bulletDamageSignal.connect(game.bulletDamage)
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owner.add_child(myBullet)
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else:
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myBullet = bulletArray.pop_back()
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bulletArray.push_front(myBullet)
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return myBullet
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func makeBullet(position, speed):
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var someBullet = bulletFactory()
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|
someBullet.setSpeed(speed)
|
||||||
|
# postition the bullet
|
||||||
|
someBullet.transform = position
|
1
scripts/scene_manager.gd.uid
Normal file
1
scripts/scene_manager.gd.uid
Normal file
@ -0,0 +1 @@
|
|||||||
|
uid://d1daji4xwuj03
|
Loading…
Reference in New Issue
Block a user