adding a charge attack to states

This commit is contained in:
OddlyTimbot 2026-07-06 14:32:07 -04:00
parent 29b125f5af
commit 2dd2c13b19
6 changed files with 110 additions and 4 deletions

6
Week3Readme.md Normal file
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@ -0,0 +1,6 @@
Here in week3 we have several missions to achieve.
1. Update the Bullet with some graphics
2. Update the player with graphics and a state-machine
3. Update the destroy function in SceneManager to stash bullets
4. Update level loading in GameController and SceneManager

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Width:  |  Height:  |  Size: 3.2 KiB

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@ -0,0 +1,40 @@
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importer="texture"
type="CompressedTexture2D"
uid="uid://t2wrpg2jjey2"
path="res://.godot/imported/Player Punch 64x64.png-3a937f356fef19bd687f033e25d25550.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/graphics/player/charge/Player Punch 64x64.png"
dest_files=["res://.godot/imported/Player Punch 64x64.png-3a937f356fef19bd687f033e25d25550.ctex"]
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@ -2,11 +2,16 @@
[ext_resource type="Script" uid="uid://b1obldvd2etx7" path="res://scripts/player.gd" id="1_3vyb7"]
[ext_resource type="Texture2D" uid="uid://c84o6tpt2h0s8" path="res://assets/graphics/player/jump_fall/player jump 48x48.png" id="2_dqkch"]
[ext_resource type="Texture2D" uid="uid://t2wrpg2jjey2" path="res://assets/graphics/player/charge/Player Punch 64x64.png" id="2_qlg0r"]
[ext_resource type="Texture2D" uid="uid://bhjnspvqa20rc" path="res://assets/graphics/player/idle/Player Idle 48x48.png" id="3_qlg0r"]
[ext_resource type="Texture2D" uid="uid://jdvo0dp5qvnd" path="res://assets/graphics/player/running/player run 48x48.png" id="4_tuyoq"]
[sub_resource type="CircleShape2D" id="CircleShape2D_uwrxv"]
[sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"]
atlas = ExtResource("2_qlg0r")
region = Rect2(192, 0, 64, 64)
[sub_resource type="AtlasTexture" id="AtlasTexture_fjrip"]
atlas = ExtResource("2_dqkch")
region = Rect2(96, 0, 48, 48)
@ -91,10 +96,34 @@ region = Rect2(288, 0, 48, 48)
atlas = ExtResource("4_tuyoq")
region = Rect2(336, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_qlg0r"]
atlas = ExtResource("2_qlg0r")
region = Rect2(192, 0, 64, 64)
[sub_resource type="AtlasTexture" id="AtlasTexture_pf23h"]
atlas = ExtResource("2_qlg0r")
region = Rect2(256, 0, 64, 64)
[sub_resource type="AtlasTexture" id="AtlasTexture_dt7fs"]
atlas = ExtResource("2_qlg0r")
region = Rect2(320, 0, 64, 64)
[sub_resource type="AtlasTexture" id="AtlasTexture_wqfne"]
atlas = ExtResource("2_qlg0r")
region = Rect2(384, 0, 64, 64)
[sub_resource type="SpriteFrames" id="SpriteFrames_pf23h"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_tuyoq")
}],
"loop": false,
"name": &"charging",
"speed": 12.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_fjrip")
}],
"loop": false,
@ -175,6 +204,23 @@ animations = [{
"loop": true,
"name": &"running",
"speed": 12.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_qlg0r")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_pf23h")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_dt7fs")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_wqfne")
}],
"loop": false,
"name": &"shoving",
"speed": 12.0
}]
[node name="Player" type="CharacterBody2D" unique_id=2145223914]
@ -202,7 +248,7 @@ position = Vector2(-12.837839, -8.108109)
texture_filter = 1
position = Vector2(0, -6.081082)
sprite_frames = SubResource("SpriteFrames_pf23h")
animation = &"falling"
animation = &"shoving"
autoplay = "idle"
[connection signal="animation_finished" from="PlayerGraphic" to="." method="_on_animation_finished"]

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@ -19,7 +19,7 @@ const JUMP_VELOCITY = -400.0
enum FaceDirection {RIGHT,LEFT}
var facing:FaceDirection = FaceDirection.RIGHT
#State Handling
enum PlayerState {IDLE, RUNNING, JUMPING, FALLING}
enum PlayerState {IDLE, RUNNING, JUMPING, FALLING, CHARGING, SHOVING}
var current_player_state:PlayerState = PlayerState.IDLE
var upJump:bool = false
@ -43,15 +43,23 @@ func handle_input()->void:
# Handle shove.
if Input.is_action_just_pressed("shove"):
print("I want to shove")
pushTimer = Time.get_ticks_msec()
if pushRightEnabled and facing==FaceDirection.RIGHT:
pushTimer = Time.get_ticks_msec()
current_player_state = PlayerState.CHARGING
if pushLeftEnabled and facing==FaceDirection.LEFT:
pushTimer = Time.get_ticks_msec()
current_player_state = PlayerState.CHARGING
if Input.is_action_just_released("shove"):
var pushForce = Time.get_ticks_msec() - pushTimer
if pushForce>4000:
pushForce=4000
if pushRightEnabled and facing==FaceDirection.RIGHT:
#deliver the boom
current_player_state=PlayerState.SHOVING
pushSignal.emit(pushTarget, Vector2(1,0)*100*(pushForce/100))
if pushLeftEnabled and facing==FaceDirection.LEFT:
current_player_state=PlayerState.SHOVING
pushSignal.emit(pushTarget, Vector2(-1,0)*100*(pushForce/100))
#Handle Shoot Bullet
if Input.is_action_just_pressed("shoot"):
@ -140,9 +148,15 @@ func handle_update_animation()->void:
player_graphic.play("jumping")
PlayerState.FALLING:
player_graphic.play("falling")
PlayerState.CHARGING:
player_graphic.play("charging")
PlayerState.SHOVING:
player_graphic.play("shoving")
func _on_animation_finished() -> void:
match current_player_state:
PlayerState.JUMPING:
upJump = false
PlayerState.SHOVING:
current_player_state = PlayerState.IDLE

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@ -58,7 +58,7 @@ func stash(bullet:Bullet)->void:
func destroy(body)->void:
match body:
var bod when bod is Rocket:
print("removing rocket")
body.queue_free()
var bod when bod is Crate:
body.queue_free()
var bod when bod is Bullet: