week 2 prep

This commit is contained in:
OddlyTimbot committed 2026-06-29 16:57:59 -04:00
1 parent d5fc80ff7b
commit 7824bcd6cd
11 files changed
+279 -57

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+19
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@@ -0,0 +1,19 @@
class_name Bullet extends Area2D
var speed:float = 700
signal bulletDamageSignal(body, bullet)
func setSpeed(value:int)->void:
speed = value
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
position += transform.x * speed *delta
func _on_body_entered(body: Node2D) -> void:
bulletDamageSignal.emit(body, self)
func _on_area_entered(area: Area2D) -> void:
bulletDamageSignal.emit(area, self)
+1
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@@ -0,0 +1 @@
uid://bvy43aky6y3er
+23 -14
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@@ -1,11 +1,16 @@
extends Node2D
var numberOfCrates = 2
var timeAvailable = 5
var timeAvailable = 50
signal destroySignal(body)
signal levelChangeSignal(level)
signal fanUpSignal(body,direction)
var timer = Timer.new()
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
get_window().grab_focus()
add_child(timer)
timer.wait_time = 1
timer.one_shot = false
@@ -17,21 +22,25 @@ func countdown()->void:
timeAvailable-=1
if timeAvailable<=0 and numberOfCrates>0:
print("LOOOOOSAH")
get_tree().reload_current_scene()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
levelChangeSignal.emit("res://scenes/game.tscn")
func _on_trigger(body: Variant, trigger: Variant, intent:String) -> void:
print("GC knows trigger fired "+intent)
match intent:
"destroy":
print("GC sending destroy signal")
destroySignal.emit(body)
"fan":
if body is RigidBody2D:
fanUpSignal.emit(body,Vector2(0,-1)*100*9)
func _on_trigger(body: Variant, trigger: Variant) -> void:
print("GC knows trigger fired")
body.queue_free()
numberOfCrates -=1
if numberOfCrates == 0:
print("YOU WON!!!")
get_tree().reload_current_scene()
#from scene manager
func crateTotal(howmany):
numberOfCrates = howmany
print("GC knows about crates: "+str(numberOfCrates))
if numberOfCrates == 0:
print("YOU WON!!!")
levelChangeSignal.emit("res://scenes/game.tscn")
func bulletDamage()->void:
print("bullet damage")
+72 -2
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@@ -1,10 +1,28 @@
extends CharacterBody2D
@onready var label: Label = $Label
@onready var rightRay: RayCast2D = $RightCast
@onready var leftRay: RayCast2D = $LeftCast
@onready var right_target: Marker2D = $RightTarget
@onready var left_target: Marker2D = $LeftTarget
var pushRightEnabled:=false
var pushLeftEnabled := false
var pushTarget
var pushTimer:int = 0
signal forcePushSignal(body,direction)
signal shootSignal(targetPosition, speed)
#track facing direction
enum FaceDirection {LEFT,RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
@@ -13,12 +31,45 @@ func _physics_process(delta: float) -> void:
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Handle shove
if Input.is_action_just_pressed("shove"):
pushTimer = Time.get_ticks_msec() #record start of build
#Handle shove
if Input.is_action_just_released("shove"):
var pushForce = Time.get_ticks_msec() - pushTimer
#do a maximium force value
if pushForce>4000:
pushForce = 4000
if pushRightEnabled and facing==FaceDirection.RIGHT:
label.text = "shove"
forcePushSignal.emit(pushTarget, Vector2(1,0)*100*(pushForce/100))
if pushLeftEnabled and facing==FaceDirection.LEFT:
forcePushSignal.emit(pushTarget, Vector2(-1,0)*100*(pushForce/100))
label.text = "shove"
# Handle Shoot
if Input.is_action_just_pressed("shoot"):
print("Player wants to shoot")
match facing:
FaceDirection.RIGHT:
print("Shoot to the right")
#%SceneManager.makeBullet(right_target.global_transform, 700)
shootSignal.emit(right_target.global_transform, 700)
FaceDirection.LEFT:
print("Shoot to the left")
#%SceneManager.makeBullet(left_target.global_transform, -700)
shootSignal.emit(left_target.global_transform, -700)
# 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
if direction>0:
facing = FaceDirection.RIGHT
else:
facing = FaceDirection.LEFT
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
@@ -29,3 +80,22 @@ func _physics_process(delta: float) -> void:
#is this a bonkable thing?
if c.get_collider() is RigidBody2D:
c.get_collider().apply_central_impulse(-c.get_normal() * 100)
if rightRay.is_colliding():
#get the thing causing the collision
var collider = rightRay.get_collider()
if collider is Node:
pushRightEnabled = true
pushTarget = collider
else:
pushRightEnabled = false
if leftRay.is_colliding():
#get the thing causing the collision
var collider = leftRay.get_collider()
if collider is Node:
pushLeftEnabled = true
pushTarget = collider
else:
pushLeftEnabled = false
+48 -9
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@@ -1,23 +1,62 @@
extends Node2D
@onready var game: Node2D = $".."
@onready var crates: Node2D = $"../Crates"
@onready var player: CharacterBody2D = $"../Player"
var bullet = preload("res://scenes/bullet.tscn")
var bulletArray:Array[Bullet] = []
var totalAllowedBullets:int = 7
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
#wire up view
player.forcePushSignal.connect(push)
player.shootSignal.connect(makeBullet)
#wire up gamecontroller
game.destroySignal.connect(destroy)
game.levelChangeSignal.connect(changeScene)
game.fanUpSignal.connect(push)
buildLevel()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func buildLevel()->void:
#tell GC how many crates...
var totalCrates = 0
updateCrates()
func updateCrates()->void:
var _crateTotal:int = 0
if crates:
for obj in crates.get_children():
if obj is Crate:
totalCrates +=1
if not obj.tree_exited.is_connected(updateCrates):
obj.tree_exited.connect(updateCrates)
_crateTotal +=1
game.crateTotal(_crateTotal)
game.crateTotal(totalCrates)
#applies impulse to rigidbodies
func push(body, direction)->void:
body.apply_central_impulse(direction)
func destroy(body)->void:
body.queue_free()
func changeScene(level)->void:
get_tree().call_deferred("change_scene_to_file",level)
func bulletFactory()->Bullet :
var myBullet:Bullet
#how many bullets have been made?
if bulletArray.size() <= totalAllowedBullets:
myBullet = bullet.instantiate()
if not myBullet.bulletDamageSignal.is_connected(game.bulletDamage):
myBullet.bulletDamageSignal.connect(game.bulletDamage)
add_sibling(myBullet)
else:
myBullet = bulletArray.pop_back()
bulletArray.push_front(myBullet)
return myBullet
func makeBullet(targetPosition:Transform2D, speed:int)->void:
var myBullet:Bullet = bulletFactory()
myBullet.transform = targetPosition
myBullet.setSpeed(speed)
myBullet.set_process(true)
+3 -2
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@@ -1,5 +1,6 @@
extends Area2D
signal areaTriggerSignal(body, trigger)
signal areaTriggerSignal(body, trigger, intent)
@export var intent:String="destroy"
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@@ -13,4 +14,4 @@ func _process(delta: float) -> void:
func _on_body_entered(body: Node2D) -> void:
print("Something entered the trigger!")
areaTriggerSignal.emit(body, self)
areaTriggerSignal.emit(body, self, intent)