state machine, graphics, tilemaplayer, terrains, physicslayer
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5fb367e082
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@@ -49,6 +49,8 @@ func crateTotal(howmany):
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func bulletDamage(body, _bullet)->void:
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if body.is_in_group("shootable"):
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destroySignal.emit(body)
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destroySignal.emit(_bullet)
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func rocketDamage(body, rocket)->void:
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if body.is_in_group("shootable"):
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print("Rocket strikes target!")
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+69
-7
@@ -6,6 +6,7 @@ signal fireSignal(markerPosition, direction, speed)
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@onready var left_cast: RayCast2D = $LeftCast
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@onready var right_spawn: Marker2D = $RightSpawn
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@onready var left_spawn: Marker2D = $LeftSpawn
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@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
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var pushRightEnabled = false
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var pushLeftEnabled = false
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@@ -18,18 +19,34 @@ const JUMP_VELOCITY = -400.0
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enum FaceDirection {RIGHT,LEFT}
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var facing:FaceDirection = FaceDirection.RIGHT
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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enum PlayerStates {IDLE,RUNNING,JUMPING,FALLING,CHARGING,SHOVING}
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var current_player_state:PlayerStates = PlayerStates.IDLE
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var upJump:bool = false
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func _physics_process(delta: float) -> void:
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handle_input()
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handle_movement(delta)
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handle_states()
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handle_animation()
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move_and_slide()
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handle_collisions()
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func handle_input()->void:
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# Handle jump.
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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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current_player_state=PlayerStates.JUMPING
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upJump = true
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# Handle shove.
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if Input.is_action_just_pressed("shove"):
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print("I want to shove")
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pushTimer = Time.get_ticks_msec()
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if pushRightEnabled and facing==FaceDirection.RIGHT:
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current_player_state= PlayerStates.CHARGING
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pushTimer = Time.get_ticks_msec()
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if pushLeftEnabled and facing==FaceDirection.LEFT:
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current_player_state= PlayerStates.CHARGING
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pushTimer = Time.get_ticks_msec()
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if Input.is_action_just_released("shove"):
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var pushForce = Time.get_ticks_msec() - pushTimer
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if pushForce>4000:
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@@ -37,8 +54,10 @@ func _physics_process(delta: float) -> void:
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if pushRightEnabled and facing==FaceDirection.RIGHT:
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#deliver the boom
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pushSignal.emit(pushTarget, Vector2(1,0)*100*(pushForce/100))
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current_player_state = PlayerStates.SHOVING
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if pushLeftEnabled and facing==FaceDirection.LEFT:
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pushSignal.emit(pushTarget, Vector2(-1,0)*100*(pushForce/100))
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current_player_state = PlayerStates.SHOVING
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#Handle Shoot Bullet
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if Input.is_action_just_pressed("shoot"):
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print("Ima shoot a bullet")
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@@ -47,7 +66,7 @@ func _physics_process(delta: float) -> void:
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FaceDirection.RIGHT:
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shootSignal.emit(right_spawn.global_transform, 800)
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FaceDirection.LEFT:
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shootSignal.emit(left_spawn.global_transform, 800)
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shootSignal.emit(left_spawn.global_transform, -800)
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#Handle fire rocket
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if Input.is_action_just_pressed("fire"):
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print("Ima fire rocket")
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@@ -63,12 +82,18 @@ func _physics_process(delta: float) -> void:
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velocity.x = direction * SPEED
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if direction >0:
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facing = FaceDirection.RIGHT
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player_graphic.flip_h = false
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else:
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facing = FaceDirection.LEFT
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player_graphic.flip_h = true
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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move_and_slide()
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func handle_movement(delta)->void:
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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func handle_collisions()->void:
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if right_cast.is_colliding():
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print("Right raycast collision")
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var collider = right_cast.get_collider()
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@@ -94,3 +119,40 @@ func _physics_process(delta: float) -> void:
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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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pushSignal.emit(c.get_collider(), -c.get_normal() * 100)
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#Exciting new stuff
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func handle_states()->void:
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match current_player_state:
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PlayerStates.IDLE when velocity.x !=0:
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current_player_state = PlayerStates.RUNNING
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PlayerStates.RUNNING when velocity.x ==0:
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current_player_state = PlayerStates.IDLE
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PlayerStates.JUMPING when velocity.y>0:
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current_player_state = PlayerStates.FALLING
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PlayerStates.FALLING when is_on_floor():
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if velocity.x ==0:
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current_player_state = PlayerStates.IDLE
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else:
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current_player_state = PlayerStates.RUNNING
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func handle_animation()->void:
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match current_player_state:
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PlayerStates.RUNNING:
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player_graphic.play("running")
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PlayerStates.IDLE:
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player_graphic.play("idle")
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PlayerStates.JUMPING:
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if upJump:
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player_graphic.play("jumping")
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PlayerStates.FALLING:
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player_graphic.play("falling")
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PlayerStates.CHARGING:
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player_graphic.play("charging")
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PlayerStates.SHOVING:
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player_graphic.play("shoving")
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func _on_animation_finished() -> void:
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match current_player_state:
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PlayerStates.JUMPING:
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upJump = false
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PlayerStates.SHOVING:
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current_player_state = PlayerStates.IDLE
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@@ -47,10 +47,22 @@ func updateCrates()->void:
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func pushTarget(body,pushDirection)->void:
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if body is RigidBody2D:
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body.apply_central_impulse(pushDirection)
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func stashBullet(bullet:Bullet)->void:
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#hide the bullet
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var stashPosition:Vector2 = Vector2(-100,-100)
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bullet.position = stashPosition
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bullet.setSpeed(0)
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bullet.set_process(false)
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func destroy(body)->void:
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if body is Rocket:
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print("removing rocket")
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body.queue_free()
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match body:
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var bod when bod is Bullet:
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stashBullet(body)
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var bod when bod is Crate:
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body.queue_free()
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_:
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body.queue_free()
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func teleportTarget(body)->void:
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if body is Crate:
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var viewport_size = get_viewport().get_visible_rect().size
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@@ -77,6 +89,7 @@ func makeBullet(spawnPosition, speed)->void:
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var myBullet:Bullet = bulletFactory()
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myBullet.transform = spawnPosition
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myBullet.setSpeed(speed)
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myBullet.set_process(true)
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func rocketFactory()->Rocket:
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var myRocket:Rocket
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