static bodies, rigidbodies, signals custom signals, Characterbody, Trigger
This commit is contained in:
commit
d5fc80ff7b
18 files changed
+279
No files matched your search
@@ -0,0 +1 @@
|
||||
class_name Crate extends RigidBody2D
|
||||
@@ -0,0 +1 @@
|
||||
uid://cxgsqwmbd0c8q
|
||||
@@ -0,0 +1,37 @@
|
||||
extends Node2D
|
||||
|
||||
var numberOfCrates = 2
|
||||
var timeAvailable = 5
|
||||
|
||||
var timer = Timer.new()
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
add_child(timer)
|
||||
timer.wait_time = 1
|
||||
timer.one_shot = false
|
||||
timer.connect("timeout", countdown)
|
||||
timer.start()
|
||||
|
||||
func countdown()->void:
|
||||
# reduce time left
|
||||
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
|
||||
|
||||
|
||||
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()
|
||||
|
||||
func crateTotal(howmany):
|
||||
numberOfCrates = howmany
|
||||
print("GC knows about crates: "+str(numberOfCrates))
|
||||
@@ -0,0 +1 @@
|
||||
uid://dtv434qd1rfmu
|
||||
@@ -0,0 +1,31 @@
|
||||
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()
|
||||
#a loop
|
||||
for i in get_slide_collision_count():
|
||||
var c = get_slide_collision(i)
|
||||
#is this a bonkable thing?
|
||||
if c.get_collider() is RigidBody2D:
|
||||
c.get_collider().apply_central_impulse(-c.get_normal() * 100)
|
||||
@@ -0,0 +1 @@
|
||||
uid://b1obldvd2etx7
|
||||
@@ -0,0 +1,23 @@
|
||||
extends Node2D
|
||||
@onready var game: Node2D = $".."
|
||||
@onready var crates: Node2D = $"../Crates"
|
||||
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
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
|
||||
if crates:
|
||||
for obj in crates.get_children():
|
||||
if obj is Crate:
|
||||
totalCrates +=1
|
||||
|
||||
game.crateTotal(totalCrates)
|
||||
@@ -0,0 +1 @@
|
||||
uid://b5c00ybml8rj
|
||||
@@ -0,0 +1,16 @@
|
||||
extends Area2D
|
||||
signal areaTriggerSignal(body, trigger)
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
print("Trigger is ready.")
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta: float) -> void:
|
||||
pass
|
||||
|
||||
|
||||
func _on_body_entered(body: Node2D) -> void:
|
||||
print("Something entered the trigger!")
|
||||
areaTriggerSignal.emit(body, self)
|
||||
@@ -0,0 +1 @@
|
||||
uid://g4wclr5vnxk6
|
||||
Reference in new issue
Block a user