Compare commits
3 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 2dd2c13b19 | |||
| 29b125f5af | |||
| 2e494502a8 |
6
Week3Readme.md
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6
Week3Readme.md
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Here in week3 we have several missions to achieve.
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1. Update the Bullet with some graphics
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2. Update the player with graphics and a state-machine
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3. Update the destroy function in SceneManager to stash bullets
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4. Update level loading in GameController and SceneManager
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|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_a8ls1")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_qfm1y")
|
||||||
|
}],
|
||||||
|
"loop": true,
|
||||||
|
"name": &"idle",
|
||||||
|
"speed": 12.0
|
||||||
|
}, {
|
||||||
|
"frames": [{
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_fulsm")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_4r5pv")
|
||||||
|
}],
|
||||||
|
"loop": false,
|
||||||
|
"name": &"jumping",
|
||||||
|
"speed": 12.0
|
||||||
|
}, {
|
||||||
|
"frames": [{
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_60mlk")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_i4ail")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_a38lo")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_4ni07")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_l71n6")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_ke2ow")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_ujl30")
|
||||||
|
}, {
|
||||||
|
"duration": 1.0,
|
||||||
|
"texture": SubResource("AtlasTexture_31cv2")
|
||||||
|
}],
|
||||||
|
"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]
|
[node name="Player" type="CharacterBody2D" unique_id=2145223914]
|
||||||
scale = Vector2(1.4799998, 1.4799998)
|
scale = Vector2(1.4799998, 1.4799998)
|
||||||
script = ExtResource("1_3vyb7")
|
script = ExtResource("1_3vyb7")
|
||||||
@ -24,3 +243,12 @@ position = Vector2(12.837839, -8.1081085)
|
|||||||
|
|
||||||
[node name="LeftSpawn" type="Marker2D" parent="." unique_id=374152113]
|
[node name="LeftSpawn" type="Marker2D" parent="." unique_id=374152113]
|
||||||
position = Vector2(-12.837839, -8.108109)
|
position = Vector2(-12.837839, -8.108109)
|
||||||
|
|
||||||
|
[node name="PlayerGraphic" type="AnimatedSprite2D" parent="." unique_id=1317034627]
|
||||||
|
texture_filter = 1
|
||||||
|
position = Vector2(0, -6.081082)
|
||||||
|
sprite_frames = SubResource("SpriteFrames_pf23h")
|
||||||
|
animation = &"shoving"
|
||||||
|
autoplay = "idle"
|
||||||
|
|
||||||
|
[connection signal="animation_finished" from="PlayerGraphic" to="." method="_on_animation_finished"]
|
||||||
|
|||||||
@ -49,6 +49,8 @@ func crateTotal(howmany):
|
|||||||
func bulletDamage(body, _bullet)->void:
|
func bulletDamage(body, _bullet)->void:
|
||||||
if body.is_in_group("shootable"):
|
if body.is_in_group("shootable"):
|
||||||
destroySignal.emit(body)
|
destroySignal.emit(body)
|
||||||
|
destroySignal.emit(_bullet)
|
||||||
|
|
||||||
func rocketDamage(body, rocket)->void:
|
func rocketDamage(body, rocket)->void:
|
||||||
if body.is_in_group("shootable"):
|
if body.is_in_group("shootable"):
|
||||||
print("Rocket strikes target!")
|
print("Rocket strikes target!")
|
||||||
|
|||||||
@ -6,6 +6,7 @@ signal fireSignal(markerPosition, direction, speed)
|
|||||||
@onready var left_cast: RayCast2D = $LeftCast
|
@onready var left_cast: RayCast2D = $LeftCast
|
||||||
@onready var right_spawn: Marker2D = $RightSpawn
|
@onready var right_spawn: Marker2D = $RightSpawn
|
||||||
@onready var left_spawn: Marker2D = $LeftSpawn
|
@onready var left_spawn: Marker2D = $LeftSpawn
|
||||||
|
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
|
||||||
|
|
||||||
var pushRightEnabled = false
|
var pushRightEnabled = false
|
||||||
var pushLeftEnabled = false
|
var pushLeftEnabled = false
|
||||||
@ -17,27 +18,48 @@ const JUMP_VELOCITY = -400.0
|
|||||||
|
|
||||||
enum FaceDirection {RIGHT,LEFT}
|
enum FaceDirection {RIGHT,LEFT}
|
||||||
var facing:FaceDirection = FaceDirection.RIGHT
|
var facing:FaceDirection = FaceDirection.RIGHT
|
||||||
|
#State Handling
|
||||||
|
enum PlayerState {IDLE, RUNNING, JUMPING, FALLING, CHARGING, SHOVING}
|
||||||
|
var current_player_state:PlayerState = PlayerState.IDLE
|
||||||
|
var upJump:bool = false
|
||||||
|
|
||||||
func _physics_process(delta: float) -> void:
|
func _physics_process(delta: float) -> void:
|
||||||
# Add the gravity.
|
|
||||||
if not is_on_floor():
|
|
||||||
velocity += get_gravity() * delta
|
|
||||||
|
|
||||||
|
handle_input()
|
||||||
|
handle_movement(delta)
|
||||||
|
#States and Animation
|
||||||
|
handle_update_states()
|
||||||
|
handle_update_animation()
|
||||||
|
move_and_slide()
|
||||||
|
handle_collisions()
|
||||||
|
|
||||||
|
|
||||||
|
func handle_input()->void:
|
||||||
# Handle jump.
|
# Handle jump.
|
||||||
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
|
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
|
||||||
velocity.y = JUMP_VELOCITY
|
velocity.y = JUMP_VELOCITY
|
||||||
|
current_player_state = PlayerState.JUMPING
|
||||||
|
upJump = true
|
||||||
# Handle shove.
|
# Handle shove.
|
||||||
if Input.is_action_just_pressed("shove"):
|
if Input.is_action_just_pressed("shove"):
|
||||||
print("I want to shove")
|
print("I want to shove")
|
||||||
|
if pushRightEnabled and facing==FaceDirection.RIGHT:
|
||||||
pushTimer = Time.get_ticks_msec()
|
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"):
|
if Input.is_action_just_released("shove"):
|
||||||
var pushForce = Time.get_ticks_msec() - pushTimer
|
var pushForce = Time.get_ticks_msec() - pushTimer
|
||||||
if pushForce>4000:
|
if pushForce>4000:
|
||||||
pushForce=4000
|
pushForce=4000
|
||||||
if pushRightEnabled and facing==FaceDirection.RIGHT:
|
if pushRightEnabled and facing==FaceDirection.RIGHT:
|
||||||
#deliver the boom
|
#deliver the boom
|
||||||
|
current_player_state=PlayerState.SHOVING
|
||||||
pushSignal.emit(pushTarget, Vector2(1,0)*100*(pushForce/100))
|
pushSignal.emit(pushTarget, Vector2(1,0)*100*(pushForce/100))
|
||||||
if pushLeftEnabled and facing==FaceDirection.LEFT:
|
if pushLeftEnabled and facing==FaceDirection.LEFT:
|
||||||
|
current_player_state=PlayerState.SHOVING
|
||||||
pushSignal.emit(pushTarget, Vector2(-1,0)*100*(pushForce/100))
|
pushSignal.emit(pushTarget, Vector2(-1,0)*100*(pushForce/100))
|
||||||
#Handle Shoot Bullet
|
#Handle Shoot Bullet
|
||||||
if Input.is_action_just_pressed("shoot"):
|
if Input.is_action_just_pressed("shoot"):
|
||||||
@ -47,7 +69,7 @@ func _physics_process(delta: float) -> void:
|
|||||||
FaceDirection.RIGHT:
|
FaceDirection.RIGHT:
|
||||||
shootSignal.emit(right_spawn.global_transform, 800)
|
shootSignal.emit(right_spawn.global_transform, 800)
|
||||||
FaceDirection.LEFT:
|
FaceDirection.LEFT:
|
||||||
shootSignal.emit(left_spawn.global_transform, 800)
|
shootSignal.emit(left_spawn.global_transform, -800)
|
||||||
#Handle fire rocket
|
#Handle fire rocket
|
||||||
if Input.is_action_just_pressed("fire"):
|
if Input.is_action_just_pressed("fire"):
|
||||||
print("Ima fire rocket")
|
print("Ima fire rocket")
|
||||||
@ -63,12 +85,17 @@ func _physics_process(delta: float) -> void:
|
|||||||
velocity.x = direction * SPEED
|
velocity.x = direction * SPEED
|
||||||
if direction >0:
|
if direction >0:
|
||||||
facing = FaceDirection.RIGHT
|
facing = FaceDirection.RIGHT
|
||||||
|
player_graphic.flip_h = false
|
||||||
else:
|
else:
|
||||||
facing = FaceDirection.LEFT
|
facing = FaceDirection.LEFT
|
||||||
|
player_graphic.flip_h = true
|
||||||
else:
|
else:
|
||||||
velocity.x = move_toward(velocity.x, 0, SPEED)
|
velocity.x = move_toward(velocity.x, 0, SPEED)
|
||||||
|
func handle_movement(delta)->void:
|
||||||
move_and_slide()
|
# Add the gravity.
|
||||||
|
if not is_on_floor():
|
||||||
|
velocity += get_gravity() * delta
|
||||||
|
func handle_collisions()->void:
|
||||||
if right_cast.is_colliding():
|
if right_cast.is_colliding():
|
||||||
print("Right raycast collision")
|
print("Right raycast collision")
|
||||||
var collider = right_cast.get_collider()
|
var collider = right_cast.get_collider()
|
||||||
@ -94,3 +121,42 @@ func _physics_process(delta: float) -> void:
|
|||||||
if c.get_collider() is RigidBody2D:
|
if c.get_collider() is RigidBody2D:
|
||||||
#c.get_collider().apply_central_impulse(-c.get_normal() * 100)
|
#c.get_collider().apply_central_impulse(-c.get_normal() * 100)
|
||||||
pushSignal.emit(c.get_collider(), -c.get_normal() * 100)
|
pushSignal.emit(c.get_collider(), -c.get_normal() * 100)
|
||||||
|
|
||||||
|
#New functions for state handling
|
||||||
|
func handle_update_states()->void:
|
||||||
|
match current_player_state:
|
||||||
|
PlayerState.IDLE when velocity.x !=0:
|
||||||
|
current_player_state = PlayerState.RUNNING
|
||||||
|
PlayerState.RUNNING when velocity.x == 0:
|
||||||
|
current_player_state = PlayerState.IDLE
|
||||||
|
PlayerState.JUMPING when velocity.y>0:
|
||||||
|
current_player_state = PlayerState.FALLING
|
||||||
|
PlayerState.FALLING when is_on_floor():
|
||||||
|
if velocity.x == 0:
|
||||||
|
current_player_state = PlayerState.IDLE
|
||||||
|
else:
|
||||||
|
current_player_state = PlayerState.RUNNING
|
||||||
|
|
||||||
|
func handle_update_animation()->void:
|
||||||
|
match current_player_state:
|
||||||
|
PlayerState.IDLE:
|
||||||
|
player_graphic.play("idle")
|
||||||
|
PlayerState.RUNNING:
|
||||||
|
player_graphic.play("running")
|
||||||
|
PlayerState.JUMPING:
|
||||||
|
if upJump:
|
||||||
|
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
|
||||||
|
|||||||
@ -47,10 +47,26 @@ func updateCrates()->void:
|
|||||||
func pushTarget(body,pushDirection)->void:
|
func pushTarget(body,pushDirection)->void:
|
||||||
if body is RigidBody2D:
|
if body is RigidBody2D:
|
||||||
body.apply_central_impulse(pushDirection)
|
body.apply_central_impulse(pushDirection)
|
||||||
|
|
||||||
|
#Stashes bullets off-screen instead of destroying them
|
||||||
|
func stash(bullet:Bullet)->void:
|
||||||
|
var stashPosition:Vector2 = Vector2(-100,-100)
|
||||||
|
bullet.position = stashPosition
|
||||||
|
bullet.setSpeed(0)
|
||||||
|
bullet.set_process(false)
|
||||||
|
|
||||||
func destroy(body)->void:
|
func destroy(body)->void:
|
||||||
if body is Rocket:
|
match body:
|
||||||
print("removing rocket")
|
var bod when bod is Rocket:
|
||||||
body.queue_free()
|
body.queue_free()
|
||||||
|
var bod when bod is Crate:
|
||||||
|
body.queue_free()
|
||||||
|
var bod when bod is Bullet:
|
||||||
|
print("stash a bullet")
|
||||||
|
stash(body)
|
||||||
|
_:
|
||||||
|
body.queue_free()
|
||||||
|
|
||||||
func teleportTarget(body)->void:
|
func teleportTarget(body)->void:
|
||||||
if body is Crate:
|
if body is Crate:
|
||||||
var viewport_size = get_viewport().get_visible_rect().size
|
var viewport_size = get_viewport().get_visible_rect().size
|
||||||
@ -77,6 +93,7 @@ func makeBullet(spawnPosition, speed)->void:
|
|||||||
var myBullet:Bullet = bulletFactory()
|
var myBullet:Bullet = bulletFactory()
|
||||||
myBullet.transform = spawnPosition
|
myBullet.transform = spawnPosition
|
||||||
myBullet.setSpeed(speed)
|
myBullet.setSpeed(speed)
|
||||||
|
myBullet.set_process(true)
|
||||||
|
|
||||||
func rocketFactory()->Rocket:
|
func rocketFactory()->Rocket:
|
||||||
var myRocket:Rocket
|
var myRocket:Rocket
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user