From 0afb528430c13203aac0d061477ab50ae0deb119 Mon Sep 17 00:00:00 2001 From: OddlyTimbot Date: Mon, 9 Jun 2025 21:21:44 -0400 Subject: [PATCH] bullets, bulletfactory, shove attack, scenemanager --- project.godot | 13 ++++ scenes/bullet.tscn | 14 ++++ scenes/character_body_2d.gd | 29 -------- scenes/game.tscn | 32 +++++---- scenes/player.tscn | 25 +++++++ scripts/bullet.gd | 13 ++++ scripts/bullet.gd.uid | 1 + scripts/character_body_2d.gd | 75 ++++++++++++++++++++ {scenes => scripts}/character_body_2d.gd.uid | 0 scripts/scene_manager.gd | 29 ++++++++ scripts/scene_manager.gd.uid | 1 + 11 files changed, 188 insertions(+), 44 deletions(-) create mode 100644 scenes/bullet.tscn delete mode 100644 scenes/character_body_2d.gd create mode 100644 scenes/player.tscn create mode 100644 scripts/bullet.gd create mode 100644 scripts/bullet.gd.uid create mode 100644 scripts/character_body_2d.gd rename {scenes => scripts}/character_body_2d.gd.uid (100%) create mode 100644 scripts/scene_manager.gd create mode 100644 scripts/scene_manager.gd.uid diff --git a/project.godot b/project.godot index 1731f3e..cfb4a9e 100644 --- a/project.godot +++ b/project.godot @@ -20,3 +20,16 @@ config/icon="res://icon.svg" folder_colors={ "res://scenes/": "orange" } + +[input] + +shove={ +"deadzone": 0.2, +"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":88,"key_label":0,"unicode":120,"location":0,"echo":false,"script":null) +] +} +shoot={ +"deadzone": 0.2, +"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":90,"key_label":0,"unicode":122,"location":0,"echo":false,"script":null) +] +} diff --git a/scenes/bullet.tscn b/scenes/bullet.tscn new file mode 100644 index 0000000..3685e96 --- /dev/null +++ b/scenes/bullet.tscn @@ -0,0 +1,14 @@ +[gd_scene load_steps=3 format=3 uid="uid://cair7oymuohyq"] + +[ext_resource type="Script" uid="uid://b8fowda770nwo" path="res://scripts/bullet.gd" id="1_mkf8s"] + +[sub_resource type="RectangleShape2D" id="RectangleShape2D_y25gk"] +size = Vector2(10, 4) + +[node name="Bullet" type="Area2D"] +script = ExtResource("1_mkf8s") +metadata/_edit_group_ = true + +[node name="CollisionShape2D" type="CollisionShape2D" parent="."] +shape = SubResource("RectangleShape2D_y25gk") +debug_color = Color(0.680659, 0.501456, 0.117679, 0.42) diff --git a/scenes/character_body_2d.gd b/scenes/character_body_2d.gd deleted file mode 100644 index 9eeb2d4..0000000 --- a/scenes/character_body_2d.gd +++ /dev/null @@ -1,29 +0,0 @@ -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() - for i in get_slide_collision_count(): - var c = get_slide_collision(i) - if c.get_collider() is RigidBody2D: - c.get_collider().apply_central_impulse(-c.get_normal() * 100 ) diff --git a/scenes/game.tscn b/scenes/game.tscn index c5d8e23..2da072f 100644 --- a/scenes/game.tscn +++ b/scenes/game.tscn @@ -1,36 +1,35 @@ -[gd_scene load_steps=7 format=3 uid="uid://dc4obqdsdq81h"] +[gd_scene load_steps=8 format=3 uid="uid://dc4obqdsdq81h"] [ext_resource type="Script" uid="uid://dflv3rb4v8c0r" path="res://scripts/gamecontroller.gd" id="1_lnu2h"] -[ext_resource type="Script" uid="uid://dmyw2bn6gnbbv" path="res://scenes/character_body_2d.gd" id="1_uwrxv"] +[ext_resource type="PackedScene" uid="uid://drodkouhgldnf" path="res://scenes/player.tscn" id="2_lbhrr"] +[ext_resource type="Script" uid="uid://cf8f01b63m2hq" path="res://scripts/scene_manager.gd" id="2_p57ef"] [ext_resource type="PackedScene" uid="uid://dm0s1wei11x43" path="res://scenes/crate.tscn" id="3_lbhrr"] [ext_resource type="PackedScene" uid="uid://bu03yhhfncspe" path="res://scenes/trigger.tscn" id="4_iywne"] +[ext_resource type="PackedScene" uid="uid://cair7oymuohyq" path="res://scenes/bullet.tscn" id="5_iywne"] [sub_resource type="RectangleShape2D" id="RectangleShape2D_8cj0n"] size = Vector2(60, 20) -[sub_resource type="CircleShape2D" id="CircleShape2D_8cj0n"] - [node name="Game" type="Node2D"] script = ExtResource("1_lnu2h") +[node name="SceneManager" type="Node2D" parent="."] +unique_name_in_owner = true +script = ExtResource("2_p57ef") + [node name="StaticBody2D" type="StaticBody2D" parent="."] position = Vector2(570, 369) +scale = Vector2(4, 1) metadata/_edit_group_ = true [node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"] shape = SubResource("RectangleShape2D_8cj0n") -[node name="CharacterBody2D" type="CharacterBody2D" parent="."] -position = Vector2(568, 344) -script = ExtResource("1_uwrxv") -metadata/_edit_group_ = true - -[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D"] -shape = SubResource("CircleShape2D_8cj0n") -debug_color = Color(0.365399, 0.613218, 0.181601, 0.42) +[node name="CharacterBody2D" parent="." instance=ExtResource("2_lbhrr")] +position = Vector2(556, 348) [node name="RigidBody2D3" parent="." instance=ExtResource("3_lbhrr")] -position = Vector2(551, 270) +position = Vector2(510, 326) [node name="Area2D" parent="." instance=ExtResource("4_iywne")] position = Vector2(519, 453) @@ -40,10 +39,13 @@ position = Vector2(653, 461) effect = "powerup" [node name="RigidBody2D4" parent="." instance=ExtResource("3_lbhrr")] -position = Vector2(570, 193) +position = Vector2(468, 321) [node name="RigidBody2D5" parent="." instance=ExtResource("3_lbhrr")] -position = Vector2(589, 256) +position = Vector2(590, 342) + +[node name="Bullet" parent="." instance=ExtResource("5_iywne")] +position = Vector2(490, 302) [connection signal="areatrigger" from="Area2D" to="." method="_on_areatrigger"] [connection signal="areatrigger" from="Area2D2" to="." method="_on_areatrigger"] diff --git a/scenes/player.tscn b/scenes/player.tscn new file mode 100644 index 0000000..983dd02 --- /dev/null +++ b/scenes/player.tscn @@ -0,0 +1,25 @@ +[gd_scene load_steps=3 format=3 uid="uid://drodkouhgldnf"] + +[ext_resource type="Script" uid="uid://dmyw2bn6gnbbv" path="res://scripts/character_body_2d.gd" id="1_3vyb7"] + +[sub_resource type="CircleShape2D" id="CircleShape2D_8cj0n"] + +[node name="CharacterBody2D" type="CharacterBody2D"] +script = ExtResource("1_3vyb7") +metadata/_edit_group_ = true + +[node name="CollisionShape2D" type="CollisionShape2D" parent="."] +shape = SubResource("CircleShape2D_8cj0n") +debug_color = Color(0.365399, 0.613218, 0.181601, 0.42) + +[node name="RightCast" type="RayCast2D" parent="."] +target_position = Vector2(16, 0) + +[node name="LeftCast" type="RayCast2D" parent="."] +target_position = Vector2(-16, 0) + +[node name="RightSpawn" type="Node2D" parent="."] +position = Vector2(14, -5) + +[node name="LeftSpawn" type="Node2D" parent="."] +position = Vector2(-14, -5) diff --git a/scripts/bullet.gd b/scripts/bullet.gd new file mode 100644 index 0000000..82cffa6 --- /dev/null +++ b/scripts/bullet.gd @@ -0,0 +1,13 @@ +class_name Bullet extends Area2D +var speed = -700 + +# Called when the node enters the scene tree for the first time. +func _ready() -> void: + pass # Replace with function body. + +func setSpeed(value): + speed = value + +# Called every frame. 'delta' is the elapsed time since the previous frame. +func _physics_process(delta: float) -> void: + position += transform.x * speed * delta diff --git a/scripts/bullet.gd.uid b/scripts/bullet.gd.uid new file mode 100644 index 0000000..715b858 --- /dev/null +++ b/scripts/bullet.gd.uid @@ -0,0 +1 @@ +uid://b8fowda770nwo diff --git a/scripts/character_body_2d.gd b/scripts/character_body_2d.gd new file mode 100644 index 0000000..f8c500c --- /dev/null +++ b/scripts/character_body_2d.gd @@ -0,0 +1,75 @@ +extends CharacterBody2D + + +const SPEED = 300.0 +const JUMP_VELOCITY = -400.0 +@onready var right_cast: RayCast2D = $RightCast +@onready var left_cast: RayCast2D = $LeftCast +@onready var right_spawn: Node2D = $RightSpawn +@onready var left_spawn: Node2D = $LeftSpawn + +enum FaceDirection{LEFT, RIGHT} +var facing:FaceDirection = FaceDirection.RIGHT + +var pushTarget +var pushEnabled = false + +func _physics_process(delta: float) -> void: + # Add the gravity. + if not is_on_floor(): + velocity += get_gravity() * delta + if Input.is_action_just_pressed("shoot"): + print("Shoot a bullet") + if facing == FaceDirection.RIGHT: + %SceneManager.makeBullet(right_spawn.global_transform, 700) + if facing == FaceDirection.LEFT: + %SceneManager.makeBullet(left_spawn.global_transform, -700) + + if Input.is_action_just_pressed("shove") && pushEnabled: + print("shove pressed") + if facing == FaceDirection.RIGHT: + pushTarget.apply_central_impulse(Vector2(1,0)*700) + pushEnabled = false + if facing == FaceDirection.LEFT: + pushTarget.apply_central_impulse(Vector2(-1,0)*700) + pushEnabled = false + # 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 + if direction <0: + facing = FaceDirection.LEFT + if direction >0: + facing = FaceDirection.RIGHT + else: + velocity.x = move_toward(velocity.x, 0, SPEED) + + move_and_slide() + for inc in get_slide_collision_count(): + var col = get_slide_collision(inc) + if col.get_collider() is RigidBody2D: + col.get_collider().apply_central_impulse(-col.get_normal() * 100 ) + + if right_cast.is_colliding() && facing==FaceDirection.RIGHT: + + #get the thing I am colliding with + var collider = right_cast.get_collider() + if collider is Node && collider is RigidBody2D: + print("I can shove this (crate)") + pushTarget = collider + pushEnabled = true + + if left_cast.is_colliding() && facing == FaceDirection.LEFT: + + var collider = left_cast.get_collider() + if collider is Node && collider is RigidBody2D: + print("I can shove this to the left") + pushTarget = collider + pushEnabled = true + if not right_cast.is_colliding() && not left_cast.is_colliding(): + pushEnabled = false diff --git a/scenes/character_body_2d.gd.uid b/scripts/character_body_2d.gd.uid similarity index 100% rename from scenes/character_body_2d.gd.uid rename to scripts/character_body_2d.gd.uid diff --git a/scripts/scene_manager.gd b/scripts/scene_manager.gd new file mode 100644 index 0000000..53f6711 --- /dev/null +++ b/scripts/scene_manager.gd @@ -0,0 +1,29 @@ +extends Node2D + +var bullet = preload("res://scenes/bullet.tscn") +var bulletArray =[] +var totalAllowedBullets = 7 + +#makes bullets +func bulletFactory(): + var mybullet + if bulletArray.size() < totalAllowedBullets: + #make a new bullet + mybullet = bullet.instantiate() + owner.add_child(mybullet) + else: + #recycle bullet + mybullet = bulletArray.pop_back() + + bulletArray.push_front(mybullet) + return mybullet + +#order desk +func makeBullet(position, speed): + print("Scenemanager orders a bullet") + #ask the factory for a bullet + var mybullet = bulletFactory() + #set the speed for the bullet + mybullet.setSpeed(speed) + #position the bullet + mybullet.transform = position diff --git a/scripts/scene_manager.gd.uid b/scripts/scene_manager.gd.uid new file mode 100644 index 0000000..de0ad4a --- /dev/null +++ b/scripts/scene_manager.gd.uid @@ -0,0 +1 @@ +uid://cf8f01b63m2hq