bullets, bulletfactory, shove attack, scenemanager

This commit is contained in:
OddlyTimbot committed 2025-06-09 21:21:44 -04:00
1 parent e771dd5a61
commit 0afb528430
11 files changed
+188 -44

No files matched your search

+13
View File
@@ -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
+1
View File
@@ -0,0 +1 @@
uid://b8fowda770nwo
+75
View File
@@ -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
+1
View File
@@ -0,0 +1 @@
uid://dmyw2bn6gnbbv
+29
View File
@@ -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
+1
View File
@@ -0,0 +1 @@
uid://cf8f01b63m2hq