bullets, bulletfactory, shove attack, scenemanager
This commit is contained in:
parent
e771dd5a61
commit
0afb528430
@ -20,3 +20,16 @@ config/icon="res://icon.svg"
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folder_colors={
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folder_colors={
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"res://scenes/": "orange"
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"res://scenes/": "orange"
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}
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}
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[input]
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shove={
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"deadzone": 0.2,
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"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)
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]
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}
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shoot={
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"deadzone": 0.2,
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"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)
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]
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}
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14
scenes/bullet.tscn
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14
scenes/bullet.tscn
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@ -0,0 +1,14 @@
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[gd_scene load_steps=3 format=3 uid="uid://cair7oymuohyq"]
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[ext_resource type="Script" uid="uid://b8fowda770nwo" path="res://scripts/bullet.gd" id="1_mkf8s"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_y25gk"]
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size = Vector2(10, 4)
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[node name="Bullet" type="Area2D"]
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script = ExtResource("1_mkf8s")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("RectangleShape2D_y25gk")
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debug_color = Color(0.680659, 0.501456, 0.117679, 0.42)
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@ -1,29 +0,0 @@
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extends CharacterBody2D
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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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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# 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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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var direction := Input.get_axis("ui_left", "ui_right")
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if direction:
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velocity.x = direction * SPEED
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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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for i in get_slide_collision_count():
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var c = get_slide_collision(i)
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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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@ -1,36 +1,35 @@
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[gd_scene load_steps=7 format=3 uid="uid://dc4obqdsdq81h"]
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[gd_scene load_steps=8 format=3 uid="uid://dc4obqdsdq81h"]
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[ext_resource type="Script" uid="uid://dflv3rb4v8c0r" path="res://scripts/gamecontroller.gd" id="1_lnu2h"]
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[ext_resource type="Script" uid="uid://dflv3rb4v8c0r" path="res://scripts/gamecontroller.gd" id="1_lnu2h"]
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[ext_resource type="Script" uid="uid://dmyw2bn6gnbbv" path="res://scenes/character_body_2d.gd" id="1_uwrxv"]
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[ext_resource type="PackedScene" uid="uid://drodkouhgldnf" path="res://scenes/player.tscn" id="2_lbhrr"]
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[ext_resource type="Script" uid="uid://cf8f01b63m2hq" path="res://scripts/scene_manager.gd" id="2_p57ef"]
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[ext_resource type="PackedScene" uid="uid://dm0s1wei11x43" path="res://scenes/crate.tscn" id="3_lbhrr"]
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[ext_resource type="PackedScene" uid="uid://dm0s1wei11x43" path="res://scenes/crate.tscn" id="3_lbhrr"]
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[ext_resource type="PackedScene" uid="uid://bu03yhhfncspe" path="res://scenes/trigger.tscn" id="4_iywne"]
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[ext_resource type="PackedScene" uid="uid://bu03yhhfncspe" path="res://scenes/trigger.tscn" id="4_iywne"]
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[ext_resource type="PackedScene" uid="uid://cair7oymuohyq" path="res://scenes/bullet.tscn" id="5_iywne"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_8cj0n"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_8cj0n"]
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size = Vector2(60, 20)
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size = Vector2(60, 20)
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[sub_resource type="CircleShape2D" id="CircleShape2D_8cj0n"]
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[node name="Game" type="Node2D"]
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[node name="Game" type="Node2D"]
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script = ExtResource("1_lnu2h")
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script = ExtResource("1_lnu2h")
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[node name="SceneManager" type="Node2D" parent="."]
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unique_name_in_owner = true
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script = ExtResource("2_p57ef")
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[node name="StaticBody2D" type="StaticBody2D" parent="."]
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[node name="StaticBody2D" type="StaticBody2D" parent="."]
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position = Vector2(570, 369)
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position = Vector2(570, 369)
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scale = Vector2(4, 1)
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metadata/_edit_group_ = true
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
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shape = SubResource("RectangleShape2D_8cj0n")
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shape = SubResource("RectangleShape2D_8cj0n")
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[node name="CharacterBody2D" type="CharacterBody2D" parent="."]
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[node name="CharacterBody2D" parent="." instance=ExtResource("2_lbhrr")]
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position = Vector2(568, 344)
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position = Vector2(556, 348)
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script = ExtResource("1_uwrxv")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D"]
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shape = SubResource("CircleShape2D_8cj0n")
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debug_color = Color(0.365399, 0.613218, 0.181601, 0.42)
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[node name="RigidBody2D3" parent="." instance=ExtResource("3_lbhrr")]
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[node name="RigidBody2D3" parent="." instance=ExtResource("3_lbhrr")]
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position = Vector2(551, 270)
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position = Vector2(510, 326)
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[node name="Area2D" parent="." instance=ExtResource("4_iywne")]
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[node name="Area2D" parent="." instance=ExtResource("4_iywne")]
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position = Vector2(519, 453)
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position = Vector2(519, 453)
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@ -40,10 +39,13 @@ position = Vector2(653, 461)
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effect = "powerup"
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effect = "powerup"
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[node name="RigidBody2D4" parent="." instance=ExtResource("3_lbhrr")]
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[node name="RigidBody2D4" parent="." instance=ExtResource("3_lbhrr")]
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position = Vector2(570, 193)
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position = Vector2(468, 321)
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[node name="RigidBody2D5" parent="." instance=ExtResource("3_lbhrr")]
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[node name="RigidBody2D5" parent="." instance=ExtResource("3_lbhrr")]
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position = Vector2(589, 256)
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position = Vector2(590, 342)
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[node name="Bullet" parent="." instance=ExtResource("5_iywne")]
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position = Vector2(490, 302)
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[connection signal="areatrigger" from="Area2D" to="." method="_on_areatrigger"]
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[connection signal="areatrigger" from="Area2D" to="." method="_on_areatrigger"]
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[connection signal="areatrigger" from="Area2D2" to="." method="_on_areatrigger"]
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[connection signal="areatrigger" from="Area2D2" to="." method="_on_areatrigger"]
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25
scenes/player.tscn
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25
scenes/player.tscn
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[gd_scene load_steps=3 format=3 uid="uid://drodkouhgldnf"]
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[ext_resource type="Script" uid="uid://dmyw2bn6gnbbv" path="res://scripts/character_body_2d.gd" id="1_3vyb7"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_8cj0n"]
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[node name="CharacterBody2D" type="CharacterBody2D"]
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script = ExtResource("1_3vyb7")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("CircleShape2D_8cj0n")
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debug_color = Color(0.365399, 0.613218, 0.181601, 0.42)
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[node name="RightCast" type="RayCast2D" parent="."]
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target_position = Vector2(16, 0)
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[node name="LeftCast" type="RayCast2D" parent="."]
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target_position = Vector2(-16, 0)
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[node name="RightSpawn" type="Node2D" parent="."]
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position = Vector2(14, -5)
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[node name="LeftSpawn" type="Node2D" parent="."]
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position = Vector2(-14, -5)
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13
scripts/bullet.gd
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13
scripts/bullet.gd
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class_name Bullet extends Area2D
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var speed = -700
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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func setSpeed(value):
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speed = value
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _physics_process(delta: float) -> void:
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position += transform.x * speed * delta
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1
scripts/bullet.gd.uid
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1
scripts/bullet.gd.uid
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uid://b8fowda770nwo
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75
scripts/character_body_2d.gd
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scripts/character_body_2d.gd
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extends CharacterBody2D
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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@onready var right_cast: RayCast2D = $RightCast
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@onready var left_cast: RayCast2D = $LeftCast
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@onready var right_spawn: Node2D = $RightSpawn
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@onready var left_spawn: Node2D = $LeftSpawn
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enum FaceDirection{LEFT, RIGHT}
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var facing:FaceDirection = FaceDirection.RIGHT
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var pushTarget
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var pushEnabled = false
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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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if Input.is_action_just_pressed("shoot"):
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print("Shoot a bullet")
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if facing == FaceDirection.RIGHT:
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%SceneManager.makeBullet(right_spawn.global_transform, 700)
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if facing == FaceDirection.LEFT:
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%SceneManager.makeBullet(left_spawn.global_transform, -700)
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if Input.is_action_just_pressed("shove") && pushEnabled:
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print("shove pressed")
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if facing == FaceDirection.RIGHT:
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pushTarget.apply_central_impulse(Vector2(1,0)*700)
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pushEnabled = false
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if facing == FaceDirection.LEFT:
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pushTarget.apply_central_impulse(Vector2(-1,0)*700)
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pushEnabled = false
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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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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var direction := Input.get_axis("ui_left", "ui_right")
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if direction:
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velocity.x = direction * SPEED
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if direction <0:
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facing = FaceDirection.LEFT
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if direction >0:
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facing = FaceDirection.RIGHT
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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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for inc in get_slide_collision_count():
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var col = get_slide_collision(inc)
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if col.get_collider() is RigidBody2D:
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col.get_collider().apply_central_impulse(-col.get_normal() * 100 )
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if right_cast.is_colliding() && facing==FaceDirection.RIGHT:
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#get the thing I am colliding with
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var collider = right_cast.get_collider()
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if collider is Node && collider is RigidBody2D:
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print("I can shove this (crate)")
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pushTarget = collider
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pushEnabled = true
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if left_cast.is_colliding() && facing == FaceDirection.LEFT:
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var collider = left_cast.get_collider()
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if collider is Node && collider is RigidBody2D:
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print("I can shove this to the left")
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pushTarget = collider
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pushEnabled = true
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if not right_cast.is_colliding() && not left_cast.is_colliding():
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pushEnabled = false
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29
scripts/scene_manager.gd
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scripts/scene_manager.gd
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extends Node2D
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var bullet = preload("res://scenes/bullet.tscn")
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var bulletArray =[]
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var totalAllowedBullets = 7
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#makes bullets
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func bulletFactory():
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var mybullet
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if bulletArray.size() < totalAllowedBullets:
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#make a new bullet
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mybullet = bullet.instantiate()
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owner.add_child(mybullet)
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else:
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#recycle bullet
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mybullet = bulletArray.pop_back()
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bulletArray.push_front(mybullet)
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return mybullet
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#order desk
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func makeBullet(position, speed):
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print("Scenemanager orders a bullet")
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#ask the factory for a bullet
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var mybullet = bulletFactory()
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#set the speed for the bullet
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mybullet.setSpeed(speed)
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#position the bullet
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mybullet.transform = position
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1
scripts/scene_manager.gd.uid
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1
scripts/scene_manager.gd.uid
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uid://cf8f01b63m2hq
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Block a user