bullets, bulletfactory, shove attack, scenemanager

This commit is contained in:
OddlyTimbot 2025-06-09 21:21:44 -04:00
parent e771dd5a61
commit 0afb528430
11 changed files with 188 additions and 44 deletions

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@ -20,3 +20,16 @@ config/icon="res://icon.svg"
folder_colors={ folder_colors={
"res://scenes/": "orange" "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)
]
}

14
scenes/bullet.tscn Normal file
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@ -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)

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@ -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 )

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@ -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://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://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://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"] [sub_resource type="RectangleShape2D" id="RectangleShape2D_8cj0n"]
size = Vector2(60, 20) size = Vector2(60, 20)
[sub_resource type="CircleShape2D" id="CircleShape2D_8cj0n"]
[node name="Game" type="Node2D"] [node name="Game" type="Node2D"]
script = ExtResource("1_lnu2h") 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="."] [node name="StaticBody2D" type="StaticBody2D" parent="."]
position = Vector2(570, 369) position = Vector2(570, 369)
scale = Vector2(4, 1)
metadata/_edit_group_ = true metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"] [node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
shape = SubResource("RectangleShape2D_8cj0n") shape = SubResource("RectangleShape2D_8cj0n")
[node name="CharacterBody2D" type="CharacterBody2D" parent="."] [node name="CharacterBody2D" parent="." instance=ExtResource("2_lbhrr")]
position = Vector2(568, 344) position = Vector2(556, 348)
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="RigidBody2D3" parent="." instance=ExtResource("3_lbhrr")] [node name="RigidBody2D3" parent="." instance=ExtResource("3_lbhrr")]
position = Vector2(551, 270) position = Vector2(510, 326)
[node name="Area2D" parent="." instance=ExtResource("4_iywne")] [node name="Area2D" parent="." instance=ExtResource("4_iywne")]
position = Vector2(519, 453) position = Vector2(519, 453)
@ -40,10 +39,13 @@ position = Vector2(653, 461)
effect = "powerup" effect = "powerup"
[node name="RigidBody2D4" parent="." instance=ExtResource("3_lbhrr")] [node name="RigidBody2D4" parent="." instance=ExtResource("3_lbhrr")]
position = Vector2(570, 193) position = Vector2(468, 321)
[node name="RigidBody2D5" parent="." instance=ExtResource("3_lbhrr")] [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="Area2D" to="." method="_on_areatrigger"]
[connection signal="areatrigger" from="Area2D2" to="." method="_on_areatrigger"] [connection signal="areatrigger" from="Area2D2" to="." method="_on_areatrigger"]

25
scenes/player.tscn Normal file
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@ -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)

13
scripts/bullet.gd Normal file
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@ -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
scripts/bullet.gd.uid Normal file
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@ -0,0 +1 @@
uid://b8fowda770nwo

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@ -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

29
scripts/scene_manager.gd Normal file
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@ -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

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@ -0,0 +1 @@
uid://cf8f01b63m2hq