adding character autopilot

This commit is contained in:
OddlyTimbot committed 2026-04-07 09:43:49 -04:00
1 parent fa5025b626
commit 46889c32f3
5 files changed
+69 -35

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-7
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@@ -46,13 +46,11 @@ func _process(delta: float) -> void:
func _on_trigger(body: Variant, effect, trigger) -> void:
print("GC knows trigger...."+effect)
if body is Crate:
match effect:
"destroy":
destroySignal.emit(body)
"teleport":
print("GC teleport an object")
teleportSignal.emit(body)
if body is Player:
@@ -64,7 +62,6 @@ func _on_trigger(body: Variant, effect, trigger) -> void:
func crateUpdate(cratesAmount)->void:
crateTotal = cratesAmount
print("GC updated crates: "+str(crateTotal))
if crateTotal <=0:
print("You WON!!!")
currentLevel +=1
@@ -84,12 +81,10 @@ func bulletDamage(body:Node2D, bullet:Bullet)->void:
destroySignal.emit(bullet)
func _on_coin_collected(body:Node2D, coin:Coin)->void:
print("GC knows coin collected")
coinsCollected +=1
destroySignal.emit(coin)
func totalCoins(value)->void:
print("GC knows coins remaining "+str(value))
if value <=0:
#no coins left in level
currentLevel +=1
@@ -99,8 +94,6 @@ func totalCoins(value)->void:
func _on_slime_damage(body:Node2D, slime:Slime)->void:
playerHealth -= enemiesDict[slime]["damage"]
print("GC knows damage from slime "+str(enemiesDict[slime]["damage"]))
print("GC knows slime damage to player "+str(playerHealth))
if playerHealth <=0:
print("YOU DED")
levelChangeSignal.emit(levels[currentLevel])
+58 -20
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@@ -3,6 +3,8 @@ class_name Player extends CharacterBody2D
@onready var right_target: Marker2D = $RightTarget
@onready var left_target: Marker2D = $LeftTarget
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
@onready var right_down_cast: RayCast2D = $RightDownCast
@onready var left_down_cast: RayCast2D = $LeftDownCast
const SPEED = 300.0
@@ -11,41 +13,66 @@ const BUMP_POWER = 50
enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
var direction
#awarness
var cliffEdge = false
enum PlayerState{IDLE,RUNNING, JUMPING, FALLING}
var current_player_state:PlayerState = PlayerState.IDLE
var jumpUp:bool = false
func _ready() -> void:
var timer = Timer.new()
add_child(timer)
timer.wait_time = 3.0 # Wait time in seconds
timer.one_shot = false # Set to false for repeating
timer.autostart = true # Start automatically on enter
timer.timeout.connect(handle_ai)
timer.start()
func _physics_process(delta: float) -> void:
handle_input()
#handle_input()
handle_movement(delta)
handle_state()
handle_animation()
move_and_slide()
handle_collisions()
func handle_input()->void:
direction = Input.get_axis("ui_left", "ui_right")
if direction <0:
player_graphic.flip_h = true
if direction >0:
player_graphic.flip_h = false
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
func handle_ai()->void:
var ran = randi()%10
#running, idle
print("random number "+str(ran))
direction = 0
if ran<=4:
direction = -1
if ran>=7:
direction = 1
#shooting
var shootran = randi()%5
if shootran >3:
shoot()
func jump()->void:
if is_on_floor():
velocity.y = JUMP_VELOCITY
current_player_state = PlayerState.JUMPING
jumpUp = true
# Handle Shoot
if Input.is_action_just_pressed("shoot"):
print("Player wants to shoot")
match facing:
func shoot()->void:
match facing:
FaceDirection.RIGHT:
print("Shoot to the right")
%SceneManager.makeBullet(right_target.global_transform, 700)
FaceDirection.LEFT:
print("Shoot to the left")
%SceneManager.makeBullet(left_target.global_transform, -700)
func handle_input()->void:
direction = Input.get_axis("ui_left", "ui_right")
# Handle jump.
if Input.is_action_just_pressed("ui_accept"):
jump()
# Handle Shoot
if Input.is_action_just_pressed("shoot"):
shoot()
func handle_state()->void:
match current_player_state:
PlayerState.IDLE when velocity.x !=0:
@@ -73,6 +100,7 @@ func handle_animation()->void:
player_graphic.play("falling")
func handle_movement(delta)->void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
@@ -80,10 +108,13 @@ func handle_movement(delta)->void:
velocity.x = direction * SPEED
if direction <0:
facing=FaceDirection.LEFT
player_graphic.flip_h = true
if direction >0:
facing=FaceDirection.RIGHT
player_graphic.flip_h = false
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
func handle_collisions()->void:
for i in get_slide_collision_count():
var c = get_slide_collision(i)
@@ -91,9 +122,16 @@ func handle_collisions()->void:
c.get_collider().apply_central_impulse(-c.get_normal()*BUMP_POWER)
if c.get_collider() is NPCCharacter:
var myCharacter:NPCCharacter = c.get_collider()
var direction = -c.get_normal()*BUMP_POWER
myCharacter.knockBack(direction)
var mydirection = -c.get_normal()*BUMP_POWER
myCharacter.knockBack(mydirection)
if not right_down_cast.is_colliding() and is_on_floor():
#on edge of drop on right side
if velocity.x > 100:
jump()
if not left_down_cast.is_colliding() and is_on_floor():
#on edge of drop on left side
if velocity.x <-100:
jump()
func _on_animation_finished() -> void:
match current_player_state:
PlayerState.JUMPING:
-3
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@@ -23,7 +23,6 @@ func _process(delta: float) -> void:
pass
func buildLevel()->void:
print("building level")
updateCrates()
updateTriggers()
updateCoins()
@@ -111,8 +110,6 @@ func bulletFactory()->Bullet :
bulletArray.push_front(myBullet)
return myBullet
func makeBullet(targetPosition, speed)->void:
print("Make a bullet!")
print("bullets created: "+str( bulletArray.size() ))
var myBullet:Bullet = bulletFactory()
myBullet.transform = targetPosition
myBullet.setSpeed(speed)