bullet factory better, state machine for player, simple NPC

This commit is contained in:
OddlyTimbot committed 2026-03-16 14:05:53 -04:00
1 parent df3ebe62d2
commit 8d19d25a75
17 files changed
+474 -22

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+9
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@@ -2,6 +2,7 @@ class_name Bullet extends Area2D
var speed:float = 700
signal bulletDamageSignal(body: Node2D, bullet:Bullet)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
@@ -10,3 +11,11 @@ func _ready() -> void:
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
position += transform.x * speed *delta
func setSpeed(value:float)->void:
speed = value
func _on_body_entered(body: Node2D) -> void:
print("Bullet hit something")
bulletDamageSignal.emit(body, self)
+15 -7
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@@ -11,6 +11,7 @@ var timeAvailable := 10
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
get_window().grab_focus()
add_child(timer)
timer.wait_time = 1
timer.one_shot= false
@@ -28,20 +29,17 @@ func _process(delta: float) -> void:
pass
#Signals from Triggers!
func _on_trigger(body: Variant, effect, trigger) -> void:
print("GC knows trigger...."+effect)
#Crate triggers
if body is Crate:
match effect:
"destroy":
crateTotal -=1
if crateTotal <=0:
print("You WON!!!")
levelChangeSignal.emit(currentScene)
destroySignal.emit(body)
"teleport":
print("GC teleport an object")
teleportSignal.emit(body)
#Player triggers
if body is Player:
match effect:
"powerup":
@@ -51,4 +49,14 @@ 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!!!")
levelChangeSignal.emit(currentScene)
func bulletDamage(body:Node2D, bullet:Bullet)->void:
print("GC knows bullet hit")
if body is Crate:
#destroy the crate?
destroySignal.emit(body)
#destroy the bullet?
destroySignal.emit(bullet)
+22
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@@ -0,0 +1,22 @@
class_name NPCCharacter extends CharacterBody2D
func _physics_process(delta: float) -> void:
handle_movement(delta)
move_and_slide()
handle_collisions()
func handle_movement(_delta)->void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * _delta
func knockBack(direction, duration:float=0.2):
velocity = direction
await get_tree().create_timer(duration).timeout
velocity = Vector2.ZERO
func handle_collisions()->void:
for i in get_slide_collision_count():
var collision = get_slide_collision(i)
var collider = collision.get_collider()
# Check the collider's group or type
if collider is Player:
print("NPC hit by player")
+1
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@@ -0,0 +1 @@
uid://gutmbv5ff4u4
+58 -5
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@@ -2,6 +2,7 @@ class_name Player extends CharacterBody2D
@onready var right_target: Marker2D = $RightTarget
@onready var left_target: Marker2D = $LeftTarget
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
const SPEED = 300.0
@@ -9,11 +10,22 @@ const JUMP_VELOCITY = -400.0
const BUMP_POWER = 50
enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
#states for player
enum PlayerState{IDLE,RUNNING,JUMPING, FALLING}
var current_player_state:PlayerState = PlayerState.IDLE
var upJump:bool = false
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
handle_input()
handle_movement(delta)
handle_update_states()
handle_update_animation()
move_and_slide()
handle_collisions()
#organize the game loop
func handle_input()->void:
# Handle Shoot
if Input.is_action_just_pressed("shoot"):
print("Player wants to shoot")
@@ -28,6 +40,8 @@ func _physics_process(delta: float) -> void:
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
current_player_state = PlayerState.JUMPING
upJump = true
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
@@ -36,13 +50,52 @@ func _physics_process(delta: float) -> 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)
move_and_slide()
func handle_movement(_delta)->void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * _delta
func handle_collisions()->void:
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()*BUMP_POWER)
if c.get_collider() is NPCCharacter:
var direction = -c.get_normal()*BUMP_POWER
c.get_collider().knockBack(direction)
func handle_update_states()->void:
match current_player_state:
PlayerState.IDLE when velocity.x !=0:
current_player_state = PlayerState.RUNNING
PlayerState.RUNNING when velocity.x ==0:
current_player_state = PlayerState.IDLE
PlayerState.JUMPING when velocity.y >0:
current_player_state = PlayerState.FALLING
PlayerState.FALLING when is_on_floor():
if velocity.x == 0:
current_player_state = PlayerState.IDLE
else:
current_player_state = PlayerState.RUNNING
func handle_update_animation()->void:
match current_player_state:
PlayerState.IDLE:
player_graphic.play("idle")
PlayerState.RUNNING:
player_graphic.play("running")
PlayerState.JUMPING:
if upJump:
player_graphic.play("jumping")
PlayerState.FALLING:
player_graphic.play("falling")
func _on_animation_finished() -> void:
match current_player_state:
PlayerState.JUMPING:
upJump = false
+37 -1
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@@ -4,6 +4,12 @@ class_name SceneManager extends Node2D
@onready var level: Node2D = $"../Level"
@onready var game: GameController = $".."
#preloads for dynamic instantiation
var bullet = preload("res://scenes/bullet.tscn")
#array to keep track of bullets
var bulletArray:Array[Bullet] = []
#total number of bullets allowed to exist
var totalAllowedBullets:int = 7
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@@ -43,6 +49,9 @@ func updateCrates()->void:
game.crateUpdate(totalCrates)
func destroy(body)->void:
if body is Bullet:
bulletStash(body)
return
body.queue_free()
func teleport(body)->void:
if body is Crate:
@@ -54,5 +63,32 @@ func teleport(body)->void:
func loadLevel(level:String)->void:
get_tree().call_deferred("change_scene_to_file", level)
func bulletStash(bullet:Bullet)->void:
var stashPosition:Vector2 = Vector2(-100,-100)
bullet.position = stashPosition
bullet.setSpeed(0)
bullet.set_process(false)
func bulletFactory()->Bullet:
var myBullet:Bullet
if bulletArray.size() <= totalAllowedBullets:
#make a new bullet
myBullet = bullet.instantiate()
#connect to the game controller
if not myBullet.bulletDamageSignal.is_connected(game.bulletDamage):
myBullet.bulletDamageSignal.connect(game.bulletDamage)
game.add_child(myBullet)
else:
myBullet = bulletArray.pop_back()
bulletArray.push_front(myBullet)
return myBullet
func makeBullet(targetPosition, speed)->void:
print("Make a bullet!")
var myBullet:Bullet = bulletFactory()
myBullet.transform = targetPosition
myBullet.setSpeed(speed)
myBullet.set_process(true)