bullet factory better, state machine for player, simple NPC

This commit is contained in:
OddlyTimbot 2026-03-16 14:05:53 -04:00
parent df3ebe62d2
commit 8d19d25a75
17 changed files with 474 additions and 22 deletions

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@ -15,6 +15,14 @@ run/main_scene="uid://cqk2rgy3m1chs"
config/features=PackedStringArray("4.6", "Forward Plus")
config/icon="res://icon.svg"
[display]
window/size/viewport_width=320
window/size/viewport_height=180
window/size/window_width_override=960
window/size/window_height_override=540
window/stretch/mode="viewport"
[file_customization]
folder_colors={

View File

@ -11,3 +11,5 @@ script = ExtResource("1_mkf8s")
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=646324606]
shape = SubResource("RectangleShape2D_h1aey")
debug_color = Color(0.93031675, 0.24960315, 0.23292288, 0.41960785)
[connection signal="body_entered" from="." to="." method="_on_body_entered"]

View File

@ -5,7 +5,7 @@
[ext_resource type="PackedScene" uid="uid://b6lw2go5mwk3h" path="res://scenes/crate.tscn" id="2_lnu2h"]
[ext_resource type="PackedScene" uid="uid://s0utas3jmhjk" path="res://scenes/player.tscn" id="3_iywne"]
[ext_resource type="PackedScene" uid="uid://bf50mxdma8wq4" path="res://scenes/trigger.tscn" id="4_lbhrr"]
[ext_resource type="PackedScene" uid="uid://ium8i6770pf4" path="res://scenes/bullet.tscn" id="6_p57ef"]
[ext_resource type="PackedScene" uid="uid://bgi18lbutp5ui" path="res://scenes/npc_character.tscn" id="6_p57ef"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_8cj0n"]
size = Vector2(74, 20)
@ -20,7 +20,7 @@ unique_name_in_owner = true
script = ExtResource("2_iywne")
[node name="Player" parent="." unique_id=161143934 instance=ExtResource("3_iywne")]
position = Vector2(535, 417)
position = Vector2(597, 416)
[node name="Triggers" type="Node2D" parent="." unique_id=1411399015]
@ -38,17 +38,14 @@ effect = "powerup"
[node name="Crates" type="Node2D" parent="." unique_id=1983554973]
[node name="Crate" parent="Crates" unique_id=1307809047 instance=ExtResource("2_lnu2h")]
position = Vector2(703, 418.00003)
[node name="Crate2" parent="Crates" unique_id=1988562966 instance=ExtResource("2_lnu2h")]
position = Vector2(684, 387)
position = Vector2(660.9999, 413.99994)
[node name="Crate3" parent="Crates" unique_id=1771442258 instance=ExtResource("2_lnu2h")]
position = Vector2(575, 255)
[node name="Crate4" parent="Crates" unique_id=34543093 instance=ExtResource("2_lnu2h")]
position = Vector2(694, 351)
position = Vector2(633.99994, 411)
[node name="Level" type="Node2D" parent="." unique_id=1225714734]
@ -67,5 +64,5 @@ metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Level/StaticBody2D2" unique_id=895098891]
shape = SubResource("WorldBoundaryShape2D_lbhrr")
[node name="Bullet" parent="." unique_id=1756277677 instance=ExtResource("6_p57ef")]
position = Vector2(359, 364)
[node name="NPCCharacter" parent="." unique_id=847055918 instance=ExtResource("6_p57ef")]
position = Vector2(536, 415)

12
scenes/npc_character.tscn Normal file
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@ -0,0 +1,12 @@
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[ext_resource type="Script" uid="uid://gutmbv5ff4u4" path="res://scripts/npc_character.gd" id="1_xtrxv"]
[sub_resource type="CircleShape2D" id="CircleShape2D_5hyqr"]
[node name="NPCCharacter" type="CharacterBody2D" unique_id=847055918]
script = ExtResource("1_xtrxv")
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=351834440]
shape = SubResource("CircleShape2D_5hyqr")
debug_color = Color(0.91631323, 0.13193849, 0.63224995, 0.41960785)

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@ -1,9 +1,182 @@
[gd_scene format=3 uid="uid://s0utas3jmhjk"]
[ext_resource type="Script" uid="uid://c17de7vvtri1e" path="res://scripts/player.gd" id="1_3vyb7"]
[ext_resource type="Texture2D" uid="uid://bihghvekq435s" path="res://assets/graphics/player/jump_fall/player jump 48x48.png" id="2_dqkch"]
[ext_resource type="Texture2D" uid="uid://dyus25iplw8ei" path="res://assets/graphics/player/idle/Player Idle 48x48.png" id="2_g2els"]
[ext_resource type="Texture2D" uid="uid://3c7ngirfyrkh" path="res://assets/graphics/player/running/player run 48x48.png" id="3_qhqgy"]
[sub_resource type="CircleShape2D" id="CircleShape2D_uwrxv"]
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region = Rect2(96, 0, 48, 48)
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atlas = ExtResource("2_g2els")
region = Rect2(0, 0, 48, 48)
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atlas = ExtResource("2_g2els")
region = Rect2(48, 0, 48, 48)
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atlas = ExtResource("2_g2els")
region = Rect2(96, 0, 48, 48)
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atlas = ExtResource("2_g2els")
region = Rect2(144, 0, 48, 48)
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atlas = ExtResource("2_g2els")
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atlas = ExtResource("2_g2els")
region = Rect2(240, 0, 48, 48)
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atlas = ExtResource("2_g2els")
region = Rect2(288, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_y4r1p"]
atlas = ExtResource("2_g2els")
region = Rect2(336, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_d2wvv"]
atlas = ExtResource("2_g2els")
region = Rect2(384, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_3v2ag"]
atlas = ExtResource("2_g2els")
region = Rect2(432, 0, 48, 48)
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atlas = ExtResource("2_dqkch")
region = Rect2(0, 0, 48, 48)
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atlas = ExtResource("2_dqkch")
region = Rect2(48, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_jej6c"]
atlas = ExtResource("3_qhqgy")
region = Rect2(0, 0, 48, 48)
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atlas = ExtResource("3_qhqgy")
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atlas = ExtResource("3_qhqgy")
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atlas = ExtResource("3_qhqgy")
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atlas = ExtResource("3_qhqgy")
region = Rect2(192, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_fulsm"]
atlas = ExtResource("3_qhqgy")
region = Rect2(240, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_4r5pv"]
atlas = ExtResource("3_qhqgy")
region = Rect2(288, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_60mlk"]
atlas = ExtResource("3_qhqgy")
region = Rect2(336, 0, 48, 48)
[sub_resource type="SpriteFrames" id="SpriteFrames_jej6c"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_i4ail")
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"loop": false,
"name": &"falling",
"speed": 12.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_qhqgy")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_dqkch")
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"duration": 1.0,
"texture": SubResource("AtlasTexture_qlg0r")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_tuyoq")
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}, {
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"texture": SubResource("AtlasTexture_smehm")
}, {
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"texture": SubResource("AtlasTexture_ur7pv")
}, {
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"texture": SubResource("AtlasTexture_y4r1p")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_d2wvv")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_3v2ag")
}],
"loop": true,
"name": &"idle",
"speed": 12.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_a38lo")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_4ni07")
}],
"loop": false,
"name": &"jumping",
"speed": 12.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_jej6c")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_f1ej7")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_oprun")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_a8ls1")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_qfm1y")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_fulsm")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_4r5pv")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_60mlk")
}],
"loop": true,
"name": &"running",
"speed": 12.0
}]
[node name="Player" type="CharacterBody2D" unique_id=161143934]
script = ExtResource("1_3vyb7")
metadata/_edit_group_ = true
@ -17,3 +190,14 @@ position = Vector2(15, -3)
[node name="LeftTarget" type="Marker2D" parent="." unique_id=212282016]
position = Vector2(-15, -3)
[node name="PlayerGraphic" type="AnimatedSprite2D" parent="." unique_id=368198734]
texture_filter = 1
position = Vector2(0, -6)
sprite_frames = SubResource("SpriteFrames_jej6c")
animation = &"jumping"
autoplay = "idle"
[node name="Camera2D" type="Camera2D" parent="." unique_id=1107348196]
[connection signal="animation_finished" from="PlayerGraphic" to="." method="_on_animation_finished"]

View File

@ -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)

View File

@ -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
scripts/npc_character.gd Normal file
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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")

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@ -0,0 +1 @@
uid://gutmbv5ff4u4

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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

View File

@ -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)