bullet, timer, scenemanager keyboard input

This commit is contained in:
OddlyTimbot committed 2026-03-09 21:04:51 -04:00
1 parent 76b6721c42
commit df3ebe62d2
12 files changed
+231 -46

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+12
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@@ -0,0 +1,12 @@
class_name Bullet extends Area2D
var speed:float = 700
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
position += transform.x * speed *delta
+1
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@@ -0,0 +1 @@
uid://bfuhpow7x2xr1
+12
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@@ -1 +1,13 @@
class_name Crate extends RigidBody2D
var teleport_target: Vector2 = Vector2.ZERO
var should_teleport: bool = false
func teleport_to(position:Vector2):
teleport_target = position
should_teleport = true
func _integrate_forces(state: PhysicsDirectBodyState2D) -> void:
if should_teleport:
state.transform = Transform2D.IDENTITY.translated(teleport_target)
should_teleport = false
+37 -6
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@@ -1,18 +1,34 @@
extends Node2D
class_name GameController extends Node2D
var crateTotal = 3
var crateTotal = 0
signal destroySignal(body)
signal teleportSignal(body)
signal levelChangeSignal(level)
var currentScene:String = "res://scenes/game.tscn"
var timer := Timer.new()
var timeAvailable := 10
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
add_child(timer)
timer.wait_time = 1
timer.one_shot= false
timer.connect("timeout", secondCounter)
timer.start()
func secondCounter()->void:
timeAvailable -=1
if timeAvailable <=0:
print("YOU LOSE BABY!!")
levelChangeSignal.emit(currentScene)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_trigger(body: Variant, effect) -> void:
func _on_trigger(body: Variant, effect, trigger) -> void:
print("GC knows trigger...."+effect)
if body is Crate:
match effect:
@@ -20,4 +36,19 @@ func _on_trigger(body: Variant, effect) -> void:
crateTotal -=1
if crateTotal <=0:
print("You WON!!!")
body.queue_free()
levelChangeSignal.emit(currentScene)
destroySignal.emit(body)
"teleport":
print("GC teleport an object")
teleportSignal.emit(body)
if body is Player:
match effect:
"powerup":
print("GC knows about powerup")
timeAvailable +=5
destroySignal.emit(trigger)
func crateUpdate(cratesAmount)->void:
crateTotal = cratesAmount
print("GC updated crates: "+str(crateTotal))
+21 -3
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@@ -1,16 +1,30 @@
extends CharacterBody2D
class_name Player extends CharacterBody2D
@onready var right_target: Marker2D = $RightTarget
@onready var left_target: Marker2D = $LeftTarget
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
const BUMP_POWER = 50
enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Handle Shoot
if Input.is_action_just_pressed("shoot"):
print("Player wants to shoot")
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)
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
@@ -20,6 +34,10 @@ func _physics_process(delta: float) -> void:
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)
+58
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@@ -0,0 +1,58 @@
class_name SceneManager extends Node2D
@onready var triggers: Node2D = $"../Triggers"
@onready var crates: Node2D = $"../Crates"
@onready var level: Node2D = $"../Level"
@onready var game: GameController = $".."
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
buildLevel()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func buildLevel()->void:
print("building level")
updateCrates()
updateTriggers()
#wire up signals from GameController
game.destroySignal.connect(destroy)
game.teleportSignal.connect(teleport)
game.levelChangeSignal.connect(loadLevel)
func updateTriggers()->void:
if triggers:
for obj in triggers.get_children():
if obj is Trigger:
if not obj.AreaTrigger.is_connected(game._on_trigger):
obj.AreaTrigger.connect(game._on_trigger)
func updateCrates()->void:
#check that there is a crates node
if crates:
var totalCrates = 0
for obj in crates.get_children():
if obj is Crate:
if not obj.tree_exited.is_connected(updateCrates):
obj.tree_exited.connect(updateCrates)
totalCrates +=1
game.crateUpdate(totalCrates)
func destroy(body)->void:
body.queue_free()
func teleport(body)->void:
if body is Crate:
var viewport_size = get_viewport().get_visible_rect().size
var random_x = randf_range(0, viewport_size.x)
var random_y = randf_range(0, viewport_size.y)
var newPosition = Vector2(random_x,random_y)
body.teleport_to(newPosition)
func loadLevel(level:String)->void:
get_tree().call_deferred("change_scene_to_file", level)
func makeBullet(targetPosition, speed)->void:
print("Make a bullet!")
+1
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@@ -0,0 +1 @@
uid://ch2id76i14srx
+3 -3
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@@ -1,6 +1,6 @@
extends Area2D
class_name Trigger extends Area2D
signal AreaTrigger(body, effect)
signal AreaTrigger(body, effect, trigger)
@export var effect="destroy"
# Called when the node enters the scene tree for the first time.
@@ -15,4 +15,4 @@ func _process(delta: float) -> void:
func _on_body_entered(body: Node2D) -> void:
print("Trigger activated")
AreaTrigger.emit(body, effect)
AreaTrigger.emit(body, effect, self)