bullet factory, object pooling, state machine, animations, npc

This commit is contained in:
OddlyTimbot committed 2026-03-16 20:58:20 -04:00
1 parent df3ebe62d2
commit e66b95c1f1
16 files changed
+447 -25

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+7 -2
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@@ -1,12 +1,17 @@
class_name Bullet extends Area2D
var speed:float = 700
signal bulletDamageSignal(body, bullet)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
func setSpeed(value)->void:
speed = value
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
position += transform.x * speed *delta
func _on_body_entered(body: Node2D) -> void:
bulletDamageSignal.emit(body, self)
+10 -4
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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
@@ -33,10 +34,6 @@ func _on_trigger(body: Variant, effect, trigger) -> void:
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")
@@ -52,3 +49,12 @@ 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:
if body is Crate:
#destroy crate
destroySignal.emit(body)
destroySignal.emit(bullet)
+12
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@@ -0,0 +1,12 @@
class_name NPCCharacter extends CharacterBody2D
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity += get_gravity() * delta
move_and_slide()
func knockBack(direction, duration:float=0.2):
velocity = direction
await get_tree().create_timer(duration).timeout
velocity = Vector2.ZERO
+1
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@@ -0,0 +1 @@
uid://gutmbv5ff4u4
+65 -13
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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 +10,32 @@ const JUMP_VELOCITY = -400.0
const BUMP_POWER = 50
enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
var direction
enum PlayerState{IDLE,RUNNING, JUMPING, FALLING}
var current_player_state:PlayerState = PlayerState.IDLE
var jumpUp: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_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():
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")
@@ -24,14 +46,36 @@ func _physics_process(delta: float) -> void:
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
# 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")
func handle_state()->void:
match current_player_state:
PlayerState.IDLE when velocity.x !=0:
#change to running!!
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_animation()->void:
match current_player_state:
PlayerState.IDLE:
player_graphic.play("idle")
PlayerState.RUNNING:
player_graphic.play("running")
PlayerState.JUMPING:
if jumpUp:
player_graphic.play("jumping")
PlayerState.FALLING:
player_graphic.play("falling")
func handle_movement(delta)->void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
if direction:
velocity.x = direction * SPEED
if direction <0:
@@ -40,9 +84,17 @@ func _physics_process(delta: float) -> void:
facing=FaceDirection.RIGHT
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
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 myCharacter:NPCCharacter = c.get_collider()
var direction = -c.get_normal()*BUMP_POWER
myCharacter.knockBack(direction)
func _on_animation_finished() -> void:
match current_player_state:
PlayerState.JUMPING:
jumpUp = false
+30
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@@ -4,6 +4,9 @@ class_name SceneManager extends Node2D
@onready var level: Node2D = $"../Level"
@onready var game: GameController = $".."
var bullet = preload("res://scenes/bullet.tscn")
var bulletArray:Array[Bullet] = []
var totalAllowedBullets:int = 7
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@@ -43,6 +46,9 @@ func updateCrates()->void:
game.crateUpdate(totalCrates)
func destroy(body)->void:
if body is Bullet:
stashBullet(body)
return
body.queue_free()
func teleport(body)->void:
if body is Crate:
@@ -54,5 +60,29 @@ func teleport(body)->void:
func loadLevel(level:String)->void:
get_tree().call_deferred("change_scene_to_file", level)
func stashBullet(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
#how many bullets have been made?
if bulletArray.size() <= totalAllowedBullets:
myBullet = bullet.instantiate()
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!")
print("bullets created: "+str( bulletArray.size() ))
var myBullet:Bullet = bulletFactory()
myBullet.transform = targetPosition
myBullet.setSpeed(speed)
myBullet.set_process(true)