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

This commit is contained in:
OddlyTimbot 2026-03-16 20:58:20 -04:00
parent df3ebe62d2
commit e66b95c1f1
16 changed files with 447 additions and 25 deletions

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

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@ -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://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://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://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_u5sy4"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_8cj0n"] [sub_resource type="RectangleShape2D" id="RectangleShape2D_8cj0n"]
size = Vector2(74, 20) size = Vector2(74, 20)
@ -39,16 +39,16 @@ effect = "powerup"
[node name="Crates" type="Node2D" parent="." unique_id=1983554973] [node name="Crates" type="Node2D" parent="." unique_id=1983554973]
[node name="Crate" parent="Crates" unique_id=1307809047 instance=ExtResource("2_lnu2h")] [node name="Crate" parent="Crates" unique_id=1307809047 instance=ExtResource("2_lnu2h")]
position = Vector2(703, 418.00003) position = Vector2(650, 418)
[node name="Crate2" parent="Crates" unique_id=1988562966 instance=ExtResource("2_lnu2h")] [node name="Crate2" parent="Crates" unique_id=1988562966 instance=ExtResource("2_lnu2h")]
position = Vector2(684, 387) position = Vector2(587.99994, 414.99997)
[node name="Crate3" parent="Crates" unique_id=1771442258 instance=ExtResource("2_lnu2h")] [node name="Crate3" parent="Crates" unique_id=1771442258 instance=ExtResource("2_lnu2h")]
position = Vector2(575, 255) position = Vector2(575, 255)
[node name="Crate4" parent="Crates" unique_id=34543093 instance=ExtResource("2_lnu2h")] [node name="Crate4" parent="Crates" unique_id=34543093 instance=ExtResource("2_lnu2h")]
position = Vector2(694, 351) position = Vector2(620, 416)
[node name="Level" type="Node2D" parent="." unique_id=1225714734] [node name="Level" type="Node2D" parent="." unique_id=1225714734]
@ -67,5 +67,5 @@ metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Level/StaticBody2D2" unique_id=895098891] [node name="CollisionShape2D" type="CollisionShape2D" parent="Level/StaticBody2D2" unique_id=895098891]
shape = SubResource("WorldBoundaryShape2D_lbhrr") shape = SubResource("WorldBoundaryShape2D_lbhrr")
[node name="Bullet" parent="." unique_id=1756277677 instance=ExtResource("6_p57ef")] [node name="NPCCharacter" parent="." unique_id=597270257 instance=ExtResource("6_u5sy4")]
position = Vector2(359, 364) position = Vector2(474, 404)

12
scenes/npc_character.tscn Normal file
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@ -0,0 +1,12 @@
[gd_scene format=3 uid="uid://bgi18lbutp5ui"]
[ext_resource type="Script" uid="uid://gutmbv5ff4u4" path="res://scripts/npc_character.gd" id="1_xtrxv"]
[sub_resource type="CircleShape2D" id="CircleShape2D_aykgk"]
[node name="NPCCharacter" type="CharacterBody2D" unique_id=597270257]
script = ExtResource("1_xtrxv")
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=895564969]
shape = SubResource("CircleShape2D_aykgk")
debug_color = Color(0.9234807, 0.19196323, 0.5046088, 0.41960785)

View File

@ -1,9 +1,182 @@
[gd_scene format=3 uid="uid://s0utas3jmhjk"] [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="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"] [sub_resource type="CircleShape2D" id="CircleShape2D_uwrxv"]
[sub_resource type="AtlasTexture" id="AtlasTexture_i4ail"]
atlas = ExtResource("2_dqkch")
region = Rect2(96, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_qhqgy"]
atlas = ExtResource("2_g2els")
region = Rect2(0, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_dqkch"]
atlas = ExtResource("2_g2els")
region = Rect2(48, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_qlg0r"]
atlas = ExtResource("2_g2els")
region = Rect2(96, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"]
atlas = ExtResource("2_g2els")
region = Rect2(144, 0, 48, 48)
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atlas = ExtResource("2_g2els")
region = Rect2(192, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_smehm"]
atlas = ExtResource("2_g2els")
region = Rect2(240, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_ur7pv"]
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)
[sub_resource type="AtlasTexture" id="AtlasTexture_4ni07"]
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)
[sub_resource type="AtlasTexture" id="AtlasTexture_f1ej7"]
atlas = ExtResource("3_qhqgy")
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[sub_resource type="AtlasTexture" id="AtlasTexture_oprun"]
atlas = ExtResource("3_qhqgy")
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[sub_resource type="AtlasTexture" id="AtlasTexture_a8ls1"]
atlas = ExtResource("3_qhqgy")
region = Rect2(144, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_qfm1y"]
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")
}],
"loop": false,
"name": &"falling",
"speed": 12.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_qhqgy")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_dqkch")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_qlg0r")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_tuyoq")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_fjrip")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_smehm")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_ur7pv")
}, {
"duration": 1.0,
"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] [node name="Player" type="CharacterBody2D" unique_id=161143934]
script = ExtResource("1_3vyb7") script = ExtResource("1_3vyb7")
metadata/_edit_group_ = true metadata/_edit_group_ = true
@ -17,3 +190,12 @@ position = Vector2(15, -3)
[node name="LeftTarget" type="Marker2D" parent="." unique_id=212282016] [node name="LeftTarget" type="Marker2D" parent="." unique_id=212282016]
position = Vector2(-15, -3) position = Vector2(-15, -3)
[node name="PlayerGraphic" type="AnimatedSprite2D" parent="." unique_id=726229378]
texture_filter = 1
position = Vector2(1, -7)
sprite_frames = SubResource("SpriteFrames_jej6c")
animation = &"falling"
autoplay = "idle"
[connection signal="animation_finished" from="PlayerGraphic" to="." method="_on_animation_finished"]

View File

@ -1,12 +1,17 @@
class_name Bullet extends Area2D class_name Bullet extends Area2D
var speed:float = 700 var speed:float = 700
signal bulletDamageSignal(body, bullet)
# Called when the node enters the scene tree for the first time. # Called when the node enters the scene tree for the first time.
func _ready() -> void: func _ready() -> void:
pass # Replace with function body. pass # Replace with function body.
func setSpeed(value)->void:
speed = value
# Called every frame. 'delta' is the elapsed time since the previous frame. # Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void: func _process(delta: float) -> void:
position += transform.x * speed *delta position += transform.x * speed *delta
func _on_body_entered(body: Node2D) -> void:
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. # Called when the node enters the scene tree for the first time.
func _ready() -> void: func _ready() -> void:
get_window().grab_focus()
add_child(timer) add_child(timer)
timer.wait_time = 1 timer.wait_time = 1
timer.one_shot= false timer.one_shot= false
@ -33,10 +34,6 @@ func _on_trigger(body: Variant, effect, trigger) -> void:
if body is Crate: if body is Crate:
match effect: match effect:
"destroy": "destroy":
crateTotal -=1
if crateTotal <=0:
print("You WON!!!")
levelChangeSignal.emit(currentScene)
destroySignal.emit(body) destroySignal.emit(body)
"teleport": "teleport":
print("GC teleport an object") print("GC teleport an object")
@ -52,3 +49,12 @@ func _on_trigger(body: Variant, effect, trigger) -> void:
func crateUpdate(cratesAmount)->void: func crateUpdate(cratesAmount)->void:
crateTotal = cratesAmount crateTotal = cratesAmount
print("GC updated crates: "+str(crateTotal)) 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
scripts/npc_character.gd Normal file
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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

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

View File

@ -2,6 +2,7 @@ class_name Player extends CharacterBody2D
@onready var right_target: Marker2D = $RightTarget @onready var right_target: Marker2D = $RightTarget
@onready var left_target: Marker2D = $LeftTarget @onready var left_target: Marker2D = $LeftTarget
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
const SPEED = 300.0 const SPEED = 300.0
@ -9,11 +10,32 @@ const JUMP_VELOCITY = -400.0
const BUMP_POWER = 50 const BUMP_POWER = 50
enum FaceDirection{LEFT, RIGHT} enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection.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: func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor(): handle_input()
velocity += get_gravity() * delta 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 # Handle Shoot
if Input.is_action_just_pressed("shoot"): if Input.is_action_just_pressed("shoot"):
print("Player wants to shoot") print("Player wants to shoot")
@ -24,14 +46,36 @@ func _physics_process(delta: float) -> void:
FaceDirection.LEFT: FaceDirection.LEFT:
print("Shoot to the left") print("Shoot to the left")
%SceneManager.makeBullet(left_target.global_transform, -700) %SceneManager.makeBullet(left_target.global_transform, -700)
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")
# Handle jump. func handle_movement(delta)->void:
if Input.is_action_just_pressed("ui_accept") and is_on_floor(): # Add the gravity.
velocity.y = JUMP_VELOCITY if not is_on_floor():
velocity += get_gravity() * delta
# 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")
if direction: if direction:
velocity.x = direction * SPEED velocity.x = direction * SPEED
if direction <0: if direction <0:
@ -40,9 +84,17 @@ func _physics_process(delta: float) -> void:
facing=FaceDirection.RIGHT facing=FaceDirection.RIGHT
else: else:
velocity.x = move_toward(velocity.x, 0, SPEED) velocity.x = move_toward(velocity.x, 0, SPEED)
func handle_collisions()->void:
move_and_slide()
for i in get_slide_collision_count(): for i in get_slide_collision_count():
var c = get_slide_collision(i) var c = get_slide_collision(i)
if c.get_collider() is RigidBody2D: if c.get_collider() is RigidBody2D:
c.get_collider().apply_central_impulse(-c.get_normal()*BUMP_POWER) 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

View File

@ -4,6 +4,9 @@ class_name SceneManager extends Node2D
@onready var level: Node2D = $"../Level" @onready var level: Node2D = $"../Level"
@onready var game: GameController = $".." @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. # Called when the node enters the scene tree for the first time.
func _ready() -> void: func _ready() -> void:
@ -43,6 +46,9 @@ func updateCrates()->void:
game.crateUpdate(totalCrates) game.crateUpdate(totalCrates)
func destroy(body)->void: func destroy(body)->void:
if body is Bullet:
stashBullet(body)
return
body.queue_free() body.queue_free()
func teleport(body)->void: func teleport(body)->void:
if body is Crate: if body is Crate:
@ -54,5 +60,29 @@ func teleport(body)->void:
func loadLevel(level:String)->void: func loadLevel(level:String)->void:
get_tree().call_deferred("change_scene_to_file", level) 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: func makeBullet(targetPosition, speed)->void:
print("Make a bullet!") print("Make a bullet!")
print("bullets created: "+str( bulletArray.size() ))
var myBullet:Bullet = bulletFactory()
myBullet.transform = targetPosition
myBullet.setSpeed(speed)
myBullet.set_process(true)