working force push, working bullets
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@@ -0,0 +1,17 @@
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class_name Bullet extends Area2D
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var speed = 750
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# did I hit anyone?
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signal hit(bullet, body)
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func setSpeed(speedValue):
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speed = speedValue
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func _physics_process(delta):
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position += transform.x * speed * delta
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func _on_body_entered(body: Node2D) -> void:
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print("Bullet hit something")
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if not body.is_in_group("player"):
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hit.emit(self, body)
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@@ -4,6 +4,18 @@ extends CharacterBody2D
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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const BUMPFORCE = 50
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const PUSHFORCE = 750
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@onready var right_ray: RayCast2D = $RightRay
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@onready var left_ray: RayCast2D = $LeftRay
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var faceLeft = false
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var pushTarget
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var pushLeftEnabled = false
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var pushRightEnabled = false
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@onready var right_target: Node2D = $RightTarget
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@onready var left_target: Node2D = $LeftTarget
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func _physics_process(delta: float) -> void:
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@@ -18,12 +30,59 @@ func _physics_process(delta: float) -> void:
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var direction := Input.get_axis("ui_left", "ui_right")
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if Input.is_action_just_pressed("shove") && pushRightEnabled && faceLeft == false:
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print("Shove a box")
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pushTarget.apply_central_impulse(Vector2(1,0) * PUSHFORCE * 2 )
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pushRightEnabled = false
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if Input.is_action_just_pressed("shove") && faceLeft == true && pushLeftEnabled == true:
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pushTarget.apply_central_impulse(Vector2(-1,0) * PUSHFORCE *2 )
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pushLeftEnabled = false
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if Input.is_action_just_pressed("shoot"):
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print("Shoot a bullet")
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var myBullet = %SceneManager.bulletFactory()
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if not faceLeft:
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myBullet.transform = right_target.global_transform
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myBullet.setSpeed(750)
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if faceLeft ==true:
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myBullet.transform = left_target.global_transform
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myBullet.setSpeed(-750)
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if direction:
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velocity.x = direction * SPEED
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if direction >0:
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faceLeft = false
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if direction < 0:
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faceLeft = true
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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move_and_slide()
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if right_ray.is_colliding():
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print("Something is on my right")
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if not faceLeft:
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var collider = right_ray.get_collider()
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if collider is Node:
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if collider.is_in_group("box"):
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print("This is a pushable box")
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pushTarget = collider
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pushRightEnabled = true
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else:
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pushRightEnabled = false
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if left_ray.is_colliding():
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if faceLeft:
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var collider = left_ray.get_collider()
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if collider is Node:
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if collider.is_in_group("box"):
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pushTarget = collider
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pushLeftEnabled = true
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else:
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pushLeftEnabled = false
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for i in get_slide_collision_count():
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var c = get_slide_collision(i)
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if c.get_collider() is RigidBody2D:
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@@ -0,0 +1,30 @@
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extends Node
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var bulletsFiredTotal :=0
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var bulletsMadeTotal :=0
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var bulletArray:Array = []
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var bullet = preload("res://scenes/bullet.tscn")
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func bulletFactory():
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print("Make a bullet at the factory")
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var mybullet
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#how many bullets have been made
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if bulletArray.size() < 4:
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#make a new bullet
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mybullet = bullet.instantiate()
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mybullet.connect("hit", onBulletHit)
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owner.add_child(mybullet)
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else:
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mybullet = bulletArray.pop_back()
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bulletArray.push_front(mybullet)
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bulletsMadeTotal += 1
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return mybullet
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func onBulletHit(bullet, body):
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print("Scene Manager knows a bullet hit something")
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bullet.setSpeed(0)
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if body.is_in_group("shootable"):
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print("explode this thing")
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body.queue_free()
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