working force push, working bullets

This commit is contained in:
OddlyTimbot 2024-11-25 20:52:06 -05:00
parent 2b8c206abc
commit 7ee32c14d2
8 changed files with 174 additions and 14 deletions

View File

@ -20,3 +20,16 @@ config/icon="res://icon.svg"
folder_colors={ folder_colors={
"res://scripts/": "green" "res://scripts/": "green"
} }
[input]
shove={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
]
}
shoot={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":88,"key_label":0,"unicode":120,"location":0,"echo":false,"script":null)
]
}

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@ -3,7 +3,7 @@
[sub_resource type="RectangleShape2D" id="RectangleShape2D_dbirr"] [sub_resource type="RectangleShape2D" id="RectangleShape2D_dbirr"]
size = Vector2(30, 32) size = Vector2(30, 32)
[node name="RigidBody2D" type="RigidBody2D" groups=["box"]] [node name="RigidBody2D" type="RigidBody2D" groups=["box", "shootable"]]
position = Vector2(531, 339) position = Vector2(531, 339)
rotation = 2.64233 rotation = 2.64233
metadata/_edit_group_ = true metadata/_edit_group_ = true

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@ -0,0 +1,16 @@
[gd_scene load_steps=3 format=3 uid="uid://02fr3rb7e6s2"]
[ext_resource type="Script" path="res://scripts/bullet.gd" id="1_kc7iu"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_m2rb6"]
size = Vector2(11, 7)
[node name="Area2D" type="Area2D"]
script = ExtResource("1_kc7iu")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(0.5, -0.5)
shape = SubResource("RectangleShape2D_m2rb6")
debug_color = Color(0.366555, 0.610522, 0.244131, 0.42)
[connection signal="body_entered" from="." to="." method="_on_body_entered"]

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@ -0,0 +1,26 @@
[gd_scene load_steps=3 format=3 uid="uid://cjqhmd3158nb7"]
[ext_resource type="Script" path="res://scripts/dudecontroller.gd" id="1_u27sl"]
[sub_resource type="CircleShape2D" id="CircleShape2D_pg3nc"]
radius = 18.1108
[node name="CharacterBody2D" type="CharacterBody2D" groups=["player"]]
script = ExtResource("1_u27sl")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_pg3nc")
debug_color = Color(0.178776, 0.565003, 0.825276, 0.42)
[node name="RightRay" type="RayCast2D" parent="."]
target_position = Vector2(28, 0)
[node name="LeftRay" type="RayCast2D" parent="."]
target_position = Vector2(-29, -1)
[node name="RightTarget" type="Node2D" parent="."]
position = Vector2(23, -11)
[node name="LeftTarget" type="Node2D" parent="."]
position = Vector2(-24, -10)

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@ -1,21 +1,24 @@
[gd_scene load_steps=8 format=3 uid="uid://cmh68gsfunmwa"] [gd_scene load_steps=9 format=3 uid="uid://cmh68gsfunmwa"]
[ext_resource type="Script" path="res://scripts/dudecontroller.gd" id="1_14xrk"] [ext_resource type="Script" path="res://scripts/scene_manager.gd" id="1_obwxw"]
[ext_resource type="PackedScene" uid="uid://cjqhmd3158nb7" path="res://scenes/character.tscn" id="1_p32ky"]
[ext_resource type="Script" path="res://scripts/trigger.gd" id="2_tsnf5"] [ext_resource type="Script" path="res://scripts/trigger.gd" id="2_tsnf5"]
[ext_resource type="PackedScene" uid="uid://dm71h7adhhf8u" path="res://scenes/box.tscn" id="3_pi0u1"] [ext_resource type="PackedScene" uid="uid://dm71h7adhhf8u" path="res://scenes/box.tscn" id="3_pi0u1"]
[ext_resource type="PackedScene" uid="uid://02fr3rb7e6s2" path="res://scenes/bullet.tscn" id="4_7pxts"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_rcjag"] [sub_resource type="RectangleShape2D" id="RectangleShape2D_rcjag"]
size = Vector2(84, 12) size = Vector2(84, 12)
[sub_resource type="CircleShape2D" id="CircleShape2D_pg3nc"]
radius = 18.1108
[sub_resource type="RectangleShape2D" id="RectangleShape2D_supj4"] [sub_resource type="RectangleShape2D" id="RectangleShape2D_supj4"]
[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_c5gsu"] [sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_c5gsu"]
[node name="Game" type="Node2D"] [node name="Game" type="Node2D"]
[node name="SceneManager" type="Node" parent="."]
unique_name_in_owner = true
script = ExtResource("1_obwxw")
[node name="Platform" type="StaticBody2D" parent="."] [node name="Platform" type="StaticBody2D" parent="."]
position = Vector2(523, 407) position = Vector2(523, 407)
metadata/_edit_group_ = true metadata/_edit_group_ = true
@ -37,14 +40,7 @@ metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Platform3"] [node name="CollisionShape2D" type="CollisionShape2D" parent="Platform3"]
shape = SubResource("RectangleShape2D_rcjag") shape = SubResource("RectangleShape2D_rcjag")
[node name="CharacterBody2D" type="CharacterBody2D" parent="."] [node name="CharacterBody2D" parent="." instance=ExtResource("1_p32ky")]
position = Vector2(504, 382)
script = ExtResource("1_14xrk")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D"]
shape = SubResource("CircleShape2D_pg3nc")
debug_color = Color(0.178776, 0.565003, 0.825276, 0.42)
[node name="Area2D" type="Area2D" parent="."] [node name="Area2D" type="Area2D" parent="."]
position = Vector2(519, 464) position = Vector2(519, 464)
@ -72,4 +68,7 @@ metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"] [node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
shape = SubResource("WorldBoundaryShape2D_c5gsu") shape = SubResource("WorldBoundaryShape2D_c5gsu")
[node name="Area2D2" parent="." instance=ExtResource("4_7pxts")]
position = Vector2(244, 348)
[connection signal="body_entered" from="Area2D" to="Area2D" method="_on_body_entered"] [connection signal="body_entered" from="Area2D" to="Area2D" method="_on_body_entered"]

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@ -0,0 +1,17 @@
class_name Bullet extends Area2D
var speed = 750
# did I hit anyone?
signal hit(bullet, body)
func setSpeed(speedValue):
speed = speedValue
func _physics_process(delta):
position += transform.x * speed * delta
func _on_body_entered(body: Node2D) -> void:
print("Bullet hit something")
if not body.is_in_group("player"):
hit.emit(self, body)

View File

@ -4,6 +4,18 @@ extends CharacterBody2D
const SPEED = 300.0 const SPEED = 300.0
const JUMP_VELOCITY = -400.0 const JUMP_VELOCITY = -400.0
const BUMPFORCE = 50 const BUMPFORCE = 50
const PUSHFORCE = 750
@onready var right_ray: RayCast2D = $RightRay
@onready var left_ray: RayCast2D = $LeftRay
var faceLeft = false
var pushTarget
var pushLeftEnabled = false
var pushRightEnabled = false
@onready var right_target: Node2D = $RightTarget
@onready var left_target: Node2D = $LeftTarget
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
@ -18,12 +30,59 @@ func _physics_process(delta: float) -> void:
# Get the input direction and handle the movement/deceleration. # Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions. # As good practice, you should replace UI actions with custom gameplay actions.
var direction := Input.get_axis("ui_left", "ui_right") var direction := Input.get_axis("ui_left", "ui_right")
if Input.is_action_just_pressed("shove") && pushRightEnabled && faceLeft == false:
print("Shove a box")
pushTarget.apply_central_impulse(Vector2(1,0) * PUSHFORCE * 2 )
pushRightEnabled = false
if Input.is_action_just_pressed("shove") && faceLeft == true && pushLeftEnabled == true:
pushTarget.apply_central_impulse(Vector2(-1,0) * PUSHFORCE *2 )
pushLeftEnabled = false
if Input.is_action_just_pressed("shoot"):
print("Shoot a bullet")
var myBullet = %SceneManager.bulletFactory()
if not faceLeft:
myBullet.transform = right_target.global_transform
myBullet.setSpeed(750)
if faceLeft ==true:
myBullet.transform = left_target.global_transform
myBullet.setSpeed(-750)
if direction: if direction:
velocity.x = direction * SPEED velocity.x = direction * SPEED
if direction >0:
faceLeft = false
if direction < 0:
faceLeft = true
else: else:
velocity.x = move_toward(velocity.x, 0, SPEED) velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide() move_and_slide()
if right_ray.is_colliding():
print("Something is on my right")
if not faceLeft:
var collider = right_ray.get_collider()
if collider is Node:
if collider.is_in_group("box"):
print("This is a pushable box")
pushTarget = collider
pushRightEnabled = true
else:
pushRightEnabled = false
if left_ray.is_colliding():
if faceLeft:
var collider = left_ray.get_collider()
if collider is Node:
if collider.is_in_group("box"):
pushTarget = collider
pushLeftEnabled = true
else:
pushLeftEnabled = false
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:

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@ -0,0 +1,30 @@
extends Node
var bulletsFiredTotal :=0
var bulletsMadeTotal :=0
var bulletArray:Array = []
var bullet = preload("res://scenes/bullet.tscn")
func bulletFactory():
print("Make a bullet at the factory")
var mybullet
#how many bullets have been made
if bulletArray.size() < 4:
#make a new bullet
mybullet = bullet.instantiate()
mybullet.connect("hit", onBulletHit)
owner.add_child(mybullet)
else:
mybullet = bulletArray.pop_back()
bulletArray.push_front(mybullet)
bulletsMadeTotal += 1
return mybullet
func onBulletHit(bullet, body):
print("Scene Manager knows a bullet hit something")
bullet.setSpeed(0)
if body.is_in_group("shootable"):
print("explode this thing")
body.queue_free()