week3 prep includes bullet pool, finite state machine, sprites and animation
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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@@ -34,6 +34,11 @@ shove={
|
||||
"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":76,"key_label":0,"unicode":108,"location":0,"echo":false,"script":null)
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||||
]
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||||
}
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||||
shoot={
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||||
"deadzone": 0.2,
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||||
"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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||||
}
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||||
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||||
[physics]
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||||
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||||
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@@ -1,9 +1,182 @@
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||||
[gd_scene format=3 uid="uid://dtegcgc8xcxfg"]
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[ext_resource type="Script" uid="uid://ct34rf6jscqmo" path="res://scripts/player.gd" id="1_3vyb7"]
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[ext_resource type="Texture2D" uid="uid://dq1io4uxs544h" path="res://assets/graphics/player/jump_fall/player jump 48x48.png" id="2_dqkch"]
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[ext_resource type="Texture2D" uid="uid://cv1an7bix4lg4" path="res://assets/graphics/player/idle/Player Idle 48x48.png" id="3_qlg0r"]
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[sub_resource type="SpriteFrames" id="SpriteFrames_mvphy"]
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animations = [{
|
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"frames": [{
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"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_fjrip")
|
||||
}],
|
||||
"loop": 2,
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||||
"name": &"falling",
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||||
"speed": 12.0
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"texture": SubResource("AtlasTexture_a8ls1")
|
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}, {
|
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"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_qfm1y")
|
||||
}],
|
||||
"loop": 1,
|
||||
"name": &"idle",
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||||
"speed": 12.0
|
||||
}, {
|
||||
"frames": [{
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_fulsm")
|
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}, {
|
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"duration": 1.0,
|
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"texture": SubResource("AtlasTexture_4r5pv")
|
||||
}],
|
||||
"loop": 2,
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||||
"name": &"jumping",
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||||
"speed": 12.0
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||||
}, {
|
||||
"frames": [{
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_60mlk")
|
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}, {
|
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}, {
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}, {
|
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"duration": 1.0,
|
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"texture": SubResource("AtlasTexture_l71n6")
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}, {
|
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_ke2ow")
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}, {
|
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_ujl30")
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}, {
|
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_31cv2")
|
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}],
|
||||
"loop": 1,
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||||
"name": &"running",
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||||
"speed": 12.0
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||||
}]
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||||
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||||
[node name="Player" type="CharacterBody2D" unique_id=735255374]
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||||
script = ExtResource("1_3vyb7")
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||||
metadata/_edit_group_ = true
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||||
@@ -23,3 +196,11 @@ position = Vector2(14, -6)
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||||
[node name="LeftSpawn" type="Marker2D" parent="." unique_id=522145742]
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position = Vector2(-15, -6)
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||||
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||||
[node name="PlayerGraphic" type="AnimatedSprite2D" parent="." unique_id=983340000]
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||||
texture_filter = 1
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||||
sprite_frames = SubResource("SpriteFrames_mvphy")
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||||
animation = &"idle"
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autoplay = "idle"
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||||
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||||
[connection signal="animation_finished" from="PlayerGraphic" to="." method="_on_animation_finished"]
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@@ -16,3 +16,6 @@ func _process(delta: float) -> void:
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||||
func _on_body_entered(body: Node2D) -> void:
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print("Bullet hit somethin")
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bulletDamageSignal.emit(body, self)
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||||
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||||
func setSpeed(value)->void:
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speed = value
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||||
@@ -1,6 +1,8 @@
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class_name GameController extends Node2D
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||||
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||||
signal teleportSignal(body:RigidBody2D)
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||||
signal destroySignal(body:Node2D)
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||||
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||||
# Called when the node enters the scene tree for the first time.
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||||
func _ready() -> void:
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||||
pass # Replace with function body.
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||||
@@ -25,6 +27,8 @@ func _on_trigger(effect: Variant, Object: Variant) -> void:
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func _on_bullet_hit(body, bullet) -> void:
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print("GC knows bullet hit")
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if body is Crate:
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body.queue_free()
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bullet.queue_free()
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||||
#destroy crates
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destroySignal.emit(body)
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||||
#remove the bullet
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destroySignal.emit(bullet)
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||||
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+69
-3
@@ -4,6 +4,7 @@ class_name Player extends CharacterBody2D
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@onready var left_cast: RayCast2D = $LeftCast
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||||
@onready var right_spawn: Marker2D = $RightSpawn
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@onready var left_spawn: Marker2D = $LeftSpawn
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||||
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
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||||
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||||
@export var shove_power:= 800
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@export var bump_power:=100
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@@ -19,8 +20,15 @@ var pushTarget:Crate
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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signal shootSignal(markerPosition, speed)
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||||
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enum PlayerStates {IDLE,RUNNING,JUMPING,FALLING}
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||||
var current_player_state:PlayerStates = PlayerStates.IDLE
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||||
var upJump:bool = false
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||||
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||||
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||||
func _physics_process(delta: float) -> void:
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||||
handle_input();
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||||
# Add the gravity.
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||||
if not is_on_floor():
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||||
velocity += get_gravity() * delta
|
||||
@@ -48,11 +56,14 @@ func _physics_process(delta: float) -> void:
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||||
# set player direction
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||||
if direction < 0:
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||||
facing = FaceDirection.LEFT
|
||||
player_graphic.flip_h = true
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||||
if direction > 0:
|
||||
facing = FaceDirection.RIGHT
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||||
player_graphic.flip_h = false
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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||||
|
||||
handle_states()
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||||
handle_animation()
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||||
move_and_slide()
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||||
# find all things my player collided with
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||||
for i in get_slide_collision_count():
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||||
@@ -64,7 +75,7 @@ func _physics_process(delta: float) -> void:
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||||
print("Something on my right")
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#get the thing I can shove
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||||
var collider = right_cast.get_collider()
|
||||
if collider is Node:
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||||
if collider is RigidBody2D:
|
||||
pushRightEnabled = true
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||||
pushTarget = collider
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||||
else:
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||||
@@ -73,8 +84,63 @@ func _physics_process(delta: float) -> void:
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||||
if left_cast.is_colliding():
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||||
print("Something on my left")
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||||
var collider = left_cast.get_collider()
|
||||
if collider is Node:
|
||||
if collider is RigidBody2D:
|
||||
pushLeftEnabled = true
|
||||
pushTarget = collider
|
||||
else:
|
||||
pushLeftEnabled = false
|
||||
|
||||
func handle_input()->void:
|
||||
# Handle jump.
|
||||
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
|
||||
velocity.y = JUMP_VELOCITY
|
||||
current_player_state=PlayerStates.JUMPING
|
||||
upJump = true
|
||||
|
||||
#Handle Shoot Bullet
|
||||
if Input.is_action_just_pressed("shoot"):
|
||||
|
||||
#marker postion, speed
|
||||
match facing:
|
||||
FaceDirection.RIGHT:
|
||||
shootSignal.emit(right_spawn.global_transform, 800)
|
||||
FaceDirection.LEFT:
|
||||
shootSignal.emit(left_spawn.global_transform, -800)
|
||||
|
||||
func handle_states()->void:
|
||||
match current_player_state:
|
||||
PlayerStates.IDLE when velocity.x !=0:
|
||||
#player idle, when x velocity change
|
||||
current_player_state = PlayerStates.RUNNING
|
||||
PlayerStates.RUNNING when velocity.x ==0:
|
||||
#player stops running
|
||||
current_player_state = PlayerStates.IDLE
|
||||
PlayerStates.JUMPING when velocity.y>0:
|
||||
#player reaches top of jump, determined by velocity vs. gravity
|
||||
current_player_state = PlayerStates.FALLING
|
||||
PlayerStates.FALLING when is_on_floor():
|
||||
#player was falling, when suddenly on floor - run or idle
|
||||
if velocity.x ==0:
|
||||
current_player_state = PlayerStates.IDLE
|
||||
else:
|
||||
current_player_state = PlayerStates.RUNNING
|
||||
func handle_animation()->void:
|
||||
match current_player_state:
|
||||
PlayerStates.RUNNING:
|
||||
player_graphic.play("running")
|
||||
PlayerStates.IDLE:
|
||||
player_graphic.play("idle")
|
||||
PlayerStates.JUMPING:
|
||||
#don't keep playing the jump animation!
|
||||
if upJump:
|
||||
player_graphic.play("jumping")
|
||||
PlayerStates.FALLING:
|
||||
player_graphic.play("falling")
|
||||
|
||||
|
||||
|
||||
|
||||
func _on_animation_finished() -> void:
|
||||
match current_player_state:
|
||||
PlayerStates.JUMPING:
|
||||
upJump = false
|
||||
@@ -2,14 +2,19 @@ class_name SceneManager extends Node2D
|
||||
|
||||
@onready var triggers: Node2D = $"../Triggers"
|
||||
@onready var game: GameController = $".."
|
||||
@onready var bullet: Bullet = $"../Bullet"
|
||||
@onready var player: Player = $"../Player"
|
||||
|
||||
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:
|
||||
buildLevel()
|
||||
game.teleportSignal.connect(teleport)
|
||||
bullet.bulletDamageSignal.connect(game._on_bullet_hit)
|
||||
|
||||
game.teleportSignal.connect(teleport)
|
||||
game.destroySignal.connect(destroy)
|
||||
player.shootSignal.connect(makeBullet)
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta: float) -> void:
|
||||
@@ -29,3 +34,38 @@ func teleport(body, _bodyposition=null)->void:
|
||||
var random_y = randf_range(0, viewport_size.y)
|
||||
var newPosition = Vector2(random_x, random_y)
|
||||
body.teleport_to(newPosition)
|
||||
|
||||
func bulletFactory()->Bullet:
|
||||
var myBullet:Bullet
|
||||
#how many bullets have been produced?
|
||||
if bulletArray.size() <= totalAllowedBullets:
|
||||
#make a new bullet
|
||||
myBullet = bullet.instantiate()
|
||||
add_sibling(myBullet)
|
||||
if not myBullet.bulletDamageSignal.is_connected(game._on_bullet_hit):
|
||||
myBullet.bulletDamageSignal.connect(game._on_bullet_hit)
|
||||
else:
|
||||
myBullet = bulletArray.pop_back()
|
||||
|
||||
bulletArray.push_front(myBullet)
|
||||
return myBullet
|
||||
func makeBullet(spawnPosition, speed)->void:
|
||||
print("make bullet")
|
||||
var myBullet:Bullet = bulletFactory()
|
||||
myBullet.transform = spawnPosition
|
||||
myBullet.setSpeed(speed)
|
||||
myBullet.set_process(true)
|
||||
|
||||
func stash(bullet:Bullet)->void:
|
||||
#hide it off-screen, remove from game loop
|
||||
var stashPosition:Vector2 = Vector2(-100,-100)
|
||||
bullet.position = stashPosition
|
||||
bullet.setSpeed(0)
|
||||
bullet.set_process(false)
|
||||
|
||||
func destroy(body)->void:
|
||||
if body is Crate:
|
||||
body.queue_free()
|
||||
if body is Bullet:
|
||||
#stash the bullet - save memory!
|
||||
stash(body)
|
||||
Reference in new issue
Block a user