From 28d6c23f4443da95dc5031a747237d37c39cb84a Mon Sep 17 00:00:00 2001 From: OddlyTimbot Date: Tue, 13 Oct 2026 16:52:52 -0400 Subject: [PATCH] week3 prep includes bullet pool, finite state machine, sprites and animation --- .../player/idle/Player Idle 48x48.png | Bin 0 -> 1853 bytes .../player/idle/Player Idle 48x48.png.import | 40 ++++ .../player/jump_fall/player jump 48x48.png | Bin 0 -> 1021 bytes .../jump_fall/player jump 48x48.png.import | 40 ++++ .../graphics/player/run/player run 48x48.png | Bin 0 -> 3199 bytes .../player/run/player run 48x48.png.import | 40 ++++ project.godot | 5 + scenes/player.tscn | 181 ++++++++++++++++++ scripts/bullet.gd | 3 + scripts/gamecontroller.gd | 8 +- scripts/player.gd | 72 ++++++- scripts/scene_manager.gd | 48 ++++- 12 files changed, 428 insertions(+), 9 deletions(-) create mode 100644 assets/graphics/player/idle/Player Idle 48x48.png create mode 100644 assets/graphics/player/idle/Player Idle 48x48.png.import create mode 100644 assets/graphics/player/jump_fall/player jump 48x48.png create mode 100644 assets/graphics/player/jump_fall/player jump 48x48.png.import create mode 100644 assets/graphics/player/run/player run 48x48.png create mode 100644 assets/graphics/player/run/player run 48x48.png.import diff --git a/assets/graphics/player/idle/Player Idle 48x48.png b/assets/graphics/player/idle/Player Idle 48x48.png new file mode 100644 index 0000000000000000000000000000000000000000..b618511699269f9bd10ff834f6b382e147588ebd GIT binary patch literal 1853 zcma)7_g9k%7X30{KoA&uC&-k*2m(V}iiV98siI(^NQA(IG9>gOk_3>BBH$vuD&Qj0 zI|zutNC=Ul^rDWTh5#RBW5}0Z;id z0D!HW)LQ)TllZ>qrSM6Dh1{@21Fy#v)&T&1WM%eGr^rIaB8?#7EyK6Nbb3T-b(Qi9 z@b#CjK%>(Gp1cawwlgV<%ZmI`{@Js?c9fa+O`30QKn z&+sZ~v0+J1(Lfg1ne4(UQpF`e_K~L-=Dh`*_s2~4yA!0s+1dw}vR;TC2RIxU>xLj{;*R8j77@10XAu$?wdl)rA^c$Yi(opzgK>%z zXlNW1h(?gJl}r_y8Ksx1eM^;cQRnkFdTqXE93tu3q=FMR0ym+0`DJx6&}P2XkR}y% z_Do=U*?$^VodIz8N(hm9P}jrV-?lF6ZgppqvYR5*-Shi9&LR6E?W) 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b/assets/graphics/player/run/player run 48x48.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://rdkrvqncrci5" +path="res://.godot/imported/player run 48x48.png-6d66612d48bfa4c8721495ba557ab7c6.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://assets/graphics/player/run/player run 48x48.png" +dest_files=["res://.godot/imported/player run 48x48.png-6d66612d48bfa4c8721495ba557ab7c6.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/project.godot b/project.godot index 29dd378..487244a 100644 --- a/project.godot +++ b/project.godot @@ -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) ] } +shoot={ +"deadzone": 0.2, +"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) +] +} [physics] diff --git a/scenes/player.tscn b/scenes/player.tscn index 37ff6b1..96905df 100644 --- a/scenes/player.tscn +++ b/scenes/player.tscn @@ -1,9 +1,182 @@ [gd_scene format=3 uid="uid://dtegcgc8xcxfg"] [ext_resource type="Script" uid="uid://ct34rf6jscqmo" path="res://scripts/player.gd" id="1_3vyb7"] +[ext_resource type="Texture2D" uid="uid://dq1io4uxs544h" path="res://assets/graphics/player/jump_fall/player jump 48x48.png" id="2_dqkch"] +[ext_resource type="Texture2D" uid="uid://cv1an7bix4lg4" path="res://assets/graphics/player/idle/Player Idle 48x48.png" id="3_qlg0r"] +[ext_resource type="Texture2D" uid="uid://rdkrvqncrci5" path="res://assets/graphics/player/run/player run 48x48.png" id="4_tuyoq"] [sub_resource type="CircleShape2D" id="CircleShape2D_o7s7a"] +[sub_resource type="AtlasTexture" id="AtlasTexture_fjrip"] +atlas = ExtResource("2_dqkch") +region = Rect2(96, 0, 48, 48) + +[sub_resource type="AtlasTexture" id="AtlasTexture_smehm"] +atlas = ExtResource("3_qlg0r") +region = Rect2(0, 0, 48, 48) + +[sub_resource type="AtlasTexture" id="AtlasTexture_ur7pv"] +atlas = ExtResource("3_qlg0r") +region = Rect2(48, 0, 48, 48) + +[sub_resource type="AtlasTexture" id="AtlasTexture_y4r1p"] +atlas = ExtResource("3_qlg0r") +region = Rect2(96, 0, 48, 48) + +[sub_resource type="AtlasTexture" id="AtlasTexture_d2wvv"] +atlas = ExtResource("3_qlg0r") +region = Rect2(144, 0, 48, 48) + +[sub_resource type="AtlasTexture" id="AtlasTexture_3v2ag"] +atlas = ExtResource("3_qlg0r") +region = Rect2(192, 0, 48, 48) + +[sub_resource type="AtlasTexture" id="AtlasTexture_jej6c"] +atlas = ExtResource("3_qlg0r") +region = Rect2(240, 0, 48, 48) + +[sub_resource type="AtlasTexture" id="AtlasTexture_f1ej7"] +atlas = ExtResource("3_qlg0r") +region = Rect2(288, 0, 48, 48) + +[sub_resource type="AtlasTexture" id="AtlasTexture_oprun"] +atlas = ExtResource("3_qlg0r") +region = Rect2(336, 0, 48, 48) + +[sub_resource type="AtlasTexture" id="AtlasTexture_a8ls1"] +atlas = ExtResource("3_qlg0r") +region = Rect2(384, 0, 48, 48) + +[sub_resource type="AtlasTexture" id="AtlasTexture_qfm1y"] +atlas = ExtResource("3_qlg0r") +region = Rect2(432, 0, 48, 48) + +[sub_resource type="AtlasTexture" id="AtlasTexture_fulsm"] +atlas = ExtResource("2_dqkch") +region = Rect2(0, 0, 48, 48) + +[sub_resource type="AtlasTexture" id="AtlasTexture_4r5pv"] +atlas = ExtResource("2_dqkch") +region = Rect2(48, 0, 48, 48) + +[sub_resource type="AtlasTexture" id="AtlasTexture_60mlk"] +atlas = ExtResource("4_tuyoq") +region = Rect2(0, 0, 48, 48) + +[sub_resource type="AtlasTexture" id="AtlasTexture_i4ail"] +atlas = ExtResource("4_tuyoq") +region = Rect2(48, 0, 48, 48) + +[sub_resource type="AtlasTexture" id="AtlasTexture_a38lo"] +atlas = ExtResource("4_tuyoq") +region = Rect2(96, 0, 48, 48) + +[sub_resource type="AtlasTexture" id="AtlasTexture_4ni07"] +atlas = ExtResource("4_tuyoq") +region = Rect2(144, 0, 48, 48) + +[sub_resource type="AtlasTexture" id="AtlasTexture_l71n6"] +atlas = ExtResource("4_tuyoq") +region = Rect2(192, 0, 48, 48) + +[sub_resource type="AtlasTexture" id="AtlasTexture_ke2ow"] +atlas = ExtResource("4_tuyoq") +region = Rect2(240, 0, 48, 48) + +[sub_resource type="AtlasTexture" id="AtlasTexture_ujl30"] +atlas = ExtResource("4_tuyoq") +region = Rect2(288, 0, 48, 48) + +[sub_resource type="AtlasTexture" id="AtlasTexture_31cv2"] +atlas = ExtResource("4_tuyoq") +region = Rect2(336, 0, 48, 48) + +[sub_resource type="SpriteFrames" id="SpriteFrames_mvphy"] +animations = [{ +"frames": [{ +"duration": 1.0, +"texture": SubResource("AtlasTexture_fjrip") +}], +"loop": 2, +"name": &"falling", +"speed": 12.0 +}, { +"frames": [{ +"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") +}, { +"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") +}], +"loop": 1, +"name": &"idle", +"speed": 12.0 +}, { +"frames": [{ +"duration": 1.0, +"texture": SubResource("AtlasTexture_fulsm") +}, { +"duration": 1.0, +"texture": SubResource("AtlasTexture_4r5pv") +}], +"loop": 2, +"name": &"jumping", +"speed": 12.0 +}, { +"frames": [{ +"duration": 1.0, +"texture": SubResource("AtlasTexture_60mlk") +}, { +"duration": 1.0, +"texture": SubResource("AtlasTexture_i4ail") +}, { +"duration": 1.0, +"texture": SubResource("AtlasTexture_a38lo") +}, { +"duration": 1.0, +"texture": SubResource("AtlasTexture_4ni07") +}, { +"duration": 1.0, +"texture": SubResource("AtlasTexture_l71n6") +}, { +"duration": 1.0, +"texture": SubResource("AtlasTexture_ke2ow") +}, { +"duration": 1.0, +"texture": SubResource("AtlasTexture_ujl30") +}, { +"duration": 1.0, +"texture": SubResource("AtlasTexture_31cv2") +}], +"loop": 1, +"name": &"running", +"speed": 12.0 +}] + [node name="Player" type="CharacterBody2D" unique_id=735255374] script = ExtResource("1_3vyb7") metadata/_edit_group_ = true @@ -23,3 +196,11 @@ position = Vector2(14, -6) [node name="LeftSpawn" type="Marker2D" parent="." unique_id=522145742] position = Vector2(-15, -6) + +[node name="PlayerGraphic" type="AnimatedSprite2D" parent="." unique_id=983340000] +texture_filter = 1 +sprite_frames = SubResource("SpriteFrames_mvphy") +animation = &"idle" +autoplay = "idle" + +[connection signal="animation_finished" from="PlayerGraphic" to="." method="_on_animation_finished"] diff --git a/scripts/bullet.gd b/scripts/bullet.gd index 3f5724c..8ff4485 100644 --- a/scripts/bullet.gd +++ b/scripts/bullet.gd @@ -16,3 +16,6 @@ func _process(delta: float) -> void: func _on_body_entered(body: Node2D) -> void: print("Bullet hit somethin") bulletDamageSignal.emit(body, self) + +func setSpeed(value)->void: + speed = value diff --git a/scripts/gamecontroller.gd b/scripts/gamecontroller.gd index 5841f8e..c3044d5 100644 --- a/scripts/gamecontroller.gd +++ b/scripts/gamecontroller.gd @@ -1,6 +1,8 @@ class_name GameController extends Node2D signal teleportSignal(body:RigidBody2D) +signal destroySignal(body:Node2D) + # Called when the node enters the scene tree for the first time. func _ready() -> void: pass # Replace with function body. @@ -25,6 +27,8 @@ func _on_trigger(effect: Variant, Object: Variant) -> void: func _on_bullet_hit(body, bullet) -> void: print("GC knows bullet hit") if body is Crate: - body.queue_free() - bullet.queue_free() + #destroy crates + destroySignal.emit(body) + #remove the bullet + destroySignal.emit(bullet) diff --git a/scripts/player.gd b/scripts/player.gd index 2e7f1ec..6bbe59b 100644 --- a/scripts/player.gd +++ b/scripts/player.gd @@ -4,6 +4,7 @@ class_name Player extends CharacterBody2D @onready var left_cast: RayCast2D = $LeftCast @onready var right_spawn: Marker2D = $RightSpawn @onready var left_spawn: Marker2D = $LeftSpawn +@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic @export var shove_power:= 800 @export var bump_power:=100 @@ -19,8 +20,15 @@ var pushTarget:Crate const SPEED = 300.0 const JUMP_VELOCITY = -400.0 +signal shootSignal(markerPosition, speed) + +enum PlayerStates {IDLE,RUNNING,JUMPING,FALLING} +var current_player_state:PlayerStates = PlayerStates.IDLE +var upJump:bool = false + func _physics_process(delta: float) -> void: + handle_input(); # Add the gravity. if not is_on_floor(): velocity += get_gravity() * delta @@ -48,11 +56,14 @@ func _physics_process(delta: float) -> void: # set player direction if direction < 0: facing = FaceDirection.LEFT + player_graphic.flip_h = true if direction > 0: facing = FaceDirection.RIGHT + player_graphic.flip_h = false else: velocity.x = move_toward(velocity.x, 0, SPEED) - + handle_states() + handle_animation() move_and_slide() # find all things my player collided with for i in get_slide_collision_count(): @@ -64,7 +75,7 @@ func _physics_process(delta: float) -> void: print("Something on my right") #get the thing I can shove var collider = right_cast.get_collider() - if collider is Node: + if collider is RigidBody2D: pushRightEnabled = true pushTarget = collider else: @@ -73,8 +84,63 @@ func _physics_process(delta: float) -> void: if left_cast.is_colliding(): print("Something on my left") 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 diff --git a/scripts/scene_manager.gd b/scripts/scene_manager.gd index 5cd022b..4af95e5 100644 --- a/scripts/scene_manager.gd +++ b/scripts/scene_manager.gd @@ -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)