week3 prep includes bullet pool, finite state machine, sprites and animation

This commit is contained in:
OddlyTimbot committed 2026-10-13 16:52:52 -04:00
1 parent 60bde97dba
commit 28d6c23f44
12 files changed
+428 -9

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+3
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@@ -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
+6 -2
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@@ -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)
+69 -3
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@@ -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
+44 -4
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@@ -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)