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

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

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+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