bullets firing, scene manager, teleport, force push
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c8d5474785
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@@ -0,0 +1,18 @@
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class_name Bullet extends Area2D
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var speed:= 700
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signal bulletDamageSignal(body, bullet)
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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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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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position += transform.x * speed * delta
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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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@@ -0,0 +1 @@
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uid://ryrc3a88d0nh
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@@ -0,0 +1,22 @@
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class_name Crate extends RigidBody2D
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var teleport_target: Vector2 = Vector2.ZERO
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var should_teleport: bool = false
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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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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func teleport_to(position:Vector2):
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teleport_target = position
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should_teleport = true
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func _integrate_forces(state: PhysicsDirectBodyState2D) -> void:
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if should_teleport:
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state.transform = Transform2D.IDENTITY.translated(teleport_target)
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should_teleport = false
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@@ -0,0 +1 @@
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uid://rp1f47ytyerd
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@@ -1,6 +1,6 @@
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extends Node2D
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class_name GameController extends Node2D
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signal teleportSignal(body:RigidBody2D)
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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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@@ -13,6 +13,18 @@ func _process(delta: float) -> void:
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func _on_trigger(effect: Variant, Object: Variant) -> void:
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print("GC knows about trigger")
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if effect == "destroy":
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if not Object is Player:
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Object.queue_free()
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match effect:
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"destroy":
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if not Object is Player:
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Object.queue_free()
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"teleport":
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print("Trigger wants to teleport")
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if Object is Crate:
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teleportSignal.emit(Object)
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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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+52
-2
@@ -1,5 +1,20 @@
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class_name Player extends CharacterBody2D
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@onready var right_cast: RayCast2D = $RightCast
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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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@export var shove_power:= 800
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@export var bump_power:=100
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enum FaceDirection {LEFT,RIGHT}
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var facing:FaceDirection = FaceDirection.RIGHT
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var pushRightEnabled = false
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var pushLeftEnabled = false
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var pushTarget:Crate
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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@@ -9,7 +24,18 @@ func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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# Handle shove
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if Input.is_action_just_pressed("shove"):
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print("Player wants to shove")
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if pushRightEnabled and facing==FaceDirection.RIGHT:
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#shove right
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pushTarget.apply_central_impulse(Vector2(1,0) * shove_power )
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if pushLeftEnabled and facing == FaceDirection.LEFT:
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#shove left
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pushTarget.apply_central_impulse(Vector2(-1,0) * shove_power )
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# Handle jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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@@ -19,6 +45,11 @@ func _physics_process(delta: float) -> void:
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var direction := Input.get_axis("ui_left", "ui_right")
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if direction:
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velocity.x = direction * SPEED
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# set player direction
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if direction < 0:
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facing = FaceDirection.LEFT
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if direction > 0:
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facing = FaceDirection.RIGHT
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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@@ -27,4 +58,23 @@ func _physics_process(delta: float) -> void:
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for i in get_slide_collision_count():
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var c = get_slide_collision(i)
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if c.get_collider() is RigidBody2D:
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c.get_collider().apply_central_impulse(-c.get_normal() * 200 )
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c.get_collider().apply_central_impulse(-c.get_normal() * bump_power )
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if right_cast.is_colliding():
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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()
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if collider is Node:
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pushRightEnabled = true
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pushTarget = collider
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else:
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pushRightEnabled = false
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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()
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if collider is Node:
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pushLeftEnabled = true
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pushTarget = collider
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else:
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pushLeftEnabled = false
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@@ -0,0 +1,31 @@
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class_name SceneManager extends Node2D
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@onready var triggers: Node2D = $"../Triggers"
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@onready var game: GameController = $".."
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@onready var bullet: Bullet = $"../Bullet"
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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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buildLevel()
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game.teleportSignal.connect(teleport)
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bullet.bulletDamageSignal.connect(game._on_bullet_hit)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func buildLevel()->void:
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if triggers:
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for obj in triggers.get_children():
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if obj is Trigger:
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if not obj.areaTriggered.is_connected(game._on_trigger):
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obj.areaTriggered.connect(game._on_trigger)
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func teleport(body, _bodyposition=null)->void:
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if body is Crate:
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var viewport_size = get_viewport().get_visible_rect().size
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var random_x = randf_range(0, viewport_size.x)
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var random_y = randf_range(0, viewport_size.y)
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var newPosition = Vector2(random_x, random_y)
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body.teleport_to(newPosition)
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@@ -0,0 +1 @@
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uid://dv2q4p6jb8h4s
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+2
-2
@@ -1,6 +1,6 @@
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extends Area2D
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class_name Trigger extends Area2D
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var effect="destroy"
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@export var effect:String ="destroy"
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signal areaTriggered(effect, Object)
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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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