bullets firing, scene manager, teleport, force push

This commit is contained in:
OddlyTimbot committed 2026-10-06 20:58:28 -04:00
1 parent c8d5474785
commit 60bde97dba
15 files changed
+251 -54

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+18
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@@ -0,0 +1,18 @@
class_name Bullet extends Area2D
var speed:= 700
signal bulletDamageSignal(body, bullet)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
position += transform.x * speed * delta
func _on_body_entered(body: Node2D) -> void:
print("Bullet hit somethin")
bulletDamageSignal.emit(body, self)
+1
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@@ -0,0 +1 @@
uid://ryrc3a88d0nh
+22
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@@ -0,0 +1,22 @@
class_name Crate extends RigidBody2D
var teleport_target: Vector2 = Vector2.ZERO
var should_teleport: bool = false
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func teleport_to(position:Vector2):
teleport_target = position
should_teleport = true
func _integrate_forces(state: PhysicsDirectBodyState2D) -> void:
if should_teleport:
state.transform = Transform2D.IDENTITY.translated(teleport_target)
should_teleport = false
+1
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@@ -0,0 +1 @@
uid://rp1f47ytyerd
+17 -5
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@@ -1,6 +1,6 @@
extends Node2D
class_name GameController extends Node2D
signal teleportSignal(body:RigidBody2D)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
@@ -13,6 +13,18 @@ func _process(delta: float) -> void:
func _on_trigger(effect: Variant, Object: Variant) -> void:
print("GC knows about trigger")
if effect == "destroy":
if not Object is Player:
Object.queue_free()
match effect:
"destroy":
if not Object is Player:
Object.queue_free()
"teleport":
print("Trigger wants to teleport")
if Object is Crate:
teleportSignal.emit(Object)
func _on_bullet_hit(body, bullet) -> void:
print("GC knows bullet hit")
if body is Crate:
body.queue_free()
bullet.queue_free()
+52 -2
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@@ -1,5 +1,20 @@
class_name Player extends CharacterBody2D
@onready var right_cast: RayCast2D = $RightCast
@onready var left_cast: RayCast2D = $LeftCast
@onready var right_spawn: Marker2D = $RightSpawn
@onready var left_spawn: Marker2D = $LeftSpawn
@export var shove_power:= 800
@export var bump_power:=100
enum FaceDirection {LEFT,RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
var pushRightEnabled = false
var pushLeftEnabled = false
var pushTarget:Crate
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
@@ -9,7 +24,18 @@ func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Handle shove
if Input.is_action_just_pressed("shove"):
print("Player wants to shove")
if pushRightEnabled and facing==FaceDirection.RIGHT:
#shove right
pushTarget.apply_central_impulse(Vector2(1,0) * shove_power )
if pushLeftEnabled and facing == FaceDirection.LEFT:
#shove left
pushTarget.apply_central_impulse(Vector2(-1,0) * shove_power )
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
@@ -19,6 +45,11 @@ func _physics_process(delta: float) -> void:
var direction := Input.get_axis("ui_left", "ui_right")
if direction:
velocity.x = direction * SPEED
# set player direction
if direction < 0:
facing = FaceDirection.LEFT
if direction > 0:
facing = FaceDirection.RIGHT
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
@@ -27,4 +58,23 @@ func _physics_process(delta: float) -> void:
for i in get_slide_collision_count():
var c = get_slide_collision(i)
if c.get_collider() is RigidBody2D:
c.get_collider().apply_central_impulse(-c.get_normal() * 200 )
c.get_collider().apply_central_impulse(-c.get_normal() * bump_power )
if right_cast.is_colliding():
print("Something on my right")
#get the thing I can shove
var collider = right_cast.get_collider()
if collider is Node:
pushRightEnabled = true
pushTarget = collider
else:
pushRightEnabled = false
if left_cast.is_colliding():
print("Something on my left")
var collider = left_cast.get_collider()
if collider is Node:
pushLeftEnabled = true
pushTarget = collider
else:
pushLeftEnabled = false
+31
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@@ -0,0 +1,31 @@
class_name SceneManager extends Node2D
@onready var triggers: Node2D = $"../Triggers"
@onready var game: GameController = $".."
@onready var bullet: Bullet = $"../Bullet"
# 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)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func buildLevel()->void:
if triggers:
for obj in triggers.get_children():
if obj is Trigger:
if not obj.areaTriggered.is_connected(game._on_trigger):
obj.areaTriggered.connect(game._on_trigger)
func teleport(body, _bodyposition=null)->void:
if body is Crate:
var viewport_size = get_viewport().get_visible_rect().size
var random_x = randf_range(0, viewport_size.x)
var random_y = randf_range(0, viewport_size.y)
var newPosition = Vector2(random_x, random_y)
body.teleport_to(newPosition)
+1
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@@ -0,0 +1 @@
uid://dv2q4p6jb8h4s
+2 -2
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@@ -1,6 +1,6 @@
extends Area2D
class_name Trigger extends Area2D
var effect="destroy"
@export var effect:String ="destroy"
signal areaTriggered(effect, Object)
# Called when the node enters the scene tree for the first time.
func _ready() -> void: