state machine, player animations, bullet pool, some graphics

This commit is contained in:
OddlyTimbot committed 2026-10-13 20:59:25 -04:00
1 parent 60bde97dba
commit e24a881958
16 files changed
+477 -13

No files matched your search

+3
View File
@@ -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
+5 -3
View File
@@ -1,6 +1,8 @@
class_name GameController extends Node2D
signal teleportSignal(body:RigidBody2D)
signal destroySignal(body)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
@@ -16,7 +18,7 @@ func _on_trigger(effect: Variant, Object: Variant) -> void:
match effect:
"destroy":
if not Object is Player:
Object.queue_free()
destroySignal.emit(Object)
"teleport":
print("Trigger wants to teleport")
if Object is Crate:
@@ -25,6 +27,6 @@ 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()
destroySignal.emit(body)
destroySignal.emit(bullet)
+65 -4
View File
@@ -4,12 +4,19 @@ 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
var direction
signal bulletSignal(pos, speed)
enum FaceDirection {LEFT,RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
enum PlayerStates {IDLE,RUNNING,JUMPING,FALLING}
var current_player_state:PlayerStates = PlayerStates.IDLE
var upJump:bool = false
var pushRightEnabled = false
var pushLeftEnabled = false
@@ -24,7 +31,27 @@ func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
handle_input()
handle_movement()
handle_states()
handle_animations()
move_and_slide()
handle_collisions()
func handle_input()->void:
# Handle shoot
if Input.is_action_just_pressed("shoot"):
print("Player wants to shoot")
#send a bullet signal
if facing==FaceDirection.RIGHT:
bulletSignal.emit(right_spawn.global_transform, 800)
if facing==FaceDirection.LEFT:
bulletSignal.emit(left_spawn.global_transform, -800)
# Handle shove
if Input.is_action_just_pressed("shove"):
print("Player wants to shove")
@@ -35,25 +62,28 @@ func _physics_process(delta: float) -> void:
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
current_player_state=PlayerStates.JUMPING
upJump = true
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var direction := Input.get_axis("ui_left", "ui_right")
direction = Input.get_axis("ui_left", "ui_right")
func handle_movement()->void:
if direction:
velocity.x = direction * SPEED
# 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)
move_and_slide()
func handle_collisions()->void:
# find all things my player collided with
for i in get_slide_collision_count():
var c = get_slide_collision(i)
@@ -78,3 +108,34 @@ func _physics_process(delta: float) -> void:
pushTarget = collider
else:
pushLeftEnabled = false
func handle_states()->void:
match current_player_state:
PlayerStates.IDLE when velocity.x !=0:
current_player_state = PlayerStates.RUNNING
PlayerStates.RUNNING when velocity.x ==0:
current_player_state = PlayerStates.IDLE
PlayerStates.JUMPING when velocity.y>0:
#you falling
current_player_state = PlayerStates.FALLING
PlayerStates.FALLING when is_on_floor():
if velocity.x ==0:
current_player_state = PlayerStates.IDLE
else:
current_player_state = PlayerStates.RUNNING
func handle_animations()->void:
match current_player_state:
PlayerStates.RUNNING:
player_graphic.play("run")
PlayerStates.IDLE:
player_graphic.play("idle")
PlayerStates.JUMPING:
if upJump:
player_graphic.play("jump")
PlayerStates.FALLING:
player_graphic.play("fall")
func _animation_finished() -> void:
match current_player_state:
PlayerStates.JUMPING:
upJump = false
+49 -2
View File
@@ -2,13 +2,21 @@ class_name SceneManager extends Node2D
@onready var triggers: Node2D = $"../Triggers"
@onready var game: GameController = $".."
@onready var bullet: Bullet = $"../Bullet"
@onready var player: Player = $"../Player"
#recipe for bullets
var bullet = preload("res://scenes/bullet.tscn")
var totalAllowedBullets:int =7
#collection
var bulletArray:Array[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)
game.destroySignal.connect(destroy)
player.bulletSignal.connect(makeBullet)
# Called every frame. 'delta' is the elapsed time since the previous frame.
@@ -29,3 +37,42 @@ 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)
#order desk (for bullets)
func makeBullet(pos, speed)->void:
#ask for a bullet from....the factory
print("make a bullet")
var myBullet:Bullet = bulletFactory()
myBullet.transform = pos
myBullet.setSpeed(speed)
myBullet.set_process(true)
func bulletFactory()->Bullet:
var myBullet:Bullet
#how many bullets have been created?
if bulletArray.size() <= totalAllowedBullets:
myBullet = bullet.instantiate()
add_sibling(myBullet)
#wire up a signal to the game controller
if not myBullet.bulletDamageSignal.is_connected(game._on_bullet_hit):
myBullet.bulletDamageSignal.connect(game._on_bullet_hit)
else:
#recycle bullet
myBullet = bulletArray.pop_back()
#put the bullet in my collection
bulletArray.push_front(myBullet)
return myBullet
func destroy(target)->void:
if target is Bullet:
stash(target)
if target is Crate:
target.queue_free()
func stash(target:Bullet)->void:
print("stash a bullet")
#hide the bullet off-screen
var stashPosition:Vector2 = Vector2(-100,-100)
target.position = stashPosition
target.setSpeed(0)
target.set_process(false)