big four objects, custom signal, gamecontroller

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OddlyTimbot committed 2025-09-29 21:11:00 -04:00
commit 39a2c3e097
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extends Node2D
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func _on_trigger_fired(intent, body):
print("GC knows trigger fired "+intent)
match intent:
"destroy":
print("destroy this thing")
body.queue_free()
"powerup":
print("power up this thing")
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uid://crhflh7kooolf
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extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
@export var BUMP_POWER = 100
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# 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")
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
#handle world reactions
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() * BUMP_POWER)
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uid://kv8w1gwuy3il
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extends Area2D
@export var intent = "destroy"
signal triggerFiredSignal(intent, body)
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func _on_body_entered(body):
print("trigger fired")
triggerFiredSignal.emit(intent, body)
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uid://b3ft6s3vbdi4k