shove attack raycasts, input maps, bullets object pooling, dynamic instantiation, grenades

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OddlyTimbot committed 2025-10-06 20:56:47 -04:00
1 parent 39a2c3e097
commit b8e6b3f2ce
12 files changed
+251 -17

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class_name Bullet extends Area2D
var speed:float = 700
# 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):
position += transform.x * speed * delta
func setSpeed(value)->void:
speed = value
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uid://ock81bqismk0
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class_name Grenade extends RigidBody2D
var timer = Timer.new()
# Called when the node enters the scene tree for the first time.
func _ready():
add_child(timer)
timer.wait_time = 2
timer.one_shot = true
timer.connect("timeout", explode)
timer.start()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func explode()->void:
print("ima splode")
self.queue_free()
func _on_body_entered(body):
print("grenade hit something")
if body.is_in_group("splodable"):
body.queue_free()
explode()
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uid://cev3cg5mdn3it
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const SPEED = 300.0
const JUMP_VELOCITY = -400.0
var direction:float = 0
@export var BUMP_POWER = 100
enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
@onready var right_cast = $RightCast
@onready var left_cast = $LeftCast
var pushTarget:RigidBody2D
var pushEnabled:bool = false
@onready var right_spawn = $RightSpawn
@onready var left_spawn = $LeftSpawn
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")
handle_input()
handle_movement(delta)
move_and_slide()
handle_collisions()
func handle_input()->void:
# Handle jump.
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
direction = Input.get_axis("moveLeft", "moveRight")
if direction <0:
facing=FaceDirection.LEFT
if direction >0:
facing=FaceDirection.RIGHT
if Input.is_action_just_pressed("shove") && pushEnabled:
print("I want to shove")
var shoveDirection:int
match facing:
FaceDirection.RIGHT:
shoveDirection = 1
FaceDirection.LEFT:
shoveDirection = -1
pushTarget.apply_central_impulse(Vector2(shoveDirection,0)*700)
if Input.is_action_just_pressed("shoot"):
print("Ima shoot")
match facing:
FaceDirection.RIGHT:
print("shoot right")
%SceneManager.makeBullet(right_spawn.global_transform, 700)
FaceDirection.LEFT:
print("shoot left")
%SceneManager.makeBullet(left_spawn.global_transform, -700)
if Input.is_action_just_pressed("chuck"):
print("ima chuck a grenade")
match facing:
FaceDirection.RIGHT:
%SceneManager.makeGrenade(right_spawn.global_transform, 1)
FaceDirection.LEFT:
%SceneManager.makeGrenade(left_spawn.global_transform, -1)
func handle_movement(_delta)->void:
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
if not is_on_floor():
velocity += get_gravity() * _delta
func handle_collisions()->void:
#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)
if right_cast.is_colliding() && facing==FaceDirection.RIGHT:
var collider = right_cast.get_collider()
#check if this is okay
if collider is Node && collider is RigidBody2D && collider.is_in_group("pushable"):
pushTarget = collider
pushEnabled = true
if left_cast.is_colliding() && facing==FaceDirection.LEFT:
var collider = left_cast.get_collider()
if collider is Node && collider is RigidBody2D && collider.is_in_group("pushable"):
pushTarget = collider
pushEnabled = true
if not right_cast.is_colliding() && not left_cast.is_colliding():
pushEnabled = false
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class_name SceneManager extends Node2D
var bullet = preload("res://scenes/bullet.tscn")
var grenade = preload("res://scenes/grenade.tscn")
@onready var game = $".."
var bulletArray = []
var totalAllowedBullets = 7
# 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 bulletFactory()->Bullet:
var myBullet:Bullet
if bulletArray.size() < totalAllowedBullets:
#make a new bullet
myBullet = bullet.instantiate()
game.add_child(myBullet)
else:
myBullet = bulletArray.pop_back()
bulletArray.push_front(myBullet)
return myBullet
func makeBullet(_bulletPosition, _bulletSpeed)->void:
print("make a bullet, put it in the world")
var myBullet = bulletFactory()
myBullet.transform = _bulletPosition
myBullet.setSpeed(_bulletSpeed)
func makeGrenade(_grenadePosition, _grenadeDirection)->void:
print("SM make a grenade")
var myGrenade:Grenade = grenade.instantiate()
game.add_child(myGrenade)
myGrenade.apply_central_impulse(Vector2(_grenadeDirection, -1)*200)
myGrenade.transform = _grenadePosition
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uid://co43e72devw6g