shove attack raycasts, input maps, bullets object pooling, dynamic instantiation, grenades
This commit is contained in:
parent
39a2c3e097
commit
b8e6b3f2ce
@ -20,3 +20,37 @@ config/icon="res://icon.svg"
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folder_colors={
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"res://scenes/": "orange"
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}
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[input]
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moveLeft={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194319,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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moveRight={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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jump={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":85,"key_label":0,"unicode":117,"location":0,"echo":false,"script":null)
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]
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}
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shove={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":90,"key_label":0,"unicode":122,"location":0,"echo":false,"script":null)
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]
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}
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shoot={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":88,"key_label":0,"unicode":120,"location":0,"echo":false,"script":null)
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]
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}
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chuck={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":67,"key_label":0,"unicode":99,"location":0,"echo":false,"script":null)
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]
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}
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13
scenes/bullet.tscn
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13
scenes/bullet.tscn
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@ -0,0 +1,13 @@
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[gd_scene load_steps=3 format=3 uid="uid://daa6idpu4gkat"]
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[ext_resource type="Script" uid="uid://ock81bqismk0" path="res://scripts/bullet.gd" id="1_mkf8s"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_h1aey"]
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size = Vector2(8, 6)
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[node name="Bullet" type="Area2D"]
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script = ExtResource("1_mkf8s")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("RectangleShape2D_h1aey")
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debug_color = Color(0.95943683, 0.18113726, 0.24279165, 0.41960785)
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@ -1,9 +1,12 @@
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[gd_scene load_steps=8 format=3 uid="uid://cy1i6ucex6m0d"]
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[gd_scene load_steps=11 format=3 uid="uid://cy1i6ucex6m0d"]
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[ext_resource type="Script" uid="uid://crhflh7kooolf" path="res://scripts/gamecontroller.gd" id="1_lbhrr"]
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[ext_resource type="PackedScene" uid="uid://qv8blu8wkqvq" path="res://scenes/crate.tscn" id="1_uwrxv"]
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[ext_resource type="Script" uid="uid://co43e72devw6g" path="res://scripts/scene_manager.gd" id="2_p57ef"]
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[ext_resource type="PackedScene" uid="uid://dmrrbiwqptrho" path="res://scenes/trigger.tscn" id="2_yqjtg"]
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[ext_resource type="PackedScene" uid="uid://b1yy0sybg66hh" path="res://scenes/player.tscn" id="3_lnu2h"]
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[ext_resource type="PackedScene" uid="uid://daa6idpu4gkat" path="res://scenes/bullet.tscn" id="5_iywne"]
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[ext_resource type="PackedScene" uid="uid://b5n0lwes8qpu5" path="res://scenes/grenade.tscn" id="7_u5sy4"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_8cj0n"]
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size = Vector2(68, 35)
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@ -15,6 +18,10 @@ size = Vector2(68, 35)
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[node name="Game" type="Node2D"]
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script = ExtResource("1_lbhrr")
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[node name="SceneManager" type="Node2D" parent="."]
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unique_name_in_owner = true
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script = ExtResource("2_p57ef")
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[node name="StaticBody2D" type="StaticBody2D" parent="."]
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position = Vector2(394, 353)
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metadata/_edit_group_ = true
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@ -40,10 +47,10 @@ metadata/_edit_group_ = true
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position = Vector2(0, 7.5)
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shape = SubResource("RectangleShape2D_8cj0n")
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[node name="Crate" parent="." instance=ExtResource("1_uwrxv")]
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[node name="Crate" parent="." groups=["pushable", "splodable"] instance=ExtResource("1_uwrxv")]
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position = Vector2(406.00003, 327)
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[node name="RigidBody2D2" type="RigidBody2D" parent="."]
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[node name="RigidBody2D2" type="RigidBody2D" parent="." groups=["pushable", "splodable"]]
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position = Vector2(243, 371)
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rotation = -1.099222
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metadata/_edit_group_ = true
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@ -52,7 +59,7 @@ metadata/_edit_group_ = true
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shape = SubResource("RectangleShape2D_uwrxv")
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debug_color = Color(0.84557056, 0.3727497, 0.1753774, 0.41960785)
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[node name="RigidBody2D3" type="RigidBody2D" parent="."]
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[node name="RigidBody2D3" type="RigidBody2D" parent="." groups=["pushable", "splodable"]]
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position = Vector2(502, 230)
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rotation = -1.099222
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metadata/_edit_group_ = true
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@ -79,5 +86,11 @@ intent = "powerup"
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position = Vector2(379, 331)
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BUMP_POWER = 50
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[node name="Bullet" parent="." instance=ExtResource("5_iywne")]
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position = Vector2(293, 329)
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[node name="Grenade" parent="." instance=ExtResource("7_u5sy4")]
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position = Vector2(380, 307)
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[connection signal="triggerFiredSignal" from="Trigger" to="." method="_on_trigger_fired"]
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[connection signal="triggerFiredSignal" from="Trigger2" to="." method="_on_trigger_fired"]
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17
scenes/grenade.tscn
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17
scenes/grenade.tscn
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@ -0,0 +1,17 @@
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[gd_scene load_steps=3 format=3 uid="uid://b5n0lwes8qpu5"]
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[ext_resource type="Script" uid="uid://cev3cg5mdn3it" path="res://scripts/grenade.gd" id="1_cvyik"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_1xt3t"]
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radius = 3.0
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[node name="Grenade" type="RigidBody2D"]
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contact_monitor = true
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max_contacts_reported = 2
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script = ExtResource("1_cvyik")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("CircleShape2D_1xt3t")
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debug_color = Color(0.6279718, 0.5294392, 0.11152003, 0.41960785)
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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@ -10,3 +10,15 @@ script = ExtResource("1_3vyb7")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("CircleShape2D_3vyb7")
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debug_color = Color(0.46677285, 0.59072345, 0.09206382, 0.41960785)
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[node name="RightCast" type="RayCast2D" parent="."]
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target_position = Vector2(16, 0)
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[node name="LeftCast" type="RayCast2D" parent="."]
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target_position = Vector2(-16, 0)
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[node name="RightSpawn" type="Marker2D" parent="."]
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position = Vector2(14, -8)
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[node name="LeftSpawn" type="Marker2D" parent="."]
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position = Vector2(-13, -8)
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15
scripts/bullet.gd
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15
scripts/bullet.gd
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class_name Bullet extends Area2D
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var speed:float = 700
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# Called when the node enters the scene tree for the first time.
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func _ready():
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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):
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position += transform.x * speed * delta
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func setSpeed(value)->void:
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speed = value
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1
scripts/bullet.gd.uid
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1
scripts/bullet.gd.uid
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@ -0,0 +1 @@
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uid://ock81bqismk0
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scripts/grenade.gd
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27
scripts/grenade.gd
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class_name Grenade extends RigidBody2D
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var timer = Timer.new()
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# Called when the node enters the scene tree for the first time.
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func _ready():
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add_child(timer)
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timer.wait_time = 2
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timer.one_shot = true
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timer.connect("timeout", explode)
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timer.start()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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func explode()->void:
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print("ima splode")
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self.queue_free()
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func _on_body_entered(body):
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print("grenade hit something")
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if body.is_in_group("splodable"):
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body.queue_free()
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explode()
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1
scripts/grenade.gd.uid
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1
scripts/grenade.gd.uid
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@ -0,0 +1 @@
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uid://cev3cg5mdn3it
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@ -3,31 +3,90 @@ extends CharacterBody2D
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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var direction:float = 0
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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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@onready var right_cast = $RightCast
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@onready var left_cast = $LeftCast
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var pushTarget:RigidBody2D
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var pushEnabled:bool = false
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@onready var right_spawn = $RightSpawn
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@onready var left_spawn = $LeftSpawn
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func _physics_process(delta):
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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 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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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var direction = Input.get_axis("ui_left", "ui_right")
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handle_input()
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handle_movement(delta)
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move_and_slide()
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handle_collisions()
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func handle_input()->void:
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# Handle jump.
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if Input.is_action_just_pressed("jump") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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direction = Input.get_axis("moveLeft", "moveRight")
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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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if Input.is_action_just_pressed("shove") && pushEnabled:
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print("I want to shove")
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var shoveDirection:int
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match facing:
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FaceDirection.RIGHT:
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shoveDirection = 1
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FaceDirection.LEFT:
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shoveDirection = -1
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pushTarget.apply_central_impulse(Vector2(shoveDirection,0)*700)
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if Input.is_action_just_pressed("shoot"):
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print("Ima shoot")
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match facing:
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FaceDirection.RIGHT:
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print("shoot right")
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%SceneManager.makeBullet(right_spawn.global_transform, 700)
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FaceDirection.LEFT:
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print("shoot left")
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%SceneManager.makeBullet(left_spawn.global_transform, -700)
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if Input.is_action_just_pressed("chuck"):
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print("ima chuck a grenade")
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match facing:
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FaceDirection.RIGHT:
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%SceneManager.makeGrenade(right_spawn.global_transform, 1)
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FaceDirection.LEFT:
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%SceneManager.makeGrenade(left_spawn.global_transform, -1)
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func handle_movement(_delta)->void:
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if direction:
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velocity.x = direction * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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move_and_slide()
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if not is_on_floor():
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velocity += get_gravity() * _delta
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func handle_collisions()->void:
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#handle world reactions
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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() * BUMP_POWER)
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if right_cast.is_colliding() && facing==FaceDirection.RIGHT:
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var collider = right_cast.get_collider()
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#check if this is okay
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if collider is Node && collider is RigidBody2D && collider.is_in_group("pushable"):
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pushTarget = collider
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pushEnabled = true
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if left_cast.is_colliding() && facing==FaceDirection.LEFT:
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var collider = left_cast.get_collider()
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if collider is Node && collider is RigidBody2D && collider.is_in_group("pushable"):
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pushTarget = collider
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pushEnabled = true
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if not right_cast.is_colliding() && not left_cast.is_colliding():
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pushEnabled = false
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41
scripts/scene_manager.gd
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41
scripts/scene_manager.gd
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class_name SceneManager extends Node2D
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var bullet = preload("res://scenes/bullet.tscn")
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var grenade = preload("res://scenes/grenade.tscn")
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@onready var game = $".."
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var bulletArray = []
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var totalAllowedBullets = 7
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# Called when the node enters the scene tree for the first time.
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func _ready():
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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):
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pass
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func bulletFactory()->Bullet:
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var myBullet:Bullet
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if bulletArray.size() < totalAllowedBullets:
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#make a new bullet
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myBullet = bullet.instantiate()
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game.add_child(myBullet)
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else:
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myBullet = bulletArray.pop_back()
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bulletArray.push_front(myBullet)
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return myBullet
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func makeBullet(_bulletPosition, _bulletSpeed)->void:
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print("make a bullet, put it in the world")
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var myBullet = bulletFactory()
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myBullet.transform = _bulletPosition
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myBullet.setSpeed(_bulletSpeed)
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func makeGrenade(_grenadePosition, _grenadeDirection)->void:
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print("SM make a grenade")
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var myGrenade:Grenade = grenade.instantiate()
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game.add_child(myGrenade)
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myGrenade.apply_central_impulse(Vector2(_grenadeDirection, -1)*200)
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myGrenade.transform = _grenadePosition
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1
scripts/scene_manager.gd.uid
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1
scripts/scene_manager.gd.uid
Normal file
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uid://co43e72devw6g
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