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

This commit is contained in:
WoobinRudyIm 2025-10-06 20:55:58 -04:00
parent 20f76abae2
commit 426b0aa785
12 changed files with 250 additions and 16 deletions

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@ -20,3 +20,37 @@ config/icon="res://icon.svg"
folder_colors={
"res://scenes/": "orange"
}
[input]
moveLeft={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"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)
]
}
moveRight={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"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)
]
}
jump={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"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":0,"location":0,"echo":false,"script":null)
, 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)
]
}
shove={
"deadzone": 0.2,
"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)
]
}
shoot={
"deadzone": 0.2,
"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)
]
}
chuck={
"deadzone": 0.2,
"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)
]
}

14
scenes/bullet.tscn Normal file
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@ -0,0 +1,14 @@
[gd_scene load_steps=3 format=3 uid="uid://daa6idpu4gkat"]
[ext_resource type="Script" uid="uid://cbp3pm7i587mv" path="res://scripts/bullet.gd" id="1_mkf8s"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_h1aey"]
size = Vector2(4, 2)
[node name="Bullet" type="Area2D"]
scale = Vector2(3.2338707, 2.7645516)
script = ExtResource("1_mkf8s")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_h1aey")
debug_color = Color(0.78294253, 0.1467745, 0.21462014, 0.41960785)

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@ -1,7 +1,9 @@
[gd_scene load_steps=8 format=3 uid="uid://cy1i6ucex6m0d"]
[gd_scene load_steps=10 format=3 uid="uid://cy1i6ucex6m0d"]
[ext_resource type="Script" uid="uid://c546prectbgc7" path="res://scripts/gamecontroller.gd" id="1_lbhrr"]
[ext_resource type="PackedScene" uid="uid://qv8blu8wkqvq" path="res://scenes/crate.tscn" id="1_uwrxv"]
[ext_resource type="PackedScene" uid="uid://daa6idpu4gkat" path="res://scenes/bullet.tscn" id="2_iywne"]
[ext_resource type="Script" uid="uid://barmq4qhp5cvl" path="res://scripts/scene_manager.gd" id="2_p57ef"]
[ext_resource type="PackedScene" uid="uid://dmrrbiwqptrho" path="res://scenes/trigger.tscn" id="2_yqjtg"]
[ext_resource type="PackedScene" uid="uid://b1yy0sybg66hh" path="res://scenes/player.tscn" id="3_lnu2h"]
@ -15,6 +17,10 @@
position = Vector2(6, 2)
script = ExtResource("1_lbhrr")
[node name="SceneManager" type="Node2D" parent="."]
unique_name_in_owner = true
script = ExtResource("2_p57ef")
[node name="StaticBody2D" type="StaticBody2D" parent="."]
position = Vector2(120, 233)
scale = Vector2(3.2000012, 1)
@ -41,10 +47,10 @@ metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D3"]
shape = SubResource("RectangleShape2D_8cj0n")
[node name="Crate" parent="." instance=ExtResource("1_uwrxv")]
[node name="Crate" parent="." groups=["explodable", "pushable"] instance=ExtResource("1_uwrxv")]
position = Vector2(112, 186)
[node name="Crate2" type="RigidBody2D" parent="."]
[node name="Crate2" type="RigidBody2D" parent="." groups=["explodable", "pushable"]]
position = Vector2(147.99998, 202.99994)
rotation = 2.6595373
metadata/_edit_group_ = true
@ -75,5 +81,8 @@ offset_right = 40.0
offset_bottom = 23.0
text = "0000"
[node name="Bullet" parent="." instance=ExtResource("2_iywne")]
position = Vector2(45, 205.99998)
[connection signal="triggerFiredSignal" from="Trigger" to="." method="_on_trigger_fired"]
[connection signal="triggerFiredSignal" from="Trigger2" to="." method="_on_trigger_fired"]

16
scenes/grenade.tscn Normal file
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@ -0,0 +1,16 @@
[gd_scene load_steps=3 format=3 uid="uid://b5n0lwes8qpu5"]
[ext_resource type="Script" uid="uid://c3sd8uvxer0wk" path="res://scripts/grenade.gd" id="1_cvyik"]
[sub_resource type="CircleShape2D" id="CircleShape2D_1xt3t"]
[node name="Grenade" type="RigidBody2D"]
contact_monitor = true
max_contacts_reported = 1
script = ExtResource("1_cvyik")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_1xt3t")
debug_color = Color(0.7058824, 0.49411765, 0.18431373, 0.5921569)
[connection signal="body_entered" from="." to="." method="_on_body_entered"]

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@ -10,3 +10,15 @@ script = ExtResource("1_3vyb7")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_3vyb7")
debug_color = Color(0.46210045, 0.5883958, 0.21709043, 0.41960785)
[node name="RightCast" type="RayCast2D" parent="."]
target_position = Vector2(15, 0)
[node name="LeftCast" type="RayCast2D" parent="."]
target_position = Vector2(-14, 0)
[node name="RightSpawn" type="Marker2D" parent="."]
position = Vector2(15, -10)
[node name="LeftSpawn" type="Marker2D" parent="."]
position = Vector2(-14, -10)

15
scripts/bullet.gd Normal file
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@ -0,0 +1,15 @@
class_name Bullet extends Area2D
var speed:float = 700
# 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 setSpeed(value)->void:
speed = value

1
scripts/bullet.gd.uid Normal file
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@ -0,0 +1 @@
uid://cbp3pm7i587mv

26
scripts/grenade.gd Normal file
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@ -0,0 +1,26 @@
class_name Grenade extends RigidBody2D
var timer = Timer.new()
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
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: float) -> void:
pass
func explode()->void:
print("ima splode")
self.queue_free()
func _on_body_entered(body: Node) -> void:
print("Grenade hit something")
if body.is_in_group("explodable"):
body.queue_free()
explode()

1
scripts/grenade.gd.uid Normal file
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@ -0,0 +1 @@
uid://c3sd8uvxer0wk

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@ -3,33 +3,93 @@ extends CharacterBody2D
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: RayCast2D = $RightCast
@onready var left_cast: RayCast2D = $LeftCast
var pushTarget:RigidBody2D
var pushEnabled:bool = false
@onready var right_spawn: Marker2D = $RightSpawn
@onready var left_spawn: Marker2D = $LeftSpawn
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
handle_input()
handle_movement(delta)
move_and_slide()
handle_collision()
func handle_input()->void:
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
if Input.is_action_just_pressed("jump") 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")
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_collision()->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()
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

45
scripts/scene_manager.gd Normal file
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@ -0,0 +1,45 @@
class_name SceneManager extends Node2D
var bullet = preload("res://scenes/bullet.tscn")
@onready var game: Node2D = $".."
var bulletArray = []
var totalAllowedBullets = 7
var grenade = preload("res://scenes/grenade.tscn")
# 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 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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@ -0,0 +1 @@
uid://barmq4qhp5cvl