added dropplet water, grenade, states, animation, YAYAY

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tim committed 2026-05-04 21:00:09 -04:00
1 parent f36db7cd2a
commit 5418f512cd
67 files changed
+1150 -52

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+22
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@@ -0,0 +1,22 @@
shader_type canvas_item;
// Use the captured screen texture from the BackBufferCopy
uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
uniform float threshold : hint_range(0.0, 2.0) = 0.5;
uniform float smoothness : hint_range(0.0, 1.0) = 0.02;
uniform vec4 fluid_color : source_color = vec4(0.2, 0.5, 1.0, 1.0);
void fragment() {
// 1. Grab the pixel from the 'screen' behind this ColorRect
vec4 screen_color = texture(screen_texture, SCREEN_UV);
// 2. Read the brightness (density)
float density = screen_color.r;
// 3. Apply the threshold/cutoff
float alpha = smoothstep(threshold, threshold + smoothness, density);
// 4. Output the fluid
COLOR = vec4(fluid_color.rgb, alpha * fluid_color.a);
}
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uid://bvte4ugmua4n3
+16
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@@ -1,6 +1,10 @@
class_name SceneManager extends Node2D
@onready var game = $".."
@onready var crates = $"../Crates"
var grenade = preload("res://Scenes/grenade.tscn")
var dropplet = preload("res://Scenes/dropplet.tscn")
const DROP_PT_X = 93
const DROP_PT_Y = 301
func _ready() -> void:
print("Hello")
@@ -25,3 +29,15 @@ func updateCrates()->void:
_crateTotal +=1
print("Number of crates"+str(_crateTotal))
game.totalCrates(_crateTotal)
func makeGrenade(_grenadePostion, _grenadeDirection):
print("SM wants to make a grenade")
var myGrenade:Grenade = grenade.instantiate()
owner.add_child(myGrenade)
myGrenade.transform = _grenadePostion
myGrenade.apply_central_impulse(Vector2(_grenadeDirection, -1)*200)
func addDropplet():
var myDropplet = dropplet.instantiate()
$"../FluidContainer".add_child(myDropplet)
myDropplet.global_position = Vector2(DROP_PT_X, DROP_PT_Y)
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extends RigidBody2D
func _physics_process(_delta):
# This only works if Contact Monitor is ON and Max Contacts > 0
var bodies = get_colliding_bodies()
for body in bodies:
if body is RigidBody2D:
var dir = global_position.direction_to(body.global_position)
var dist = global_position.distance_to(body.global_position)
# Surface Tension: Pull them together if they are touching
# We use a negative force to pull towards 'self'
var strength = 200.0
var force = -dir * strength * (1.0 - dist / 64.0)
# Apply to the other body (or apply to self)
body.apply_central_force(force)
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uid://w8ctpjxlfoih
+44
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extends Node2D
@export var max_droplets: int = 100
@export var spawn_rate: float = 0.1
var spawn_timer: float = 0.1
func _physics_process(delta):
var mm_node = $MultiMeshInstance2D
var mm = mm_node.multimesh
# 1. Get all current RigidBody2D children
var fluid_bodies = get_children().filter(func(node): return node is RigidBody2D)
# 2. FORCE MultiMesh to match the current body count
# This is why they weren't 'registering'—the MultiMesh slot didn't exist yet!
if mm.instance_count != fluid_bodies.size():
mm.instance_count = fluid_bodies.size()
# 3. Visual Sync
for i in range(fluid_bodies.size()):
var body = fluid_bodies[i]
# Subtract the container's position so particles don't "drift"
var t = Transform2D(0.0, body.global_position - global_position)
mm.set_instance_transform_2d(i, t)
# 4. Interaction (Surface Tension)
for i in range(fluid_bodies.size()):
for j in range(i + 1, fluid_bodies.size()):
var b1 = fluid_bodies[i]
var b2 = fluid_bodies[j]
var dist_vec = b1.global_position - b2.global_position
var dist = dist_vec.length()
if dist < 40.0:
var force = dist_vec.normalized() * 5.0
b1.apply_central_force(-force)
b2.apply_central_force(force)
# 5. Spawning
spawn_timer += delta
if spawn_timer >= spawn_rate and fluid_bodies.size() < max_droplets:
%SceneManager.addDropplet()
mm.instance_count = fluid_bodies.size()
spawn_timer = 0.0
+1
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uid://nhqfqpjecvt8
+23
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class_name Grenade extends RigidBody2D
var timer = Timer.new()
func _ready():
add_child(timer)
timer.wait_time = 2
timer.one_shot = true
timer.connect("timeout", explode)
timer.start()
func explode():
print("HEHEHE EXPLODE TIME")
self.queue_free()
func _on_body_entered(body):
print("collision with grenade")
if body.is_in_group("Destructable"):
body.queue_free()
explode()
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uid://jrqdl3mm7rly
+27 -1
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@@ -1,13 +1,17 @@
class_name Player extends CharacterBody2D
@onready var right_cast = $RightCast
@onready var left_cast = $LeftCast
@onready var right_spawn = $RightSpawn
@onready var left_spawn = $LeftSpawn
@onready var player_graphic = $PlayerGraphic
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
var direction
enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
enum State{IDLE,RUNNING}
var currentState:State = State.IDLE
var pushTarget:RigidBody2D
var pushEnabled:bool = false
@@ -15,10 +19,15 @@ var pushEnabled:bool = false
func _physics_process(delta: float) -> void:
handle_input()
handle_movement(delta)
handle_state()
handle_animation()
move_and_slide()
handle_collisions()
func handle_input()->void:
if Input.is_action_just_pressed("Chuck"):
print("Chuck the chicken (inside joke)")
%SceneManager.makeGrenade(right_spawn.global_transform, 1)
if Input.is_action_just_pressed("Force Push") && pushEnabled:
if not pushTarget is RigidBody2D:
return
@@ -39,8 +48,10 @@ func handle_input()->void:
direction = Input.get_axis("ui_left", "ui_right")
if direction<0:
facing = FaceDirection.LEFT
player_graphic.flip_h = true
if direction>0:
facing = FaceDirection.RIGHT
player_graphic.flip_h = false
func handle_movement(delta)->void:
# Add the gravity.
@@ -74,3 +85,18 @@ func handle_collisions()->void:
if c.get_collider() is RigidBody2D:
#deliver the impact
c.get_collider().apply_central_impulse(-c.get_normal() * 100)
func handle_state():
match currentState:
State.IDLE when velocity.x != 0:
currentState = State.RUNNING
State.RUNNING when velocity.x == 0:
currentState = State.IDLE
func handle_animation():
match currentState:
State.IDLE:
player_graphic.play("idle")
State.RUNNING:
player_graphic.play("Run")