added force push, scenemanager, raycasts

This commit is contained in:
tim committed 2026-04-27 21:07:56 -04:00
1 parent 190dacd5bb
commit f36db7cd2a
112 files changed
+1033 -47

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@@ -0,0 +1,27 @@
class_name SceneManager extends Node2D
@onready var game = $".."
@onready var crates = $"../Crates"
func _ready() -> void:
print("Hello")
game.destroySignal.connect(destroy)
buildLevel()
func destroy(body)->void:
if body is Crate:
body.queue_free()
func buildLevel()->void:
updateCrates()
func updateCrates()->void:
#is there a crate holder?
var _crateTotal:int = 0
if crates:
for obj in crates.get_children():
if obj is Crate:
if not obj.tree_exited.is_connected(updateCrates):
obj.tree_exited.connect(updateCrates)
_crateTotal +=1
print("Number of crates"+str(_crateTotal))
game.totalCrates(_crateTotal)
+1
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@@ -0,0 +1 @@
uid://b2otvelhtq7en
+1
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@@ -0,0 +1 @@
class_name Crate extends RigidBody2D
+1
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@@ -0,0 +1 @@
uid://eb5ucqehuof
+8 -3
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@@ -1,5 +1,6 @@
extends Node2D
class_name GameController extends Node2D
signal destroySignal(body)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@@ -13,5 +14,9 @@ func _process(delta: float) -> void:
func _on_triggerSignal(body: Variant, intentMessage: Variant) -> void:
print("GC knows about a trigger!")
if not body is Player and intentMessage == "destroy":
body.queue_free()
if body.is_in_group("Destructable") and intentMessage == "destroy":
destroySignal.emit(body)
func totalCrates(numberOfCrates:int)->void:
print("GC of crates"+str(numberOfCrates))
if numberOfCrates <=0:
print("You won. yay I am so happy for you. you")
+54 -7
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@@ -1,27 +1,74 @@
class_name Player extends CharacterBody2D
@onready var right_cast = $RightCast
@onready var left_cast = $LeftCast
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
var direction
enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
var pushTarget:RigidBody2D
var pushEnabled:bool = false
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump.
handle_input()
handle_movement(delta)
move_and_slide()
handle_collisions()
func handle_input()->void:
if Input.is_action_just_pressed("Force Push") && pushEnabled:
if not pushTarget is RigidBody2D:
return
#what direction to shove
var shoveDirection:int
match facing:
FaceDirection.RIGHT:
shoveDirection =1
FaceDirection.LEFT:
shoveDirection =-1
pushTarget.apply_central_impulse(Vector2(shoveDirection,-1)* 1000)
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")
direction = Input.get_axis("ui_left", "ui_right")
if direction<0:
facing = FaceDirection.LEFT
if direction>0:
facing = FaceDirection.RIGHT
func handle_movement(delta)->void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
func handle_collisions()->void:
if right_cast.is_colliding() and facing==FaceDirection.RIGHT:
print("Right is working")
pushEnabled = true
var collider = right_cast.get_collider()
if collider is RigidBody2D:
pushTarget = collider
if left_cast.is_colliding() and facing==FaceDirection.LEFT:
print("Left is working")
pushEnabled = true
var collider = left_cast.get_collider()
if collider is RigidBody2D:
pushTarget = collider
if not right_cast.is_colliding() && not left_cast.is_colliding():
pushEnabled = false
for i in get_slide_collision_count():
var c = get_slide_collision(i)
if c.get_collider() is RigidBody2D: