bullet, timer, scenemanager, keyboard input
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@@ -0,0 +1,58 @@
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class_name SceneManager extends Node2D
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@onready var triggers: Node2D = $"../Triggers"
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@onready var crates: Node2D = $"../Crates"
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@onready var level: Node2D = $"../Level"
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@onready var game: GameController = $".."
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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buildLevel()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func buildLevel()->void:
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print("building level")
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updateCrates()
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updateTriggers()
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#wire up signals from GameController
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game.destroySignal.connect(destroy)
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game.teleportSignal.connect(teleport)
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game.levelChangeSignal.connect(loadLevel)
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func updateTriggers()->void:
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if triggers:
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for obj in triggers.get_children():
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if obj is trigger:
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if not obj.AreaTrigger.is_connected(game._on_trigger):
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obj.AreaTrigger.connect(game._on_trigger)
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func updateCrates()->void:
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#check that there is a crates node
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if crates:
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var totalCrates = 0
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for obj in crates.get_children():
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if obj is Crate:
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if not obj.tree_exited.is_connected(updateCrates):
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obj.tree_exited.connect(updateCrates)
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totalCrates +=1
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game.crateUpdate(totalCrates)
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func destroy(body)->void:
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body.queue_free()
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func teleport(body)->void:
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#if body is Crate:
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var viewport_size = get_viewport().get_visible_rect().size
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var random_x = randf_range(0, viewport_size.x)
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var random_y = randf_range(0, viewport_size.y)
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var newPosition = Vector2(506, 340)
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body.teleport_to(newPosition)
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func loadLevel(level:String)->void:
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get_tree().call_deferred("change_scene_to_file", level)
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func makeBullet(targetPosition, speed)->void:
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print("make bullet")
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@@ -0,0 +1 @@
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uid://c3hbvk17cnfti
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@@ -0,0 +1,11 @@
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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() -> void:
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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: float) -> void:
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position += transform.x * speed * delta
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@@ -0,0 +1 @@
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uid://bbm8hvs5bwx0f
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@@ -1 +1,13 @@
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class_name Crate extends RigidBody2D
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var teleport_target: Vector2 = Vector2.ZERO
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var should_teleport: bool = false
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func teleport_to(position:Vector2):
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teleport_target = position
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should_teleport = true;
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func _integrate_forces(state: PhysicsDirectBodyState2D) -> void:
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if should_teleport:
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state.transform = Transform2D.IDENTITY.translated(teleport_target)
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should_teleport = false
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@@ -1,18 +1,33 @@
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extends Node2D
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class_name GameController extends Node2D
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var crateTotal = 3
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var crateTotal = 0
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signal destroySignal(body)
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signal teleportSignal(body)
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signal levelChangeSignal(level)
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var currentScene:String = "res://scenes/game.tscn"
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var timer := Timer.new()
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var timeAvailable := 10
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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add_child(timer)
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timer.wait_time = 1
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timer.one_shot = false
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timer.connect("timeout", secondCounter)
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timer.start()
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func secondCounter()->void:
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timeAvailable -=1
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if timeAvailable <=0:
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print("YOU LOST YOU ARE A LOSER YOU SUCK")
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levelChangeSignal.emit(currentScene)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func _on_trigger(body: Variant, effect) -> void:
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func _on_trigger(body: Variant, effect, trigger) -> void:
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print("GC knows trigger...."+effect)
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if body is Crate:
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match effect:
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@@ -20,4 +35,16 @@ func _on_trigger(body: Variant, effect) -> void:
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crateTotal -=1
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if crateTotal <=0:
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print("You WON!!!")
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body.queue_free()
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levelChangeSignal.emit(currentScene)
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destroySignal.emit(body)
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"teleport":
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print("GC teleport")
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teleportSignal.emit(body)
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if body is Player:
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match effect:
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"powerup":
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timeAvailable += 5
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destroySignal.emit(trigger)
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func crateUpdate(cratesAmount)->void:
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crateTotal = cratesAmount
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print("GC updated crates: "+str(crateTotal))
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+22
-6
@@ -1,18 +1,30 @@
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extends CharacterBody2D
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class_name Player extends CharacterBody2D
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@onready var right_gun: Marker2D = $"Right Gun"
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@onready var left_gun: Marker2D = $"Left Gun"
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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const SPEED = 300
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const JUMP_VELOCITY = -1000.0
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const BUMP_POWER = 50
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enum FaceDirection{LEFT, RIGHT}
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var facing:FaceDirection = FaceDirection.RIGHT
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func _physics_process(delta: float) -> void:
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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 Shoot
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if Input.is_action_just_pressed("Shoot"):
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print("player wants to shoot")
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match facing:
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FaceDirection.RIGHT:
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print("shoot to the right")
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%SceneManager.makeBullet(right_gun.global_transform, 700)
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FaceDirection.LEFT:
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print("shoot to the left")
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%SceneManager.makeBullet(left_gun.global_transform, -700)
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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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if Input.is_action_just_pressed("ui_accept") :
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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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@@ -20,6 +32,10 @@ func _physics_process(delta: float) -> void:
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var direction := Input.get_axis("ui_left", "ui_right")
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if direction:
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velocity.x = direction * SPEED
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if direction >0:
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facing=FaceDirection.RIGHT
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if direction <0:
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facing=FaceDirection.LEFT
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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+3
-3
@@ -1,6 +1,6 @@
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extends Area2D
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class_name trigger extends Area2D
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signal AreaTrigger(body, effect)
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signal AreaTrigger(body, effect, trigger)
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@export var effect="destroy"
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# Called when the node enters the scene tree for the first time.
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@@ -15,4 +15,4 @@ func _process(delta: float) -> void:
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func _on_body_entered(body: Node2D) -> void:
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print("Trigger activated")
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AreaTrigger.emit(body, effect)
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AreaTrigger.emit(body, effect, self)
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