bullet factory, object pooling, state machine, animations, NPC

This commit is contained in:
torontocaper committed 2026-03-16 20:58:33 -04:00
1 parent 3bf7da43e3
commit 75d4918c45
18 files changed
+480 -25

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+30 -2
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@@ -5,6 +5,10 @@ class_name SceneManager extends Node2D
@onready var level: Node2D = $"../Level"
@onready var game: GameController = $".."
var bullet = preload("res://scenes/bullet.tscn")
var bulletArray:Array[Bullet] = []
var totalAllowedBullets:int = 7
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
buildLevel()
@@ -27,7 +31,7 @@ func buildLevel()->void:
func updateTriggers()->void:
if triggers:
for obj in triggers.get_children():
if obj is trigger:
if obj is Trigger:
if not obj.AreaTrigger.is_connected(game._on_trigger):
obj.AreaTrigger.connect(game._on_trigger)
func updateCrates()->void:
@@ -41,6 +45,9 @@ func updateCrates()->void:
totalCrates +=1
game.crateUpdate(totalCrates)
func destroy(body)->void:
if body is Bullet:
stashBullet(body)
return
body.queue_free()
func teleport(body)->void:
@@ -53,6 +60,27 @@ func teleport(body)->void:
func loadLevel(level:String)->void:
get_tree().call_deferred("change_scene_to_file", level)
func stashBullet(bullet:Bullet)->void:
var stashPos:Vector2 = Vector2(-100, -100)
bullet.position = stashPos
bullet.setSpeed(0)
bullet.set_process(false)
func bullectFactory()->Bullet :
var myBullet:Bullet
#how many bullets have we made
if bulletArray.size() <= totalAllowedBullets:
myBullet = bullet.instantiate()
if not myBullet.bulletDamageSignal.is_connected(game.bulletDamage):
myBullet.bulletDamageSignal.connect(game.bulletDamage)
game.add_child(myBullet)
else:
myBullet = bulletArray.pop_back()
bulletArray.push_front(myBullet)
return myBullet
func makeBullet(targetPosition, speed)->void:
print("make bullet")
print("bullets created"+str(bulletArray.size()))
var myBullet:Bullet = bullectFactory()
myBullet.transform = targetPosition
myBullet.setSpeed(speed)
myBullet.set_process(true)
+8 -2
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@@ -1,11 +1,17 @@
class_name bullet extends Area2D
class_name Bullet extends Area2D
var speed:float = 700;
signal bulletDamageSignal(body, bullet)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
func setSpeed(value)->void:
speed=value
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
position += transform.x * speed * delta
func _on_body_entered(body: Node2D) -> void:
bulletDamageSignal.emit(body, self)
+9 -4
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@@ -10,6 +10,7 @@ var timer := Timer.new()
var timeAvailable := 10
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
get_window().grab_focus()
add_child(timer)
timer.wait_time = 1
timer.one_shot = false
@@ -32,10 +33,6 @@ func _on_trigger(body: Variant, effect, trigger) -> void:
if body is Crate:
match effect:
"destroy":
crateTotal -=1
if crateTotal <=0:
print("You WON!!!")
levelChangeSignal.emit(currentScene)
destroySignal.emit(body)
"teleport":
print("GC teleport")
@@ -48,3 +45,11 @@ func _on_trigger(body: Variant, effect, trigger) -> void:
func crateUpdate(cratesAmount)->void:
crateTotal = cratesAmount
print("GC updated crates: "+str(crateTotal))
if crateTotal <=0:
print("You WON!!!")
levelChangeSignal.emit(currentScene)
func bulletDamage(body:Node2D, bullet:Bullet)->void:
if body is Crate:
destroySignal.emit(body)
destroySignal.emit(bullet)
+11
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@@ -0,0 +1,11 @@
class_name NPCCharector extends CharacterBody2D
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity += get_gravity() * delta
move_and_slide()
func knockBack(direction, duration: float=0.2):
velocity = direction
await get_tree().create_timer(duration).timeout
velocity = Vector2.ZERO
+1
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@@ -0,0 +1 @@
uid://cj5rps4p0rgja
+74 -14
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@@ -2,18 +2,46 @@ class_name Player extends CharacterBody2D
@onready var right_gun: Marker2D = $"Right Gun"
@onready var left_gun: Marker2D = $"Left Gun"
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
const SPEED = 300
const JUMP_VELOCITY = -1000.0
const BUMP_POWER = 50
const JUMP_VELOCITY = -400.0
const BUMP_POWER = 100000
enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
var direction
enum PlayerState{IDLE,RUNNING,JUMPING,FALLING}
var current_player_state:PlayerState = PlayerState.IDLE
var jumpUp:bool = false
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
#Handle Shoot
handle_input()
handle_movement(delta)
handle_state()
handle_animation()
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
move_and_slide()
handle_collisions()
func handle_input()->void:
# Handle jump.
direction = Input.get_axis("ui_left", "ui_right")
if direction <0:
player_graphic.flip_h = true
if direction >0:
player_graphic.flip_h = false
if Input.is_action_just_pressed("ui_accept") :
velocity.y = JUMP_VELOCITY
current_player_state = PlayerState.JUMPING
jumpUp = true
if Input.is_action_just_pressed("Shoot"):
print("player wants to shoot")
match facing:
@@ -23,13 +51,36 @@ func _physics_process(delta: float) -> void:
FaceDirection.LEFT:
print("shoot to the left")
%SceneManager.makeBullet(left_gun.global_transform, -700)
# Handle jump.
if Input.is_action_just_pressed("ui_accept") :
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")
func handle_state()->void:
match current_player_state:
PlayerState.IDLE when velocity.x !=0:
current_player_state = PlayerState.RUNNING
PlayerState.RUNNING when velocity.x ==0:
current_player_state = PlayerState.IDLE
PlayerState.JUMPING when velocity.y > 0:
current_player_state = PlayerState.FALLING
PlayerState.FALLING when is_on_floor():
if velocity.x ==0:
current_player_state = PlayerState.IDLE
if velocity.x !=0:
current_player_state = PlayerState.RUNNING
func handle_animation()->void:
match current_player_state:
PlayerState.IDLE:
player_graphic.play("idle")
PlayerState.RUNNING:
player_graphic.play("running")
PlayerState.JUMPING:
if jumpUp:
player_graphic.play("jumping")
PlayerState.FALLING:
player_graphic.play("falling")
func handle_movement(delta)->void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
if direction:
velocity.x = direction * SPEED
if direction >0:
@@ -38,9 +89,18 @@ func _physics_process(delta: float) -> void:
facing=FaceDirection.LEFT
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
func handle_collisions()->void:
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 c.get_collider() is NPCCharector:
var myCharector:NPCCharector = c.get_collider()
var direction = -c.get_normal()*BUMP_POWER
myCharector.knockBack(direction)
func _on_animation_finished() -> void:
match current_player_state:
PlayerState.JUMPING:
jumpUp = false
+1 -1
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@@ -1,4 +1,4 @@
class_name trigger extends Area2D
class_name Trigger extends Area2D
signal AreaTrigger(body, effect, trigger)
@export var effect="destroy"