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

This commit is contained in:
Adam Burns 2026-03-16 20:58:33 -04:00
parent 3bf7da43e3
commit 75d4918c45
18 changed files with 480 additions and 25 deletions

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path="res://.godot/imported/Player Idle 48x48(1).png-c705822b0c34bad463ef0f6f931f02b9.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/graphics/player/idle/Player Idle 48x48(1).png"
dest_files=["res://.godot/imported/Player Idle 48x48(1).png-c705822b0c34bad463ef0f6f931f02b9.ctex"]
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compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
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"vram_texture": false
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[deps]
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dest_files=["res://.godot/imported/player jump 48x48.png-bb6ba8ccf76c9bd3765199af95f48c3c.ctex"]
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"vram_texture": false
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[deps]
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@ -17,6 +17,30 @@ config/icon="res://icon.svg"
[input] [input]
ui_accept={
"deadzone": 0.5,
"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":4194309,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, 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":4194310,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, 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":32,"physical_keycode":0,"key_label":0,"unicode":32,"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":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
]
}
ui_left={
"deadzone": 0.5,
"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":4194319,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":13,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":0,"axis_value":-1.0,"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":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
]
}
ui_right={
"deadzone": 0.5,
"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":4194321,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":14,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":0,"axis_value":1.0,"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":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
]
}
Shoot={ Shoot={
"deadzone": 0.2, "deadzone": 0.2,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(355, 24),"global_position":Vector2(364, 72),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false,"script":null) "events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(355, 24),"global_position":Vector2(364, 72),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false,"script":null)

View File

@ -11,3 +11,5 @@ script = ExtResource("1_mkf8s")
scale = Vector2(0.47999987, 8.651428) scale = Vector2(0.47999987, 8.651428)
shape = SubResource("RectangleShape2D_h1aey") shape = SubResource("RectangleShape2D_h1aey")
debug_color = Color(1, 0, 0, 1) debug_color = Color(1, 0, 0, 1)
[connection signal="body_entered" from="." to="." method="_on_body_entered"]

View File

@ -5,6 +5,7 @@
[ext_resource type="PackedScene" uid="uid://xvv1nyl3ny2g" path="res://scenes/crate.tscn" id="2_lnu2h"] [ext_resource type="PackedScene" uid="uid://xvv1nyl3ny2g" path="res://scenes/crate.tscn" id="2_lnu2h"]
[ext_resource type="PackedScene" uid="uid://dyxqdgvctjshx" path="res://scenes/player.tscn" id="3_iywne"] [ext_resource type="PackedScene" uid="uid://dyxqdgvctjshx" path="res://scenes/player.tscn" id="3_iywne"]
[ext_resource type="PackedScene" uid="uid://c7i6hsic2uojx" path="res://scenes/trigger.tscn" id="4_lbhrr"] [ext_resource type="PackedScene" uid="uid://c7i6hsic2uojx" path="res://scenes/trigger.tscn" id="4_lbhrr"]
[ext_resource type="PackedScene" uid="uid://bmkh4wsfm3fbq" path="res://scenes/npc_charector.tscn" id="6_p57ef"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_8cj0n"] [sub_resource type="RectangleShape2D" id="RectangleShape2D_8cj0n"]
size = Vector2(74, 20) size = Vector2(74, 20)
@ -44,7 +45,7 @@ position = Vector2(644, 404)
position = Vector2(609, 403) position = Vector2(609, 403)
[node name="Crate3" parent="Crates" unique_id=1771442258 instance=ExtResource("2_lnu2h")] [node name="Crate3" parent="Crates" unique_id=1771442258 instance=ExtResource("2_lnu2h")]
position = Vector2(506, 353.99994) position = Vector2(585.99994, 378.99997)
[node name="Level" type="Node2D" parent="." unique_id=219661874] [node name="Level" type="Node2D" parent="." unique_id=219661874]
@ -62,3 +63,6 @@ metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Level/Floor" unique_id=895098891] [node name="CollisionShape2D" type="CollisionShape2D" parent="Level/Floor" unique_id=895098891]
shape = SubResource("WorldBoundaryShape2D_lbhrr") shape = SubResource("WorldBoundaryShape2D_lbhrr")
[node name="NPCCharector" parent="." unique_id=912777798 instance=ExtResource("6_p57ef")]
position = Vector2(460, 422)

12
scenes/npc_charector.tscn Normal file
View File

@ -0,0 +1,12 @@
[gd_scene format=3 uid="uid://bmkh4wsfm3fbq"]
[ext_resource type="Script" uid="uid://cj5rps4p0rgja" path="res://scripts/npc_charector.gd" id="1_r6gjy"]
[sub_resource type="CircleShape2D" id="CircleShape2D_loa6c"]
[node name="NPCCharector" type="CharacterBody2D" unique_id=912777798]
script = ExtResource("1_r6gjy")
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=1840833487]
shape = SubResource("CircleShape2D_loa6c")
debug_color = Color(0.9623242, 2.0214916e-06, 0.5080306, 0.41960785)

View File

@ -1,12 +1,184 @@
[gd_scene format=3 uid="uid://dyxqdgvctjshx"] [gd_scene format=3 uid="uid://dyxqdgvctjshx"]
[ext_resource type="Script" uid="uid://ctm4xm3lnquco" path="res://scripts/player.gd" id="1_3vyb7"] [ext_resource type="Script" uid="uid://ctm4xm3lnquco" path="res://scripts/player.gd" id="1_3vyb7"]
[ext_resource type="Texture2D" uid="uid://cvcfc7qj6sxfp" path="res://assets/graphics/player/jump_fall/player jump 48x48.png" id="2_dqkch"]
[ext_resource type="Texture2D" uid="uid://cy1khw337wx4h" path="res://assets/graphics/player/idle/Player Idle 48x48(1).png" id="2_g2els"]
[ext_resource type="Texture2D" uid="uid://cvs62nydereyb" path="res://assets/graphics/player/running/player run 48x48(1).png" id="3_qhqgy"]
[sub_resource type="CircleShape2D" id="CircleShape2D_uwrxv"] [sub_resource type="CircleShape2D" id="CircleShape2D_uwrxv"]
[sub_resource type="AtlasTexture" id="AtlasTexture_i4ail"]
atlas = ExtResource("2_dqkch")
region = Rect2(96, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_qhqgy"]
atlas = ExtResource("2_g2els")
region = Rect2(0, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_dqkch"]
atlas = ExtResource("2_g2els")
region = Rect2(48, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_qlg0r"]
atlas = ExtResource("2_g2els")
region = Rect2(96, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_tuyoq"]
atlas = ExtResource("2_g2els")
region = Rect2(144, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_fjrip"]
atlas = ExtResource("2_g2els")
region = Rect2(192, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_smehm"]
atlas = ExtResource("2_g2els")
region = Rect2(240, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_ur7pv"]
atlas = ExtResource("2_g2els")
region = Rect2(288, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_y4r1p"]
atlas = ExtResource("2_g2els")
region = Rect2(336, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_d2wvv"]
atlas = ExtResource("2_g2els")
region = Rect2(384, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_3v2ag"]
atlas = ExtResource("2_g2els")
region = Rect2(432, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_a38lo"]
atlas = ExtResource("2_dqkch")
region = Rect2(0, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_4ni07"]
atlas = ExtResource("2_dqkch")
region = Rect2(48, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_jej6c"]
atlas = ExtResource("3_qhqgy")
region = Rect2(0, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_f1ej7"]
atlas = ExtResource("3_qhqgy")
region = Rect2(48, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_oprun"]
atlas = ExtResource("3_qhqgy")
region = Rect2(96, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_a8ls1"]
atlas = ExtResource("3_qhqgy")
region = Rect2(144, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_qfm1y"]
atlas = ExtResource("3_qhqgy")
region = Rect2(192, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_fulsm"]
atlas = ExtResource("3_qhqgy")
region = Rect2(240, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_4r5pv"]
atlas = ExtResource("3_qhqgy")
region = Rect2(288, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_60mlk"]
atlas = ExtResource("3_qhqgy")
region = Rect2(336, 0, 48, 48)
[sub_resource type="SpriteFrames" id="SpriteFrames_jej6c"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_i4ail")
}],
"loop": false,
"name": &"falling",
"speed": 12.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_qhqgy")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_dqkch")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_qlg0r")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_tuyoq")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_fjrip")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_smehm")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_ur7pv")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_y4r1p")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_d2wvv")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_3v2ag")
}],
"loop": true,
"name": &"idle",
"speed": 12.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_a38lo")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_4ni07")
}],
"loop": false,
"name": &"jumping",
"speed": 12.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_jej6c")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_f1ej7")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_oprun")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_a8ls1")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_qfm1y")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_fulsm")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_4r5pv")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_60mlk")
}],
"loop": true,
"name": &"running",
"speed": 12.0
}]
[node name="Player" type="CharacterBody2D" unique_id=401513938] [node name="Player" type="CharacterBody2D" unique_id=401513938]
script = ExtResource("1_3vyb7") script = ExtResource("1_3vyb7")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=31138863] [node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=31138863]
shape = SubResource("CircleShape2D_uwrxv") shape = SubResource("CircleShape2D_uwrxv")
@ -17,3 +189,13 @@ position = Vector2(15, -3)
[node name="Left Gun" type="Marker2D" parent="." unique_id=1828444534] [node name="Left Gun" type="Marker2D" parent="." unique_id=1828444534]
position = Vector2(-15, -3) position = Vector2(-15, -3)
[node name="PlayerGraphic" type="AnimatedSprite2D" parent="." unique_id=2124252059]
texture_filter = 1
position = Vector2(0, -10)
sprite_frames = SubResource("SpriteFrames_jej6c")
animation = &"falling"
autoplay = "idle"
frame_progress = 1.0
[connection signal="animation_finished" from="PlayerGraphic" to="." method="_on_animation_finished"]

View File

@ -5,6 +5,10 @@ class_name SceneManager extends Node2D
@onready var level: Node2D = $"../Level" @onready var level: Node2D = $"../Level"
@onready var game: GameController = $".." @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. # Called when the node enters the scene tree for the first time.
func _ready() -> void: func _ready() -> void:
buildLevel() buildLevel()
@ -27,7 +31,7 @@ func buildLevel()->void:
func updateTriggers()->void: func updateTriggers()->void:
if triggers: if triggers:
for obj in triggers.get_children(): for obj in triggers.get_children():
if obj is trigger: if obj is Trigger:
if not obj.AreaTrigger.is_connected(game._on_trigger): if not obj.AreaTrigger.is_connected(game._on_trigger):
obj.AreaTrigger.connect(game._on_trigger) obj.AreaTrigger.connect(game._on_trigger)
func updateCrates()->void: func updateCrates()->void:
@ -41,6 +45,9 @@ func updateCrates()->void:
totalCrates +=1 totalCrates +=1
game.crateUpdate(totalCrates) game.crateUpdate(totalCrates)
func destroy(body)->void: func destroy(body)->void:
if body is Bullet:
stashBullet(body)
return
body.queue_free() body.queue_free()
func teleport(body)->void: func teleport(body)->void:
@ -53,6 +60,27 @@ func teleport(body)->void:
func loadLevel(level:String)->void: func loadLevel(level:String)->void:
get_tree().call_deferred("change_scene_to_file", level) 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: func makeBullet(targetPosition, speed)->void:
print("make bullet") print("make bullet")
print("bullets created"+str(bulletArray.size()))
var myBullet:Bullet = bullectFactory()
myBullet.transform = targetPosition
myBullet.setSpeed(speed)
myBullet.set_process(true)

View File

@ -1,11 +1,17 @@
class_name bullet extends Area2D class_name Bullet extends Area2D
var speed:float = 700; var speed:float = 700;
signal bulletDamageSignal(body, bullet)
# Called when the node enters the scene tree for the first time. # Called when the node enters the scene tree for the first time.
func _ready() -> void: func _ready() -> void:
pass # Replace with function body. pass # Replace with function body.
func setSpeed(value)->void:
speed=value
# Called every frame. 'delta' is the elapsed time since the previous frame. # Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void: func _process(delta: float) -> void:
position += transform.x * speed * delta position += transform.x * speed * delta
func _on_body_entered(body: Node2D) -> void:
bulletDamageSignal.emit(body, self)

View File

@ -10,6 +10,7 @@ var timer := Timer.new()
var timeAvailable := 10 var timeAvailable := 10
# Called when the node enters the scene tree for the first time. # Called when the node enters the scene tree for the first time.
func _ready() -> void: func _ready() -> void:
get_window().grab_focus()
add_child(timer) add_child(timer)
timer.wait_time = 1 timer.wait_time = 1
timer.one_shot = false timer.one_shot = false
@ -32,10 +33,6 @@ func _on_trigger(body: Variant, effect, trigger) -> void:
if body is Crate: if body is Crate:
match effect: match effect:
"destroy": "destroy":
crateTotal -=1
if crateTotal <=0:
print("You WON!!!")
levelChangeSignal.emit(currentScene)
destroySignal.emit(body) destroySignal.emit(body)
"teleport": "teleport":
print("GC teleport") print("GC teleport")
@ -48,3 +45,11 @@ func _on_trigger(body: Variant, effect, trigger) -> void:
func crateUpdate(cratesAmount)->void: func crateUpdate(cratesAmount)->void:
crateTotal = cratesAmount crateTotal = cratesAmount
print("GC updated crates: "+str(crateTotal)) 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
scripts/npc_charector.gd Normal file
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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

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@ -0,0 +1 @@
uid://cj5rps4p0rgja

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@ -2,18 +2,46 @@ class_name Player extends CharacterBody2D
@onready var right_gun: Marker2D = $"Right Gun" @onready var right_gun: Marker2D = $"Right Gun"
@onready var left_gun: Marker2D = $"Left Gun" @onready var left_gun: Marker2D = $"Left Gun"
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
const SPEED = 300 const SPEED = 300
const JUMP_VELOCITY = -1000.0 const JUMP_VELOCITY = -400.0
const BUMP_POWER = 50 const BUMP_POWER = 100000
enum FaceDirection{LEFT, RIGHT} enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection.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: func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
#Handle Shoot #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"): if Input.is_action_just_pressed("Shoot"):
print("player wants to shoot") print("player wants to shoot")
match facing: match facing:
@ -23,13 +51,36 @@ func _physics_process(delta: float) -> void:
FaceDirection.LEFT: FaceDirection.LEFT:
print("shoot to the left") print("shoot to the left")
%SceneManager.makeBullet(left_gun.global_transform, -700) %SceneManager.makeBullet(left_gun.global_transform, -700)
# Handle jump. func handle_state()->void:
if Input.is_action_just_pressed("ui_accept") : match current_player_state:
velocity.y = JUMP_VELOCITY 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
# Get the input direction and handle the movement/deceleration. func handle_animation()->void:
# As good practice, you should replace UI actions with custom gameplay actions. match current_player_state:
var direction := Input.get_axis("ui_left", "ui_right") 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: if direction:
velocity.x = direction * SPEED velocity.x = direction * SPEED
if direction >0: if direction >0:
@ -38,9 +89,18 @@ func _physics_process(delta: float) -> void:
facing=FaceDirection.LEFT facing=FaceDirection.LEFT
else: else:
velocity.x = move_toward(velocity.x, 0, SPEED) velocity.x = move_toward(velocity.x, 0, SPEED)
func handle_collisions()->void:
move_and_slide()
for i in get_slide_collision_count(): for i in get_slide_collision_count():
var c = get_slide_collision(i) var c = get_slide_collision(i)
if c.get_collider() is RigidBody2D: if c.get_collider() is RigidBody2D:
c.get_collider().apply_central_impulse(-c.get_normal()*BUMP_POWER) 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

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@ -1,4 +1,4 @@
class_name trigger extends Area2D class_name Trigger extends Area2D
signal AreaTrigger(body, effect, trigger) signal AreaTrigger(body, effect, trigger)
@export var effect="destroy" @export var effect="destroy"