graphics!
This commit is contained in:
15 files changed
+470
-12
No files matched your search
@@ -1,5 +1,6 @@
|
||||
extends Node2D
|
||||
|
||||
signal playerDamage
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
@@ -14,7 +15,10 @@ func _process(delta: float) -> void:
|
||||
func _on_area_2d_area_trigger_signal(effect: String, body: Node2D) -> void:
|
||||
if body.name == "world-boundary":
|
||||
return
|
||||
if body is Player:
|
||||
if body is Player && effect == "player_hurt":
|
||||
playerDamage.emit()
|
||||
body.health -= 1
|
||||
print(body.health)
|
||||
return
|
||||
print("GC sees trigger " + effect + " on " + body.name)
|
||||
body.queue_free()
|
||||
|
||||
+53
-5
@@ -6,13 +6,20 @@ const bullet_scene = preload("res://scenes/bullet.tscn")
|
||||
@onready var left_cast: RayCast2D = $LeftCast
|
||||
@onready var bullet_spawn_point_right: Node2D = $BulletSpawnPointRight
|
||||
@onready var bullet_spawn_point_left: Node2D = $BulletSpawnPointLeft
|
||||
@onready var jump_buffer_timer: Timer = $JumpBufferTimer
|
||||
@onready var player_animation: AnimatedSprite2D = $PlayerAnimation
|
||||
|
||||
const SPEED = 300.0
|
||||
const JUMP_VELOCITY = -400.0
|
||||
const PUSH_POWER= 2000
|
||||
|
||||
@export var acceleration: int = 5
|
||||
@export var health: int = 100
|
||||
|
||||
var direction: float
|
||||
enum FaceDirection{LEFT, RIGHT}
|
||||
enum State{IDLE, RUN, JUMP, FALL}
|
||||
var state: State = State.IDLE
|
||||
var facing: FaceDirection = FaceDirection.RIGHT
|
||||
var pushTarget: Object
|
||||
var pushEnabled: bool = false
|
||||
@@ -20,6 +27,8 @@ var pushEnabled: bool = false
|
||||
func _physics_process(delta: float) -> void:
|
||||
handle_input(delta)
|
||||
handle_movement(delta)
|
||||
handle_state(delta)
|
||||
handle_animation(delta)
|
||||
handle_collisions(delta)
|
||||
|
||||
func handle_gravity(delta: float) -> void:
|
||||
@@ -35,15 +44,17 @@ func handle_input(delta: float) -> void:
|
||||
FaceDirection.RIGHT:
|
||||
dir = 1
|
||||
|
||||
if Input.is_action_just_pressed("ui_accept"):
|
||||
jump_buffer_timer.start()
|
||||
# Handle jump.
|
||||
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
|
||||
velocity.y = JUMP_VELOCITY
|
||||
direction = Input.get_axis("ui_left", "ui_right")
|
||||
if direction < 0:
|
||||
facing = FaceDirection.LEFT
|
||||
elif direction > 0:
|
||||
facing = FaceDirection.RIGHT
|
||||
|
||||
player_animation.flip_h = facing == FaceDirection.LEFT
|
||||
|
||||
if Input.is_action_just_pressed("ForcePush") && pushEnabled:
|
||||
(pushTarget as RigidBody2D).apply_central_impulse(Vector2(dir, 0) * PUSH_POWER)
|
||||
|
||||
@@ -64,10 +75,19 @@ func handle_movement(delta: float) -> void:
|
||||
handle_gravity(delta)
|
||||
# Get the input direction and handle the movement/deceleration.
|
||||
# As good practice, you should replace UI actions with custom gameplay actions.
|
||||
if direction:
|
||||
velocity.x = direction * SPEED
|
||||
|
||||
if direction == 0:
|
||||
# not moving
|
||||
velocity.x = move_toward(velocity.x, 0, acceleration)
|
||||
else:
|
||||
velocity.x = move_toward(velocity.x, 0, SPEED)
|
||||
velocity.x = move_toward(velocity.x, SPEED * direction, acceleration)
|
||||
|
||||
if jump_buffer_timer.time_left > 0 and is_on_floor():
|
||||
velocity.y = JUMP_VELOCITY
|
||||
jump_buffer_timer.stop()
|
||||
upJump = true
|
||||
state = State.JUMP
|
||||
|
||||
move_and_slide()
|
||||
|
||||
func handle_collisions(delta: float) -> void:
|
||||
@@ -89,3 +109,31 @@ func handle_collisions(delta: float) -> void:
|
||||
else:
|
||||
pushEnabled = false
|
||||
pushTarget = null
|
||||
|
||||
func handle_state(delta: float) -> void:
|
||||
match state:
|
||||
State.IDLE when velocity.x != 0:
|
||||
state = State.RUN
|
||||
if velocity.y > 0:
|
||||
state = State.FALL
|
||||
if velocity.y == 0 && velocity.x == 0:
|
||||
state = State.IDLE
|
||||
elif velocity.y == 0:
|
||||
state = State.RUN
|
||||
|
||||
func handle_animation(delta: float) -> void:
|
||||
match state:
|
||||
State.IDLE:
|
||||
player_animation.play("idle")
|
||||
State.RUN:
|
||||
player_animation.play("run")
|
||||
State.JUMP:
|
||||
if upJump:
|
||||
player_animation.play("jump")
|
||||
upJump = false
|
||||
State.FALL:
|
||||
player_animation.play("fall")
|
||||
|
||||
var upJump: bool = false
|
||||
#func _on_animation_finished() -> void:
|
||||
|
||||
@@ -2,11 +2,18 @@ class_name SceneManager extends Node2D
|
||||
|
||||
const BulletScn = preload("res://scenes/bullet.tscn")
|
||||
@onready var game: Node2D = $".."
|
||||
@onready var triggers: Node2D = $"../triggers"
|
||||
|
||||
var bullets: Array[Bullet] = []
|
||||
const MAX_BULLETS = 10
|
||||
var current_bullet = 0
|
||||
|
||||
func _ready() -> void:
|
||||
if triggers:
|
||||
for obj in triggers.get_children():
|
||||
if obj is Trigger:
|
||||
obj.areaTriggerSignal.connect(game._on_area_2d_area_trigger_signal)
|
||||
|
||||
# makes and recycles bullets
|
||||
func bulletFactory() -> Bullet:
|
||||
if len(bullets) < MAX_BULLETS:
|
||||
|
||||
+1
-1
@@ -1,4 +1,4 @@
|
||||
extends Area2D
|
||||
class_name Trigger extends Area2D
|
||||
|
||||
|
||||
@export var effect := "destroy"
|
||||
|
||||
Reference in new issue
Block a user