aug 11
This commit is contained in:
parent
3476aef452
commit
9f023c62fb
@ -14,3 +14,16 @@ config/name="JulyGame"
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run/main_scene="uid://bjk7nrcwo0ikb"
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config/features=PackedStringArray("4.4", "Forward Plus")
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config/icon="res://icon.svg"
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[input]
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ForcePush={
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"deadzone": 0.2,
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"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":0,"physical_keycode":70,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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Shoot={
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"deadzone": 0.2,
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"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":0,"physical_keycode":82,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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17
scenes/bullet.tscn
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17
scenes/bullet.tscn
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@ -0,0 +1,17 @@
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[gd_scene load_steps=3 format=3 uid="uid://bgwa5osciu6kj"]
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[ext_resource type="Script" uid="uid://bemhplfq3bapd" path="res://scripts/bullet.gd" id="1_mkf8s"]
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_h1aey"]
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radius = 7.0
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height = 32.0
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[node name="bullet" type="Area2D"]
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script = ExtResource("1_mkf8s")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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rotation = 1.55509
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shape = SubResource("CapsuleShape2D_h1aey")
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debug_color = Color(0.849979, 0, 0.312876, 0.42)
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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17
scenes/crate.tscn
Normal file
17
scenes/crate.tscn
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@ -0,0 +1,17 @@
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[gd_scene load_steps=3 format=3 uid="uid://cm72yvkbgso3"]
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[ext_resource type="Script" uid="uid://caikxm70kr5wu" path="res://scripts/crate.gd" id="1_b66cd"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_uwrxv"]
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size = Vector2(82, 52)
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[node name="crate" type="RigidBody2D" groups=["pushable"]]
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rotation = 0.00469979
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script = ExtResource("1_b66cd")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2(4, 0)
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rotation = 0.50364
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shape = SubResource("RectangleShape2D_uwrxv")
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debug_color = Color(0.920063, 0.281624, 0, 0.42)
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@ -1,22 +1,24 @@
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[gd_scene load_steps=8 format=3 uid="uid://bjk7nrcwo0ikb"]
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[ext_resource type="Script" uid="uid://bc6rpr127gn6l" path="res://scripts/gamecontroller.gd" id="1_lnu2h"]
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[ext_resource type="Script" uid="uid://r3vurapv33hu" path="res://scripts/player.gd" id="1_uwrxv"]
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[ext_resource type="PackedScene" uid="uid://cm72yvkbgso3" path="res://scenes/crate.tscn" id="2_lbhrr"]
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[ext_resource type="PackedScene" uid="uid://bbg4idgjqm8wr" path="res://scenes/player.tscn" id="2_lnu2h"]
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[ext_resource type="Script" uid="uid://slrv7nc7hjkl" path="res://scripts/scene_manager.gd" id="2_p57ef"]
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[ext_resource type="PackedScene" uid="uid://d1gmq2hler2x3" path="res://scenes/trigger.tscn" id="2_yqjtg"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_8cj0n"]
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size = Vector2(66, 20)
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_uwrxv"]
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size = Vector2(82, 52)
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[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_8cj0n"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_8cj0n"]
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distance = 15.0
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[node name="Game" type="Node2D"]
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script = ExtResource("1_lnu2h")
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[node name="SceneManager" type="Node2D" parent="."]
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unique_name_in_owner = true
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script = ExtResource("2_p57ef")
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[node name="StaticBody2D" type="StaticBody2D" parent="."]
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position = Vector2(205, 132)
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metadata/_edit_group_ = true
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@ -24,53 +26,18 @@ metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
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shape = SubResource("RectangleShape2D_8cj0n")
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[node name="RigidBody2D" type="RigidBody2D" parent="."]
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position = Vector2(156, 49)
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D"]
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position = Vector2(4, 0)
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rotation = 0.50364
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shape = SubResource("RectangleShape2D_uwrxv")
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debug_color = Color(0.920063, 0.281624, 0, 0.42)
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[node name="RigidBody2D2" type="RigidBody2D" parent="."]
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position = Vector2(207, -17)
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rotation = 0.00469979
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D2"]
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position = Vector2(4, 0)
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rotation = 0.50364
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shape = SubResource("RectangleShape2D_uwrxv")
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debug_color = Color(0.920063, 0.281624, 0, 0.42)
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[node name="RigidBody2D3" type="RigidBody2D" parent="."]
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[node name="crate" parent="." instance=ExtResource("2_lbhrr")]
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position = Vector2(272, -97)
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rotation = 0.00469979
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D3"]
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position = Vector2(4, 0)
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rotation = 0.50364
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shape = SubResource("RectangleShape2D_uwrxv")
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debug_color = Color(0.920063, 0.281624, 0, 0.42)
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[node name="world-boundary" type="StaticBody2D" parent="."]
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position = Vector2(490, 632)
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position = Vector2(488, 645)
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="world-boundary"]
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shape = SubResource("WorldBoundaryShape2D_8cj0n")
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[node name="CharacterBody2D" type="CharacterBody2D" parent="."]
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[node name="Player" parent="." instance=ExtResource("2_lnu2h")]
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position = Vector2(210, 92)
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script = ExtResource("1_uwrxv")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D"]
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shape = SubResource("CircleShape2D_8cj0n")
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debug_color = Color(0, 0.64833, 0.184337, 0.42)
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[node name="Area2D" parent="." instance=ExtResource("2_yqjtg")]
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position = Vector2(1106, 604)
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25
scenes/player.tscn
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25
scenes/player.tscn
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@ -0,0 +1,25 @@
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[gd_scene load_steps=3 format=3 uid="uid://bbg4idgjqm8wr"]
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[ext_resource type="Script" uid="uid://r3vurapv33hu" path="res://scripts/player.gd" id="1_3vyb7"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_8cj0n"]
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[node name="Player" type="CharacterBody2D"]
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script = ExtResource("1_3vyb7")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("CircleShape2D_8cj0n")
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debug_color = Color(0, 0.64833, 0.184337, 0.42)
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[node name="RightCast" type="RayCast2D" parent="."]
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target_position = Vector2(27, 0)
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[node name="LeftCast" type="RayCast2D" parent="."]
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target_position = Vector2(-28, 0)
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[node name="BulletSpawnPointRight" type="Node2D" parent="."]
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position = Vector2(13, -6)
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[node name="BulletSpawnPointLeft" type="Node2D" parent="."]
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position = Vector2(-14, -6)
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16
scripts/bullet.gd
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16
scripts/bullet.gd
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@ -0,0 +1,16 @@
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class_name Bullet extends Area2D
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var speed: float = 700
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signal bulletDamageSignal(target: Node2D, bullet: Node2D)
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func setSpeed(val: float):
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speed = val
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func _physics_process(delta: float) -> void:
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position += transform.x * speed * delta
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func _on_body_entered(body: Node2D) -> void:
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if body is Player:
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return
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if body is Crate && visible:
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bulletDamageSignal.emit(body, self)
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1
scripts/bullet.gd.uid
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1
scripts/bullet.gd.uid
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@ -0,0 +1 @@
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uid://bemhplfq3bapd
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1
scripts/crate.gd
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1
scripts/crate.gd
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class_name Crate extends RigidBody2D
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1
scripts/crate.gd.uid
Normal file
1
scripts/crate.gd.uid
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@ -0,0 +1 @@
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uid://caikxm70kr5wu
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@ -11,7 +11,15 @@ func _process(delta: float) -> void:
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pass
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func _on_area_2d_area_trigger_signal(effect: Variant, body: Variant) -> void:
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print("GC sees trigger " + effect)
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if not body is Player:
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body.queue_free()
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func _on_area_2d_area_trigger_signal(effect: String, body: Node2D) -> void:
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if body.name == "world-boundary":
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return
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if body is Player:
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return
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print("GC sees trigger " + effect + " on " + body.name)
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body.queue_free()
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func bulletDamage(target: Node2D, bullet: Node2D):
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print("game controller sees hit")
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target.queue_free()
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bullet.visible = false
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@ -1,30 +1,91 @@
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class name Player extends CharacterBody2D
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class_name Player extends CharacterBody2D
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const bullet_scene = preload("res://scenes/bullet.tscn")
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@onready var right_cast: RayCast2D = $RightCast
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@onready var left_cast: RayCast2D = $LeftCast
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@onready var bullet_spawn_point_right: Node2D = $BulletSpawnPointRight
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@onready var bullet_spawn_point_left: Node2D = $BulletSpawnPointLeft
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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const PUSH_POWER= 2000
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var direction: float
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enum FaceDirection{LEFT, RIGHT}
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var facing: FaceDirection = FaceDirection.RIGHT
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var pushTarget: Object
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var pushEnabled: bool = false
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func _physics_process(delta: float) -> void:
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handle_input(delta)
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handle_movement(delta)
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handle_collisions(delta)
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func handle_gravity(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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func handle_input(delta: float) -> void:
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var dir: int = 0
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match facing:
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FaceDirection.LEFT:
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dir = -1
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FaceDirection.RIGHT:
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dir = 1
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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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velocity.y = JUMP_VELOCITY
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direction = Input.get_axis("ui_left", "ui_right")
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if direction < 0:
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facing = FaceDirection.LEFT
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elif direction > 0:
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facing = FaceDirection.RIGHT
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if Input.is_action_just_pressed("ForcePush") && pushEnabled:
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(pushTarget as RigidBody2D).apply_central_impulse(Vector2(dir, 0) * PUSH_POWER)
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if Input.is_action_just_pressed("Shoot"):
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var spawnAt: Node2D = bullet_spawn_point_left
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if dir == 1:
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spawnAt = bullet_spawn_point_right
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#var b = bullet_scene.instantiate()
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#b.position = spawnAt.position
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print("make a bullet")
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var b = %SceneManager.makeBullet(spawnAt.global_transform, dir)
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#b.position = Player.
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#b.Position = Player.Position
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func handle_movement(delta: float) -> void:
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handle_gravity(delta)
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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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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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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move_and_slide()
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func handle_collisions(delta: float) -> void:
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for i in get_slide_collision_count():
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var coll = get_slide_collision(i)
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if coll.get_collider() is RigidBody2D:
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coll.get_collider().apply_central_impulse(-coll.get_normal() * 100)
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if right_cast.is_colliding() && facing == FaceDirection.RIGHT:
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var col = right_cast.get_collider()
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if col != null && col.is_in_group("pushable"):
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pushTarget = col
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pushEnabled = true
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elif left_cast.is_colliding() && facing == FaceDirection.LEFT:
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var col = left_cast.get_collider()
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if col != null && col.is_in_group("pushable"):
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pushTarget = col
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pushEnabled = true
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else:
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pushEnabled = false
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pushTarget = null
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32
scripts/scene_manager.gd
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32
scripts/scene_manager.gd
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@ -0,0 +1,32 @@
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class_name SceneManager extends Node2D
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const BulletScn = preload("res://scenes/bullet.tscn")
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@onready var game: Node2D = $".."
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var bullets: Array[Bullet] = []
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const MAX_BULLETS = 10
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var current_bullet = 0
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# makes and recycles bullets
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func bulletFactory() -> Bullet:
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if len(bullets) < MAX_BULLETS:
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# create new
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var b = BulletScn.instantiate()
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b.bulletDamageSignal.connect(game.bulletDamage)
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add_child(b)
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bullets.append(b)
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return b
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else:
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# recycle
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var i = current_bullet
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current_bullet = (current_bullet + 1) % MAX_BULLETS
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bullets[i].visible = true
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return bullets[i]
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func makeBullet(pos: Transform2D, dir: int) -> Node2D:
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var b = bulletFactory()
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#b.position = pos.get_origin()
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b.transform = pos
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b.setSpeed(dir * 700)
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return b
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1
scripts/scene_manager.gd.uid
Normal file
1
scripts/scene_manager.gd.uid
Normal file
@ -0,0 +1 @@
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uid://slrv7nc7hjkl
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@ -6,5 +6,4 @@ extends Area2D
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signal areaTriggerSignal(effect, Object)
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func _on_body_entered(body: Node2D) -> void:
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print("trigger sees a body")
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areaTriggerSignal.emit(effect, body)
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Loading…
Reference in New Issue
Block a user