player death working

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OddlyTimbot committed 2024-08-12 17:43:39 -04:00
1 parent eebf4c2922
commit 03f366b0e1
43 files changed
+287 -138

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@@ -23,79 +23,86 @@ var bullet = preload("res://scenes/bullet.tscn")
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y += gravity * delta
var living = true
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Hand force push (melee attack)
if Input.is_action_just_pressed("push") && pushRightEnabled && faceLeft == false:
pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 5)
pushRightEnabled = false
if Input.is_action_just_pressed("push") && pushLeftEnabled:
pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 5)
pushLeftEnabled = false
if Input.is_action_just_pressed("shoot"):
#make a bullet
var myBullet = bullet.instantiate()
#set bullet speed?
#put the bullet at the Marker
owner.add_child(myBullet)
#facing left or right?
if not faceLeft:
myBullet.transform = marker_right.global_transform
else:
myBullet.transform = marker_left.global_transform
myBullet.setSpeed(-750)
# 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 die():
#kill the player
print("kill the player")
living = false
animated_sprite.play("death")
# In this example we have replaced the faceLeft code to also have
# the character's sprite flip depending what direction they are facing
if direction:
faceLeft = true if direction<0 else false
animated_sprite.flip_h = true if direction < 0 else false
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
if is_on_floor():
if direction==0:
animated_sprite.play("idle")
else:
animated_sprite.play("run")
else:
animated_sprite.play("jump")
func _physics_process(delta):
if living:
if not is_on_floor():
velocity.y += gravity * delta
move_and_slide()
if right_ray.is_colliding():
var collider = right_ray.get_collider()
#what did we hit?
if collider is Node:
if collider.is_in_group("boxes"):
print("This is a pushable box")
pushRightEnabled = true
pushTarget = collider
else:
pushRightEnabled = false
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Hand force push (melee attack)
if Input.is_action_just_pressed("push") && pushRightEnabled && faceLeft == false:
pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 5)
pushRightEnabled = false
if Input.is_action_just_pressed("push") && pushLeftEnabled:
pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 5)
pushLeftEnabled = false
if Input.is_action_just_pressed("shoot"):
#make a bullet
var myBullet = bullet.instantiate()
#set bullet speed?
#put the bullet at the Marker
owner.add_child(myBullet)
#facing left or right?
if not faceLeft:
myBullet.transform = marker_right.global_transform
else:
myBullet.transform = marker_left.global_transform
myBullet.setSpeed(-750)
# 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")
if left_ray.is_colliding():
var collider = left_ray.get_collider()
if collider is Node:
if collider.is_in_group("boxes"):
pushLeftEnabled = true
pushTarget = collider
else:
pushLeftEnabled = false
#loop through the collisions
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_FORCE)
# In this example we have replaced the faceLeft code to also have
# the character's sprite flip depending what direction they are facing
if direction:
faceLeft = true if direction<0 else false
animated_sprite.flip_h = true if direction < 0 else false
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
if is_on_floor():
if direction==0:
animated_sprite.play("idle")
else:
animated_sprite.play("run")
else:
animated_sprite.play("jump")
move_and_slide()
if right_ray.is_colliding():
var collider = right_ray.get_collider()
#what did we hit?
if collider is Node:
if collider.is_in_group("boxes"):
pushRightEnabled = true
pushTarget = collider
else:
pushRightEnabled = false
if left_ray.is_colliding():
var collider = left_ray.get_collider()
if collider is Node:
if collider.is_in_group("boxes"):
pushLeftEnabled = true
pushTarget = collider
else:
pushLeftEnabled = false
#loop through the collisions
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_FORCE)
+12 -3
View File
@@ -6,17 +6,26 @@ var direction = 1
@onready var cast_left = $CastLeft
@onready var sprite = $AnimatedSprite2D
@onready var game = %GameManager
@onready var cast_floor_right = $CastFloorRight
@onready var cast_floor_left = $CastFloorLeft
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
if cast_right.is_colliding():
if not cast_right.get_collider().is_in_group("player"):
direction = -1
sprite.flip_h = true
if cast_left.is_colliding():
if not cast_left.get_collider().is_in_group("player"):
direction = 1
sprite.flip_h = false
if not cast_floor_right.is_colliding():
direction = -1
sprite.flip_h = true
if cast_left.is_colliding():
if not cast_floor_left.is_colliding():
direction = 1
sprite.flip_h = false
sprite.flip_h = false
position.x += direction * speed * delta
+1
View File
@@ -6,3 +6,4 @@ extends Area2D
func _on_body_entered(body):
if body.is_in_group("player"):
game.coinCollected()
queue_free()
@@ -4,7 +4,7 @@ var coinsCollected = 0
var crate = preload("res://scenes/crate.tscn")
@onready var boxtrap = $"../crates/boxtrap"
@onready var timer = $Timer
@onready var player = $"../CharacterBody2D"
func _on_area_2d_areatrigger(effect, body):
@@ -26,5 +26,8 @@ func coinCollected():
print("coins collected "+str(coinsCollected) )
func playerDeath():
print("kill the player")
player.die()
timer.start()
func _on_timer_timeout():
get_tree().reload_current_scene()