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TaylorB committed 2025-08-18 21:06:03 -04:00
1 parent abd5200f21
commit 08d24bc467
15 files changed
+491 -22

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+58 -5
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@@ -6,23 +6,60 @@ 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_graphic: AnimatedSprite2D = $PlayerGraphic
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
const PUSH_POWER = 2000
var upJump:bool = false
@export var acceleration:int=5
var direction: float
enum FaceDirection{LEFT, RIGHT}
var facing: FaceDirection = FaceDirection.RIGHT
var pushTarget: Object
var pushEnabled: bool = false
enum State{IDLE,RUN,JUMP,FALLING}
var current_state:State = State.IDLE
func _physics_process(delta: float) -> void:
handle_input(delta)
handle_movement(delta)
handle_states()
handle_animation()
handle_collisions(delta)
func handle_states() -> void:
match current_state:
State.IDLE when velocity.x !=0:
current_state = State.RUN
State.RUN:
if velocity.x == 0:
current_state = State.IDLE
#player steps off ledge
if not is_on_floor() && velocity.y >0:
current_state = State.FALLING
State.FALLING when is_on_floor():
if velocity.x == 0:
current_state = State.IDLE
else:
current_state = State.RUN
State.JUMP when velocity.y >0:
current_state = State.FALLING
func handle_animation() -> void:
match current_state:
State.IDLE:
player_graphic.play("IDLE")
State.RUN:
player_graphic.play("RUN")
State.FALLING:
player_graphic.play("FALL")
State.JUMP:
if upJump:
player_graphic.play("JUMP")
func handle_input(delta: float) -> void:
var dir: int = 0
match facing:
@@ -33,7 +70,7 @@ func handle_input(delta: float) -> void:
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
jump_buffer_timer.start()
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
@@ -41,8 +78,10 @@ func handle_input(delta: float) -> void:
if direction < 0:
facing = FaceDirection.LEFT
player_graphic.flip_h = true
elif direction > 0:
facing = FaceDirection.RIGHT
player_graphic.flip_h = false
if Input.is_action_just_pressed("ForcePush") && pushEnabled:
pushTarget.apply_central_impulse(Vector2(dir, 0) * PUSH_POWER)
@@ -57,10 +96,18 @@ func handle_input(delta: float) -> void:
func handle_movement(delta: float) -> void:
handle_gravity(delta)
if direction:
velocity.x = direction * SPEED
if direction ==0:
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 not is_on_floor():
velocity += get_gravity() * delta
if is_on_floor() && jump_buffer_timer.time_left >0:
velocity.y = JUMP_VELOCITY
jump_buffer_timer.stop()
current_state = State.JUMP
upJump = true
move_and_slide()
func handle_collisions(delta: float) -> void:
@@ -90,3 +137,9 @@ func handle_gravity(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
func _on_animation_finished() -> void:
match current_state:
State.JUMP:
upJump = false
+6 -1
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@@ -1,6 +1,6 @@
extends Node2D
signal playerDamage
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
@@ -13,6 +13,11 @@ func _process(delta: float) -> void:
func _on_trigger(effect: Variant, body: Variant) -> void:
print("GC see trigger " + effect)
match effect:
"player_hurt":
if body is Player:
print("hurt the player")
playerDamage.emit()
if body.name == "world-boundary":
return
if not body is Player:
+7
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@@ -2,7 +2,14 @@ class_name SCENEMANAGER extends Node2D
const bulletscn = preload("res://Scenes/bullet.tscn")
@onready var game: Node2D = $".."
@onready var triggers: Node2D = $"../Triggers"
func _ready() -> void:
if triggers:
for obj in triggers.get_children():
if obj is Trigger:
obj.areaTriggerSignal.connect(game._on_trigger)
var bullets: Array[Bullet] = []
const MAX_BULLETS = 10
var current_bullet = 0
+1 -1
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@@ -1,4 +1,4 @@
extends Area2D
class_name Trigger extends Area2D
@export var effect := "destroy"