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TaylorB committed 2025-08-17 22:18:14 -04:00
1 parent 77eb50f69e
commit abd5200f21
13 files changed
+209 -33

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+68 -5
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@@ -1,29 +1,92 @@
class_name Player extends CharacterBody2D
const bullet_scene = preload("res://Scenes/bullet.tscn")
@onready var right_cast: RayCast2D = $RightCast
@onready var left_cast: RayCast2D = $LeftCast
@onready var bullet_spawn_point_right: Node2D = $BulletSpawnPointRight
@onready var bullet_spawn_point_left: Node2D = $BulletSpawnPointLeft
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
const PUSH_POWER = 2000
var direction: float
enum FaceDirection{LEFT, RIGHT}
var facing: FaceDirection = FaceDirection.RIGHT
var pushTarget: Object
var pushEnabled: bool = false
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
handle_input(delta)
handle_movement(delta)
handle_collisions(delta)
func handle_input(delta: float) -> void:
var dir: int = 0
match facing:
FaceDirection.LEFT:
dir = -1
FaceDirection.RIGHT:
dir = 1
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# 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")
direction = Input.get_axis("ui_left", "ui_right")
if direction < 0:
facing = FaceDirection.LEFT
elif direction > 0:
facing = FaceDirection.RIGHT
if Input.is_action_just_pressed("ForcePush") && pushEnabled:
pushTarget.apply_central_impulse(Vector2(dir, 0) * PUSH_POWER)
if Input.is_action_just_pressed("Shoot"):
var spawnAt: Node2D = bullet_spawn_point_left
if dir == 1:
spawnAt = bullet_spawn_point_right
print("make a bullet")
var b = %SCENEMANAGER.makeBullet(spawnAt.global_transform, dir)
func handle_movement(delta: float) -> void:
handle_gravity(delta)
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
func handle_collisions(delta: float) -> void:
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() * 100)
if right_cast.is_colliding() && facing == FaceDirection.RIGHT:
var col = right_cast.get_collider()
if col != null && col.is_in_group("pushable"):
pushTarget = col
pushEnabled = true
print("right pushable")
elif left_cast.is_colliding() && facing == FaceDirection.LEFT:
var col = left_cast.get_collider()
if col != null && col.is_in_group("pushable"):
pushTarget = col
pushEnabled = true
print("left pushable")
else:
pushEnabled = false
pushTarget = null
func handle_gravity(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
+18
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@@ -0,0 +1,18 @@
class_name Bullet extends Area2D
var speed: float = 700
signal bulletDamageSignal(target: Node2D, bullet: Node2D)
func setSpeed(val: float):
speed = val
func _physics_process(delta: float) -> void:
position+=transform.x*speed*delta
func _on_body_entered(body: Node2D) -> void:
if body is Player:
return
print("emit?")
if body is Crate && visible:
print("emit")
bulletDamageSignal.emit(body, self)
+1
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@@ -0,0 +1 @@
uid://doxxkkrf00ef2
+1
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@@ -0,0 +1 @@
class_name Crate extends RigidBody2D
+1
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@@ -0,0 +1 @@
uid://diuug3xgjo1se
+7
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@@ -13,5 +13,12 @@ func _process(delta: float) -> void:
func _on_trigger(effect: Variant, body: Variant) -> void:
print("GC see trigger " + effect)
if body.name == "world-boundary":
return
if not body is Player:
body.queue_free()
func bulletDamage(target: Node2D, bullet: Node2D):
print("GC sees a hit")
target.queue_free()
bullet.visible = false
+33
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class_name SCENEMANAGER extends Node2D
const bulletscn = preload("res://Scenes/bullet.tscn")
@onready var game: Node2D = $".."
var bullets: Array[Bullet] = []
const MAX_BULLETS = 10
var current_bullet = 0
# makes and recycles bullets
func bulletFactory() -> Bullet:
if len(bullets) < MAX_BULLETS:
# create new bujllet
var b = bulletscn.instantiate()
b.bulletDamageSignal.connect(game.bulletDamage)
add_child(b)
bullets.append(b)
return b
else:
# recycle
var i = current_bullet
current_bullet = (current_bullet + 1) % MAX_BULLETS
bullets[i].visible = true
return bullets[i]
func makeBullet(pos: Transform2D, dir: int) -> Node2D:
var b = bulletFactory()
# b.position = pos.get_origin()
b.transform = pos
b.setSpeed(dir * 700)
return b
+1
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@@ -0,0 +1 @@
uid://bo0opwq3l73ec