stuff
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@@ -1,29 +1,92 @@
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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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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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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_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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# 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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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.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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print("make a bullet")
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var b = %SCENEMANAGER.makeBullet(spawnAt.global_transform, dir)
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func handle_movement(delta: float) -> void:
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handle_gravity(delta)
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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 c = get_slide_collision(i)
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if c.get_collider() is RigidBody2D:
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c.get_collider().apply_central_impulse(-c.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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print("right pushable")
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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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print("left pushable")
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else:
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pushEnabled = false
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pushTarget = null
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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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@@ -0,0 +1,18 @@
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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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print("emit?")
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if body is Crate && visible:
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print("emit")
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bulletDamageSignal.emit(body, self)
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@@ -0,0 +1 @@
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uid://doxxkkrf00ef2
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@@ -0,0 +1 @@
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class_name Crate extends RigidBody2D
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@@ -0,0 +1 @@
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uid://diuug3xgjo1se
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@@ -13,5 +13,12 @@ func _process(delta: float) -> void:
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func _on_trigger(effect: Variant, body: Variant) -> void:
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print("GC see trigger " + effect)
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if body.name == "world-boundary":
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return
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if not body is Player:
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body.queue_free()
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func bulletDamage(target: Node2D, bullet: Node2D):
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print("GC sees a hit")
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target.queue_free()
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bullet.visible = false
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@@ -0,0 +1,33 @@
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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 bujllet
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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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@@ -0,0 +1 @@
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uid://bo0opwq3l73ec
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