This commit is contained in:
TaylorB 2025-08-17 22:18:14 -04:00
parent 77eb50f69e
commit abd5200f21
13 changed files with 209 additions and 33 deletions

14
Scenes/Crate.tscn Normal file
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@ -0,0 +1,14 @@
[gd_scene load_steps=3 format=3 uid="uid://lwju71dirkcy"]
[ext_resource type="Script" uid="uid://diuug3xgjo1se" path="res://scripts/crate.gd" id="1_qgfyo"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_r8wv2"]
[node name="Crate" type="RigidBody2D" groups=["pushable"]]
rotation = 0.90108
script = ExtResource("1_qgfyo")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_r8wv2")
debug_color = Color(0.875314, 0.341029, 0.122297, 0.42)

15
Scenes/bullet.tscn Normal file
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@ -0,0 +1,15 @@
[gd_scene load_steps=3 format=3 uid="uid://vycud8mssmb3"]
[ext_resource type="Script" uid="uid://doxxkkrf00ef2" path="res://scripts/bullet.gd" id="1_xjght"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_4mw4s"]
[node name="bullet" type="Area2D"]
script = ExtResource("1_xjght")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
rotation = 1.58879
shape = SubResource("CapsuleShape2D_4mw4s")
[connection signal="body_entered" from="." to="." method="_on_body_entered"]

25
Scenes/player.tscn Normal file
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@ -0,0 +1,25 @@
[gd_scene load_steps=3 format=3 uid="uid://c5uf1o0s4syv7"]
[ext_resource type="Script" uid="uid://bxlrsqltut2xn" path="res://scripts/Player.gd" id="1_v0iea"]
[sub_resource type="CircleShape2D" id="CircleShape2D_ag0er"]
[node name="Player" type="CharacterBody2D"]
script = ExtResource("1_v0iea")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_ag0er")
debug_color = Color(3.08037e-06, 0.641589, 0.331866, 0.42)
[node name="RightCast" type="RayCast2D" parent="."]
target_position = Vector2(48, 0)
[node name="LeftCast" type="RayCast2D" parent="."]
target_position = Vector2(-47, 0)
[node name="BulletSpawnPointRight" type="Node2D" parent="."]
position = Vector2(16, -5)
[node name="BulletSpawnPointLeft" type="Node2D" parent="."]
position = Vector2(-16, -5)

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@ -1,21 +1,23 @@
[gd_scene load_steps=8 format=3 uid="uid://ibkufgrwjwro"] [gd_scene load_steps=8 format=3 uid="uid://ibkufgrwjwro"]
[ext_resource type="Script" uid="uid://buhkldpol3slp" path="res://scripts/gamecontroller.gd" id="1_3d84a"] [ext_resource type="Script" uid="uid://buhkldpol3slp" path="res://scripts/gamecontroller.gd" id="1_3d84a"]
[ext_resource type="Script" uid="uid://bxlrsqltut2xn" path="res://scripts/Player.gd" id="1_r8wv2"]
[ext_resource type="PackedScene" uid="uid://4a4u47173cyb" path="res://Scenes/trigger.tscn" id="2_lptsb"] [ext_resource type="PackedScene" uid="uid://4a4u47173cyb" path="res://Scenes/trigger.tscn" id="2_lptsb"]
[ext_resource type="Script" uid="uid://bo0opwq3l73ec" path="res://scripts/scene_manager.gd" id="2_t43dh"]
[ext_resource type="PackedScene" uid="uid://lwju71dirkcy" path="res://Scenes/Crate.tscn" id="3_u2cf2"]
[ext_resource type="PackedScene" uid="uid://c5uf1o0s4syv7" path="res://Scenes/player.tscn" id="4_f0he5"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_ag0er"] [sub_resource type="RectangleShape2D" id="RectangleShape2D_ag0er"]
size = Vector2(82, 20) size = Vector2(82, 20)
[sub_resource type="RectangleShape2D" id="RectangleShape2D_r8wv2"]
[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_ag0er"] [sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_ag0er"]
[sub_resource type="CircleShape2D" id="CircleShape2D_ag0er"]
[node name="Game" type="Node2D"] [node name="Game" type="Node2D"]
script = ExtResource("1_3d84a") script = ExtResource("1_3d84a")
[node name="SCENEMANAGER" type="Node2D" parent="."]
unique_name_in_owner = true
script = ExtResource("2_t43dh")
[node name="StaticBody2D" type="StaticBody2D" parent="."] [node name="StaticBody2D" type="StaticBody2D" parent="."]
position = Vector2(113, 130) position = Vector2(113, 130)
metadata/_edit_group_ = true metadata/_edit_group_ = true
@ -23,23 +25,11 @@ metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"] [node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
shape = SubResource("RectangleShape2D_ag0er") shape = SubResource("RectangleShape2D_ag0er")
[node name="RigidBody2D" type="RigidBody2D" parent="."] [node name="Crate1" parent="." instance=ExtResource("3_u2cf2")]
position = Vector2(128, 41) position = Vector2(128, 41)
rotation = 0.90108
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D"] [node name="Crate2" parent="." instance=ExtResource("3_u2cf2")]
shape = SubResource("RectangleShape2D_r8wv2") position = Vector2(171, 73)
debug_color = Color(0.875314, 0.341029, 0.122297, 0.42)
[node name="RigidBody2D2" type="RigidBody2D" parent="."]
position = Vector2(114, -1)
rotation = 0.90108
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D2"]
shape = SubResource("RectangleShape2D_r8wv2")
debug_color = Color(0.875314, 0.341029, 0.122297, 0.42)
[node name="ground" type="StaticBody2D" parent="."] [node name="ground" type="StaticBody2D" parent="."]
position = Vector2(186, 270) position = Vector2(186, 270)
@ -48,16 +38,10 @@ metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="ground"] [node name="CollisionShape2D" type="CollisionShape2D" parent="ground"]
shape = SubResource("WorldBoundaryShape2D_ag0er") shape = SubResource("WorldBoundaryShape2D_ag0er")
[node name="CharacterBody2D" type="CharacterBody2D" parent="."] [node name="Player" parent="." instance=ExtResource("4_f0he5")]
position = Vector2(127, 108) position = Vector2(127, 108)
script = ExtResource("1_r8wv2")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D"]
shape = SubResource("CircleShape2D_ag0er")
debug_color = Color(3.08037e-06, 0.641589, 0.331866, 0.42)
[node name="Area2D" parent="." instance=ExtResource("2_lptsb")] [node name="Area2D" parent="." instance=ExtResource("2_lptsb")]
position = Vector2(88, 86) position = Vector2(82, 87)
[connection signal="areaTriggerSignal" from="Area2D" to="." method="_on_trigger"] [connection signal="areaTriggerSignal" from="Area2D" to="." method="_on_trigger"]

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@ -14,3 +14,16 @@ config/name="reallygoodgame"
run/main_scene="uid://ibkufgrwjwro" run/main_scene="uid://ibkufgrwjwro"
config/features=PackedStringArray("4.4", "Forward Plus") config/features=PackedStringArray("4.4", "Forward Plus")
config/icon="res://icon.svg" config/icon="res://icon.svg"
[input]
ForcePush={
"deadzone": 0.2,
"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)
]
}
Shoot={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
]
}

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@ -1,29 +1,92 @@
class_name Player extends CharacterBody2D 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 SPEED = 300.0
const JUMP_VELOCITY = -400.0 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: func _physics_process(delta: float) -> void:
# Add the gravity. handle_input(delta)
if not is_on_floor(): handle_movement(delta)
velocity += get_gravity() * 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. # Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor(): if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration. # Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions. # 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: if direction:
velocity.x = direction * SPEED velocity.x = direction * SPEED
else: else:
velocity.x = move_toward(velocity.x, 0, SPEED) velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide() move_and_slide()
func handle_collisions(delta: float) -> void:
for i in get_slide_collision_count(): for i in get_slide_collision_count():
var c = get_slide_collision(i) var c = get_slide_collision(i)
if c.get_collider() is RigidBody2D: if c.get_collider() is RigidBody2D:
c.get_collider().apply_central_impulse(-c.get_normal() * 100) 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
scripts/bullet.gd Normal file
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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
scripts/bullet.gd.uid Normal file
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@ -0,0 +1 @@
uid://doxxkkrf00ef2

1
scripts/crate.gd Normal file
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@ -0,0 +1 @@
class_name Crate extends RigidBody2D

1
scripts/crate.gd.uid Normal file
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@ -0,0 +1 @@
uid://diuug3xgjo1se

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@ -13,5 +13,12 @@ func _process(delta: float) -> void:
func _on_trigger(effect: Variant, body: Variant) -> void: func _on_trigger(effect: Variant, body: Variant) -> void:
print("GC see trigger " + effect) print("GC see trigger " + effect)
if body.name == "world-boundary":
return
if not body is Player: if not body is Player:
body.queue_free() body.queue_free()
func bulletDamage(target: Node2D, bullet: Node2D):
print("GC sees a hit")
target.queue_free()
bullet.visible = false

33
scripts/scene_manager.gd Normal file
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@ -0,0 +1,33 @@
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

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@ -0,0 +1 @@
uid://bo0opwq3l73ec