greandes, dyanmic instantiation, statemachine
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@@ -0,0 +1,11 @@
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class_name Crate extends RigidBody2D
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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@@ -0,0 +1 @@
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uid://vwu0qtoxeqcn
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@@ -1,5 +1,6 @@
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extends Node2D
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class_name GameController extends Node2D
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signal destroySignal(body)
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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@@ -13,5 +14,10 @@ func _process(delta: float) -> void:
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func _on_triggerSignal(body: Variant, intentMessage: Variant) -> void:
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print("GC knows about a trigger!")
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if not body is Player and intentMessage == "destroy":
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body.queue_free()
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if body.is_in_group("destructible") and intentMessage == "destroy":
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destroySignal.emit(body)
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func totalCrates(numberOfCrates:int)->void:
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print("GC knows total crates: "+str(numberOfCrates))
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if numberOfCrates <=0:
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print("You WON!!!!")
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@@ -0,0 +1,24 @@
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class_name Grenade extends RigidBody2D
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var timer = Timer.new()
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func _ready() -> void:
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add_child(timer)
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#how long
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timer.wait_time = 2
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#one time onlu
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timer.one_shot = true
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timer.connect("timeout",explode)
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timer.start()
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func explode()->void:
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print('ima spolde')
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self.queue_free()
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func _on_body_entered(body: Node) -> void:
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print("collision w Grenade!!")
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if body.is_in_group("destructible"):
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body.queue_free()
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explode()
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@@ -0,0 +1 @@
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uid://86lxae5ujqvq
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+49
-4
@@ -3,20 +3,33 @@ class_name Player extends CharacterBody2D
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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@onready var right_spawn: Marker2D = $RightSpawn
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@onready var left_spawn: Marker2D = $LeftSpawn
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@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
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var direction
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enum FaceDirection{LEFT,RIGHT}
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var facing:FaceDirection = FaceDirection.RIGHT
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enum PlayerState{IDLE,RUNNING}
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var current_player_state:PlayerState = PlayerState.IDLE
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func _physics_process(delta: float) -> void:
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handle_input()
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handle_state()
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handle_animation()
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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 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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if direction:
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velocity.x = direction * SPEED
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else:
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@@ -28,3 +41,35 @@ func _physics_process(delta: float) -> void:
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if c.get_collider() is RigidBody2D:
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#deliver the impact
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c.get_collider().apply_central_impulse(-c.get_normal() * 100)
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func handle_input()->void:
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if Input.is_action_just_pressed("Chuck"):
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print("chuck a grenade")
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%SceneManager.makeGrenade(right_spawn.global_transform, 1)
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if Input.is_action_just_pressed("jump") 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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direction = Input.get_axis("left", "right")
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if direction<0:
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facing = FaceDirection.LEFT
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player_graphic.flip_h = true
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if direction>0:
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facing = FaceDirection.RIGHT
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player_graphic.flip_h = false
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func handle_state()->void:
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match current_player_state:
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PlayerState.IDLE when velocity.x !=0:
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#change to running
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current_player_state = PlayerState.RUNNING
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PlayerState.RUNNING when velocity.x ==0:
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current_player_state = PlayerState.IDLE
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func handle_animation()->void:
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match current_player_state:
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PlayerState.IDLE:
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player_graphic.play("idle")
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PlayerState.RUNNING:
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player_graphic.play("run")
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@@ -0,0 +1,34 @@
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class_name SceneManager extends Node2D
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@onready var game: Node2D = $".."
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@onready var crates: Node2D = $"../Crates"
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var grenade = preload("res://Scenes/grenade.tscn")
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func _ready() -> void:
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print("Scene manager is ready!")
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game.destroySignal.connect(destroy)
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buildLevel()
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func destroy(body)->void:
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if body is Crate:
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body.queue_free()
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func buildLevel()->void:
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updateCrates()
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func updateCrates()->void:
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#is there a crate holder?
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var _crateTotal:int = 0
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if crates:
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for obj in crates.get_children():
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if obj is Crate:
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if not obj.tree_exited.is_connected(updateCrates):
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obj.tree_exited.connect(updateCrates)
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_crateTotal +=1
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print("Number of crates: "+str(_crateTotal))
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game.totalCrates(_crateTotal)
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func makeGrenade(_greandePosition, _grenadeDirection)->void:
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print("SM wants to make a grenade")
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var myGrenade:Grenade = grenade.instantiate()
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owner.add_child(myGrenade)
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myGrenade.transform = _greandePosition
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myGrenade.apply_central_impulse(Vector2(_grenadeDirection, -1)*200)
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@@ -0,0 +1 @@
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uid://qhll446powxt
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