This commit is contained in:
JayisonDevadas committed 2026-03-09 21:04:23 -04:00
1 parent fa2677d014
commit 84e1af69e3
13 files changed
+250 -49

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+11
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@@ -0,0 +1,11 @@
class_name Bullet extends Area2D
var speed:float=700
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
position +=transform.x*speed *delta
+1
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@@ -0,0 +1 @@
uid://bfuhpow7x2xr1
+12
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@@ -1 +1,13 @@
class_name Crate extends RigidBody2D
var teleport_target: Vector2=Vector2.ZERO
var should_teleport: bool=false
func teleport_to(position:Vector2):
teleport_target=position
should_teleport=true
func _integrate_forces(state: PhysicsDirectBodyState2D) -> void:
if should_teleport:
state.transform =Transform2D.IDENTITY.translated(teleport_target)
should_teleport= false
+45 -7
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@@ -1,17 +1,36 @@
extends Node2D
class_name GameController extends Node2D
var crateTotal=0
signal destroySignal(body)
signal teleportSignal(body)
signal levelChangeSignal(level)
var currentScene:String="res://scenes/game.tscn"
var timer := Timer.new()
var timeAvailable := 10
var crateTotal=3
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
add_child(timer)
timer.wait_time =1
timer.one_shot=false
timer.connect("timeout", secondCounter)
timer.start()
func secondCounter()-> void:
timeAvailable -=1
if timeAvailable <=0:
print("YOU LOSE!!")
levelChangeSignal.emit(currentScene)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_trigger(body: Variant,effect) -> void:
func _on_trigger(body: Variant,effect,trigger) -> void:
print("GC knows trigger..."+effect)
if body is Crate:
match effect:
@@ -19,6 +38,25 @@ func _on_trigger(body: Variant,effect) -> void:
crateTotal -=1
if crateTotal <=0:
print("you win")
body.queue_free()
levelChangeSignal.emit(currentScene)
destroySignal.emit(body)
"teleport":
print("GC teleport an object")
teleportSignal.emit(body)
"powerup":
print("GC knows powerup")
timeAvailable +=5
if body is Player:
match effect:
"powerup":
print("GC knows powerup")
timeAvailable +=5
destroySignal.emit(trigger)
func crateUpdate(cratesAmount) ->void:
crateTotal=cratesAmount
print("GC updated crates: " +str(crateTotal))
+22 -1
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@@ -1,9 +1,14 @@
extends CharacterBody2D
class_name Player extends CharacterBody2D
@onready var right_target: Marker2D = $RightTarget
@onready var left_target: Marker2D = $LeftTarget
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
const BUMP_POWER=50
enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection =FaceDirection.RIGHT
func _physics_process(delta: float) -> void:
@@ -11,6 +16,18 @@ func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity += get_gravity() * delta
# handle shoot
if Input.is_action_just_pressed("shoot"):
print("Player1 wants to shoot")
match facing:
FaceDirection.RIGHT:
print("shoot to the right")
%SceneManager.makebullet(right_target.global_transform,700)
FaceDirection.LEFT:
print("shoot to the left")
%SceneManager.makebullet(left_target.global_transform,-700)
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
@@ -20,6 +37,10 @@ func _physics_process(delta: float) -> void:
var direction := Input.get_axis("ui_left", "ui_right")
if direction:
velocity.x = direction * SPEED
if direction <0:
facing =FaceDirection.LEFT
if direction >0:
facing =FaceDirection.RIGHT
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
+66
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@@ -0,0 +1,66 @@
class_name SceneManager extends Node2D
@onready var triggers: Node2D = $"../Triggers"
@onready var level: Node2D = $"../Level"
@onready var crates: Node2D = $"../Crates"
@onready var game: GameController = $".."
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
buildLevel()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func buildLevel() -> void:
print("building level")
updatesCrates()
updateTriggers()
#wire up signals from gamecontrollerd
game.destroySignal.connect(destroy)
game.teleportSignal.connect(teleport)
game.levelChangeSignal.connect(loadLevel)
func updateTriggers()->void:
if triggers:
for obj in triggers.get_children():
if obj is Trigger:
if not obj.AreaTrigger.is_connected(game._on_trigger):
obj.AreaTrigger.connect(game._on_trigger)
func updatesCrates() -> void:
#check that there is a crates node
if crates:
var totalCrates=0
for obj in crates.get_children():
if obj is Crate:
if not obj.tree_exited.is_connected(updatesCrates):
obj.tree_exited.connect(updatesCrates)
totalCrates+=1
print("Total crates: "+str(totalCrates))
game.crateUpdate(totalCrates)
func destroy(body)->void:
body.queue_free()
func teleport(body) -> void:
if body is Crate:
var viewport_size = get_viewport().get_visible_rect().size
var random_x = randf_range(0, viewport_size.x)
var random_y = randf_range(0, viewport_size.y)
var newPosition =Vector2(random_x,random_y)
body.teleport_to(newPosition)
func loadLevel(level:String) -> void:
get_tree().call_deferred("change_scene_to_file",level)
func makeBullet(targetPosition,speed) -> void:
print("make a bullet")
+1
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@@ -0,0 +1 @@
uid://qa1q5a2swlfc
+6 -5
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@@ -1,7 +1,7 @@
extends Area2D
class_name Trigger extends Area2D
signal AreaTrigger(body,effect)
@export var effect="destory"
signal AreaTrigger(body,effect,trigger)
@export var effect="destroy"
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
@@ -12,6 +12,7 @@ func _process(delta: float) -> void:
pass
func _on_body_exited(body: Node2D) -> void:
func _on_body_entered(body: Node2D) -> void:
print("Trigger activated")
AreaTrigger.emit(body,effect)
AreaTrigger.emit(body,effect,self)