This commit is contained in:
JayisonDevadas committed 2026-03-16 20:57:47 -04:00
1 parent 84e1af69e3
commit fa90394599
16 files changed
+477 -21

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+8
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@@ -1,11 +1,19 @@
class_name Bullet extends Area2D
var speed:float=700
signal bulletDamageSignal(body,bullet)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
func setSpeed(value) -> void:
speed=value
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
position +=transform.x*speed *delta
func _on_body_entered(body: Node2D) -> void:
bulletDamageSignal.emit(body,self)
+22 -5
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@@ -11,6 +11,7 @@ var timeAvailable := 10
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
get_window().grab_focus()
add_child(timer)
timer.wait_time =1
timer.one_shot=false
@@ -35,11 +36,8 @@ func _on_trigger(body: Variant,effect,trigger) -> void:
if body is Crate:
match effect:
"destroy":
crateTotal -=1
if crateTotal <=0:
print("you win")
levelChangeSignal.emit(currentScene)
destroySignal.emit(body)
"teleport":
print("GC teleport an object")
teleportSignal.emit(body)
@@ -59,4 +57,23 @@ func _on_trigger(body: Variant,effect,trigger) -> void:
func crateUpdate(cratesAmount) ->void:
crateTotal=cratesAmount
print("GC updated crates: " +str(crateTotal))
if crateTotal <=0:
print("you win")
levelChangeSignal.emit(currentScene)
func bulletDamage(body:Node2D,bullet:Bullet) -> void:
if body is Crate:
# destroy Crate
destroySignal.emit(body)
destroySignal.emit(bullet)
+12
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@@ -0,0 +1,12 @@
class_name NPCCharacter extends CharacterBody2D
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity+=get_gravity() * delta
move_and_slide()
func knockBack(direction,duration:float=0.2):
velocity =direction
await get_tree().create_timer(duration).timeout
velocity =Vector2.ZERO
+1
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@@ -0,0 +1 @@
uid://gutmbv5ff4u4
+74 -14
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@@ -2,20 +2,44 @@ class_name Player extends CharacterBody2D
@onready var right_target: Marker2D = $RightTarget
@onready var left_target: Marker2D = $LeftTarget
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
const BUMP_POWER=50
enum FaceDirection{LEFT, RIGHT}
var direction
var facing:FaceDirection =FaceDirection.RIGHT
enum PlayerState{IDLE,RUNNING, JUMPING,FALLING}
var current_player_state:PlayerState=PlayerState.IDLE
var jumpUP:bool=false
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
handle_input()
handle_movement(delta)
handle_state()
handle_animation()
move_and_slide()
handle_collision()
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
func handle_input() -> void:
direction = Input.get_axis("ui_left", "ui_right")
if direction <0:
player_graphic.flip_h=true
if direction > 0:
player_graphic.flip_h=false
# handle jump
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
current_player_state =PlayerState.JUMPING
jumpUP=true
# handle shoot
if Input.is_action_just_pressed("shoot"):
print("Player1 wants to shoot")
@@ -27,14 +51,12 @@ func _physics_process(delta: float) -> void:
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
# 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")
func handle_movement(delta) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
if direction:
velocity.x = direction * SPEED
if direction <0:
@@ -43,12 +65,50 @@ func _physics_process(delta: float) -> void:
facing =FaceDirection.RIGHT
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
func handle_state() -> void:
match current_player_state:
PlayerState.IDLE when velocity.x !=0:
# change to running
current_player_state=PlayerState.RUNNING
PlayerState.RUNNING when velocity.x ==0:
current_player_state=PlayerState.IDLE
PlayerState.JUMPING when velocity.y==0:
current_player_state=PlayerState.FALLING
PlayerState.FALLING when is_on_floor():
if velocity.x ==0:
current_player_state=PlayerState.IDLE
else:
current_player_state=PlayerState.RUNNING
func handle_animation() -> void:
match current_player_state:
PlayerState.IDLE:
player_graphic.play("idle")
PlayerState.RUNNING:
player_graphic.play("running")
PlayerState.JUMPING:
if jumpUP:
player_graphic.play("jumping")
PlayerState.FALLING:
player_graphic.play("falling")
move_and_slide()
func handle_collision() ->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()*BUMP_POWER)
if c.get_collider() is NPCCharacter:
var myCharacter:NPCCharacter = c.get_collider()
var direction = -c.get_normal()*BUMP_POWER
myCharacter.knockBack(direction)
func _on_animation_finished() -> void:
match current_player_state:
PlayerState.JUMPING:
jumpUP =false
+38 -1
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@@ -3,6 +3,10 @@ class_name SceneManager extends Node2D
@onready var level: Node2D = $"../Level"
@onready var crates: Node2D = $"../Crates"
@onready var game: GameController = $".."
# has the recepies
var bullet = preload("res://scenes/bullet.tscn")
var bulletArray:Array[Bullet] = []
var totalAllowedBullets:int=7
# Called when the node enters the scene tree for the first time.
@@ -47,7 +51,11 @@ func updatesCrates() -> void:
func destroy(body)->void:
if body is Bullet:
stashBullet(body)
return
body.queue_free()
func teleport(body) -> void:
if body is Crate:
var viewport_size = get_viewport().get_visible_rect().size
@@ -58,9 +66,38 @@ func teleport(body) -> void:
func loadLevel(level:String) -> void:
get_tree().call_deferred("change_scene_to_file",level)
func stashBullet(bullet:Bullet) -> void:
var stashPosition:Vector2 =Vector2(-100,-100)
bullet.position=stashPosition
bullet.setSpeed(0)
bullet.set_process(false)
func makeBullet(targetPosition,speed) -> void:
func bulletFactory()-> Bullet:
var myBullet:Bullet
# how many bullets have been made?
if bulletArray.size() <=totalAllowedBullets:
myBullet=bullet.instantiate()
if not myBullet.bulletDamageSignal.is_connected(game.bulletDamage):
myBullet.bulletDamageSignal.connect(game.bulletDamage)
game.add_child(myBullet)
else:
myBullet=bulletArray.pop_back()
bulletArray.push_front(myBullet)
return myBullet
func makebullet(targetPosition,speed) -> void:
print("make a bullet")
print("bullets created: "+str(bulletArray.size()))
var myBullet:Bullet = bulletFactory()
myBullet.transform=targetPosition
myBullet.setSpeed(speed)
myBullet.set_process(true)