week 2: force push and bullets!
This commit is contained in:
parent
3e8d5754f9
commit
0968ee75ae
@ -14,3 +14,16 @@ config/name="ttlmaker"
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run/main_scene="uid://dk3bbsqf7yi08"
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config/features=PackedStringArray("4.4", "Forward Plus")
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config/icon="res://icon.svg"
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[input]
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shove={
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"deadzone": 0.2,
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"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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]
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}
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shoot={
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"deadzone": 0.2,
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"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(92, 19),"global_position":Vector2(101, 67),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false,"script":null)
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]
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}
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17
scenes/bullet.tscn
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17
scenes/bullet.tscn
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@ -0,0 +1,17 @@
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[gd_scene load_steps=3 format=3 uid="uid://dmhto2dvjub1j"]
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[ext_resource type="Script" uid="uid://do4exob6g0cfd" path="res://scripts/bullet.gd" id="1_mkf8s"]
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_h1aey"]
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radius = 1.99136
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height = 17.9993
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[node name="Area2D" type="Area2D"]
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script = ExtResource("1_mkf8s")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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rotation = 1.57936
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shape = SubResource("CapsuleShape2D_h1aey")
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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[connection signal="bulletHitSignal" from="." to="." method="_on_bullet_hit_signal"]
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14
scenes/crate.tscn
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14
scenes/crate.tscn
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@ -0,0 +1,14 @@
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[gd_scene load_steps=3 format=3 uid="uid://by6fag0gnv0r4"]
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[ext_resource type="Script" uid="uid://boay68qas1gpa" path="res://scripts/crate.gd" id="1_b66cd"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_uwrxv"]
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[node name="crate" type="RigidBody2D" groups=["shootable", "shovable"]]
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rotation = -0.698132
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script = ExtResource("1_b66cd")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("RectangleShape2D_uwrxv")
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debug_color = Color(0.841123, 0.368839, 0.275526, 0.42)
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@ -1,21 +1,23 @@
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[gd_scene load_steps=8 format=3 uid="uid://dk3bbsqf7yi08"]
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[ext_resource type="Script" uid="uid://c3o8iur48idhr" path="res://scripts/gamecontroller.gd" id="1_lnu2h"]
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[ext_resource type="Script" uid="uid://bg8hstdeqf43x" path="res://scripts/player.gd" id="1_uwrxv"]
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[ext_resource type="Script" uid="uid://vi7u52xttkpb" path="res://scripts/scene_manager.gd" id="2_iywne"]
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[ext_resource type="PackedScene" uid="uid://by6fag0gnv0r4" path="res://scenes/crate.tscn" id="2_lbhrr"]
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[ext_resource type="PackedScene" uid="uid://d4db6ttyltd56" path="res://scenes/player.tscn" id="2_lnu2h"]
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[ext_resource type="PackedScene" uid="uid://e5y4obsl2kcv" path="res://scenes/trigger.tscn" id="2_yqjtg"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_8cj0n"]
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size = Vector2(144, 20)
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_uwrxv"]
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[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_8cj0n"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_8cj0n"]
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[node name="game" type="Node2D"]
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script = ExtResource("1_lnu2h")
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[node name="SceneManager" type="Node2D" parent="."]
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unique_name_in_owner = true
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script = ExtResource("2_iywne")
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[node name="StaticBody2D" type="StaticBody2D" parent="."]
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position = Vector2(498, 356)
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metadata/_edit_group_ = true
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@ -23,23 +25,11 @@ metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
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shape = SubResource("RectangleShape2D_8cj0n")
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[node name="RigidBody2D" type="RigidBody2D" parent="."]
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position = Vector2(475, 269)
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rotation = -0.698132
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metadata/_edit_group_ = true
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[node name="crate" parent="." instance=ExtResource("2_lbhrr")]
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position = Vector2(530, 267)
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[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D"]
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shape = SubResource("RectangleShape2D_uwrxv")
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debug_color = Color(0.841123, 0.368839, 0.275526, 0.42)
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[node name="RigidBody2D2" type="RigidBody2D" parent="."]
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position = Vector2(856, 194)
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rotation = -0.698132
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D2"]
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shape = SubResource("RectangleShape2D_uwrxv")
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debug_color = Color(0.841123, 0.368839, 0.275526, 0.42)
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[node name="crate2" parent="." instance=ExtResource("2_lbhrr")]
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position = Vector2(769, 273)
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[node name="ground" type="StaticBody2D" parent="."]
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position = Vector2(485, 460)
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@ -48,17 +38,10 @@ metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="ground"]
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shape = SubResource("WorldBoundaryShape2D_8cj0n")
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[node name="player" type="CharacterBody2D" parent="."]
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[node name="player" parent="." instance=ExtResource("2_lnu2h")]
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position = Vector2(472, 333)
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script = ExtResource("1_uwrxv")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="player"]
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shape = SubResource("CircleShape2D_8cj0n")
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debug_color = Color(0.285278, 0.619884, 0.338524, 0.42)
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[node name="Area2D" parent="." instance=ExtResource("2_yqjtg")]
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position = Vector2(851, 421)
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scale = Vector2(3.02324, 2.78272)
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position = Vector2(494, 403)
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[connection signal="areaTriggerSignal" from="Area2D" to="." method="_on_trigger"]
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25
scenes/player.tscn
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25
scenes/player.tscn
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@ -0,0 +1,25 @@
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[gd_scene load_steps=3 format=3 uid="uid://d4db6ttyltd56"]
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[ext_resource type="Script" uid="uid://bg8hstdeqf43x" path="res://scripts/player.gd" id="1_3vyb7"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_8cj0n"]
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[node name="player" type="CharacterBody2D"]
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script = ExtResource("1_3vyb7")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("CircleShape2D_8cj0n")
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debug_color = Color(0.285278, 0.619884, 0.338524, 0.42)
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[node name="RightCast" type="RayCast2D" parent="."]
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target_position = Vector2(64, 0)
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[node name="LeftCast" type="RayCast2D" parent="."]
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target_position = Vector2(-45, 0)
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[node name="RightSpawn" type="Node2D" parent="."]
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position = Vector2(16, -3)
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[node name="LeftSpawn" type="Node2D" parent="."]
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position = Vector2(-20, -3)
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16
scripts/bullet.gd
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16
scripts/bullet.gd
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class_name Bullet extends Area2D
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signal bulletHitSignal(body, bullet)
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var SPEED: float = 700.0
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func setSpeed(new_speed: float):
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SPEED = new_speed
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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_in_group("shootable"):
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bulletHitSignal.emit(body, self)
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1
scripts/bullet.gd.uid
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1
scripts/bullet.gd.uid
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@ -0,0 +1 @@
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uid://do4exob6g0cfd
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1
scripts/crate.gd
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1
scripts/crate.gd
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@ -0,0 +1 @@
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class_name Crate extends RigidBody2D
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1
scripts/crate.gd.uid
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1
scripts/crate.gd.uid
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@ -0,0 +1 @@
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uid://boay68qas1gpa
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@ -1,7 +1,5 @@
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extends Node2D
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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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@ -17,3 +15,6 @@ func _on_trigger(effect: Variant, body: Variant) -> void:
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if not body is Player:
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body.queue_free()
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func onBulletHitSignal(body: Node, bullet: Bullet):
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body.queue_free()
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@ -1,31 +1,89 @@
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class_name Player extends CharacterBody2D
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@onready var scene_manager: SceneManager = %SceneManager
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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 right_spawn: Node2D = $RightSpawn
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@onready var left_spawn: Node2D = $LeftSpawn
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const SHOVE_STRENGTH = 700
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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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
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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 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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handle_input()
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handle_movement(delta)
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move_and_slide()
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handle_collisions()
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func handle_movement(delta: float):
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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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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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func handle_input():
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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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direction = Input.get_axis("ui_left", "ui_right")
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if direction > 0:
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facing = FaceDirection.RIGHT
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elif direction < 0:
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facing = FaceDirection.LEFT
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var is_shoving = Input.is_action_just_pressed("shove")
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if is_shoving and pushTarget is RigidBody2D:
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var shoveDirection: int
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match facing:
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FaceDirection.RIGHT:
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shoveDirection = 1
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FaceDirection.LEFT:
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shoveDirection = -1
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pushTarget.apply_central_impulse(Vector2i(shoveDirection, 0)*SHOVE_STRENGTH)
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var is_shooting = Input.is_action_just_pressed("shoot")
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if is_shooting:
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match facing:
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FaceDirection.RIGHT:
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scene_manager.make_bullet(right_spawn.global_transform, SPEED)
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FaceDirection.LEFT:
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scene_manager.make_bullet(left_spawn.global_transform, -1*SPEED)
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func handle_collisions():
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for i in get_slide_collision_count():
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var collision := get_slide_collision(i)
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var collider := collision.get_collider()
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if collider is RigidBody2D:
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collider.apply_central_impulse(-collision.get_normal()*100)
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if right_cast.is_colliding() && facing == FaceDirection.RIGHT:
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collider = right_cast.get_collider()
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if collider is Node and collider.is_in_group("shovable"):
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pushTarget = collider
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elif left_cast.is_colliding() && facing == FaceDirection.LEFT:
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collider = left_cast.get_collider()
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if collider is Node and collider.is_in_group("shovable"):
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pushTarget = collider
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else:
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pushTarget = null
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31
scripts/scene_manager.gd
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31
scripts/scene_manager.gd
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class_name SceneManager extends Node2D
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const bullet_scene = preload("res://scenes/bullet.tscn")
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@onready var game: Node2D = $".."
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var MAX_BULLET := 50
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var available_bullets = []
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func _ready() -> void:
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for i in range(MAX_BULLET):
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var new_bullet = bullet_scene.instantiate()
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new_bullet.bulletHitSignal.connect(game.onBulletHitSignal)
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available_bullets.push_front(new_bullet)
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func make_bullet(start_position: Transform2D, speed: int):
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var new_bullet = bullet_factory(start_position, speed)
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if new_bullet:
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owner.add_child(new_bullet)
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func reload_bullet(bullet: Bullet):
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available_bullets.push(bullet)
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func bullet_factory(start_position: Transform2D, speed: int) -> Bullet:
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var shot_bullet = available_bullets.pop_back()
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shot_bullet.global_transform = start_position
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shot_bullet.setSpeed(speed)
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available_bullets.push_front(shot_bullet)
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return shot_bullet
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1
scripts/scene_manager.gd.uid
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1
scripts/scene_manager.gd.uid
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uid://vi7u52xttkpb
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Block a user