week 2: force push and bullets!

This commit is contained in:
christophe 2025-08-11 21:03:09 -04:00
parent 3e8d5754f9
commit 0968ee75ae
13 changed files with 207 additions and 45 deletions

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@ -14,3 +14,16 @@ config/name="ttlmaker"
run/main_scene="uid://dk3bbsqf7yi08"
config/features=PackedStringArray("4.4", "Forward Plus")
config/icon="res://icon.svg"
[input]
shove={
"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)
]
}
shoot={
"deadzone": 0.2,
"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)
]
}

17
scenes/bullet.tscn Normal file
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@ -0,0 +1,17 @@
[gd_scene load_steps=3 format=3 uid="uid://dmhto2dvjub1j"]
[ext_resource type="Script" uid="uid://do4exob6g0cfd" path="res://scripts/bullet.gd" id="1_mkf8s"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_h1aey"]
radius = 1.99136
height = 17.9993
[node name="Area2D" type="Area2D"]
script = ExtResource("1_mkf8s")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
rotation = 1.57936
shape = SubResource("CapsuleShape2D_h1aey")
[connection signal="body_entered" from="." to="." method="_on_body_entered"]
[connection signal="bulletHitSignal" from="." to="." method="_on_bullet_hit_signal"]

14
scenes/crate.tscn Normal file
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@ -0,0 +1,14 @@
[gd_scene load_steps=3 format=3 uid="uid://by6fag0gnv0r4"]
[ext_resource type="Script" uid="uid://boay68qas1gpa" path="res://scripts/crate.gd" id="1_b66cd"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_uwrxv"]
[node name="crate" type="RigidBody2D" groups=["shootable", "shovable"]]
rotation = -0.698132
script = ExtResource("1_b66cd")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_uwrxv")
debug_color = Color(0.841123, 0.368839, 0.275526, 0.42)

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@ -1,21 +1,23 @@
[gd_scene load_steps=8 format=3 uid="uid://dk3bbsqf7yi08"]
[ext_resource type="Script" uid="uid://c3o8iur48idhr" path="res://scripts/gamecontroller.gd" id="1_lnu2h"]
[ext_resource type="Script" uid="uid://bg8hstdeqf43x" path="res://scripts/player.gd" id="1_uwrxv"]
[ext_resource type="Script" uid="uid://vi7u52xttkpb" path="res://scripts/scene_manager.gd" id="2_iywne"]
[ext_resource type="PackedScene" uid="uid://by6fag0gnv0r4" path="res://scenes/crate.tscn" id="2_lbhrr"]
[ext_resource type="PackedScene" uid="uid://d4db6ttyltd56" path="res://scenes/player.tscn" id="2_lnu2h"]
[ext_resource type="PackedScene" uid="uid://e5y4obsl2kcv" path="res://scenes/trigger.tscn" id="2_yqjtg"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_8cj0n"]
size = Vector2(144, 20)
[sub_resource type="RectangleShape2D" id="RectangleShape2D_uwrxv"]
[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_8cj0n"]
[sub_resource type="CircleShape2D" id="CircleShape2D_8cj0n"]
[node name="game" type="Node2D"]
script = ExtResource("1_lnu2h")
[node name="SceneManager" type="Node2D" parent="."]
unique_name_in_owner = true
script = ExtResource("2_iywne")
[node name="StaticBody2D" type="StaticBody2D" parent="."]
position = Vector2(498, 356)
metadata/_edit_group_ = true
@ -23,23 +25,11 @@ metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
shape = SubResource("RectangleShape2D_8cj0n")
[node name="RigidBody2D" type="RigidBody2D" parent="."]
position = Vector2(475, 269)
rotation = -0.698132
metadata/_edit_group_ = true
[node name="crate" parent="." instance=ExtResource("2_lbhrr")]
position = Vector2(530, 267)
[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D"]
shape = SubResource("RectangleShape2D_uwrxv")
debug_color = Color(0.841123, 0.368839, 0.275526, 0.42)
[node name="RigidBody2D2" type="RigidBody2D" parent="."]
position = Vector2(856, 194)
rotation = -0.698132
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D2"]
shape = SubResource("RectangleShape2D_uwrxv")
debug_color = Color(0.841123, 0.368839, 0.275526, 0.42)
[node name="crate2" parent="." instance=ExtResource("2_lbhrr")]
position = Vector2(769, 273)
[node name="ground" type="StaticBody2D" parent="."]
position = Vector2(485, 460)
@ -48,17 +38,10 @@ metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="ground"]
shape = SubResource("WorldBoundaryShape2D_8cj0n")
[node name="player" type="CharacterBody2D" parent="."]
[node name="player" parent="." instance=ExtResource("2_lnu2h")]
position = Vector2(472, 333)
script = ExtResource("1_uwrxv")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="player"]
shape = SubResource("CircleShape2D_8cj0n")
debug_color = Color(0.285278, 0.619884, 0.338524, 0.42)
[node name="Area2D" parent="." instance=ExtResource("2_yqjtg")]
position = Vector2(851, 421)
scale = Vector2(3.02324, 2.78272)
position = Vector2(494, 403)
[connection signal="areaTriggerSignal" from="Area2D" to="." method="_on_trigger"]

25
scenes/player.tscn Normal file
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@ -0,0 +1,25 @@
[gd_scene load_steps=3 format=3 uid="uid://d4db6ttyltd56"]
[ext_resource type="Script" uid="uid://bg8hstdeqf43x" path="res://scripts/player.gd" id="1_3vyb7"]
[sub_resource type="CircleShape2D" id="CircleShape2D_8cj0n"]
[node name="player" type="CharacterBody2D"]
script = ExtResource("1_3vyb7")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_8cj0n")
debug_color = Color(0.285278, 0.619884, 0.338524, 0.42)
[node name="RightCast" type="RayCast2D" parent="."]
target_position = Vector2(64, 0)
[node name="LeftCast" type="RayCast2D" parent="."]
target_position = Vector2(-45, 0)
[node name="RightSpawn" type="Node2D" parent="."]
position = Vector2(16, -3)
[node name="LeftSpawn" type="Node2D" parent="."]
position = Vector2(-20, -3)

16
scripts/bullet.gd Normal file
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@ -0,0 +1,16 @@
class_name Bullet extends Area2D
signal bulletHitSignal(body, bullet)
var SPEED: float = 700.0
func setSpeed(new_speed: float):
SPEED = new_speed
func _physics_process(delta: float) -> void:
position += transform.x * SPEED * delta
func _on_body_entered(body: Node2D) -> void:
if body.is_in_group("shootable"):
bulletHitSignal.emit(body, self)

1
scripts/bullet.gd.uid Normal file
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@ -0,0 +1 @@
uid://do4exob6g0cfd

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://boay68qas1gpa

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@ -1,7 +1,5 @@
extends Node2D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
@ -17,3 +15,6 @@ func _on_trigger(effect: Variant, body: Variant) -> void:
if not body is Player:
body.queue_free()
func onBulletHitSignal(body: Node, bullet: Bullet):
body.queue_free()

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@ -1,31 +1,89 @@
class_name Player extends CharacterBody2D
@onready var scene_manager: SceneManager = %SceneManager
@onready var right_cast: RayCast2D = $RightCast
@onready var left_cast: RayCast2D = $LeftCast
@onready var right_spawn: Node2D = $RightSpawn
@onready var left_spawn: Node2D = $LeftSpawn
const SHOVE_STRENGTH = 700
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
var direction: float
enum FaceDirection{LEFT, RIGHT}
var facing: FaceDirection = FaceDirection.RIGHT
var pushTarget
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# 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")
handle_input()
handle_movement(delta)
move_and_slide()
handle_collisions()
func handle_movement(delta: float):
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
func handle_input():
# 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.
direction = Input.get_axis("ui_left", "ui_right")
if direction > 0:
facing = FaceDirection.RIGHT
elif direction < 0:
facing = FaceDirection.LEFT
var is_shoving = Input.is_action_just_pressed("shove")
if is_shoving and pushTarget is RigidBody2D:
var shoveDirection: int
match facing:
FaceDirection.RIGHT:
shoveDirection = 1
FaceDirection.LEFT:
shoveDirection = -1
pushTarget.apply_central_impulse(Vector2i(shoveDirection, 0)*SHOVE_STRENGTH)
var is_shooting = Input.is_action_just_pressed("shoot")
if is_shooting:
match facing:
FaceDirection.RIGHT:
scene_manager.make_bullet(right_spawn.global_transform, SPEED)
FaceDirection.LEFT:
scene_manager.make_bullet(left_spawn.global_transform, -1*SPEED)
func handle_collisions():
for i in get_slide_collision_count():
var collision := get_slide_collision(i)
var collider := collision.get_collider()
if collider is RigidBody2D:
collider.apply_central_impulse(-collision.get_normal()*100)
if right_cast.is_colliding() && facing == FaceDirection.RIGHT:
collider = right_cast.get_collider()
if collider is Node and collider.is_in_group("shovable"):
pushTarget = collider
elif left_cast.is_colliding() && facing == FaceDirection.LEFT:
collider = left_cast.get_collider()
if collider is Node and collider.is_in_group("shovable"):
pushTarget = collider
else:
pushTarget = null

31
scripts/scene_manager.gd Normal file
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@ -0,0 +1,31 @@
class_name SceneManager extends Node2D
const bullet_scene = preload("res://scenes/bullet.tscn")
@onready var game: Node2D = $".."
var MAX_BULLET := 50
var available_bullets = []
func _ready() -> void:
for i in range(MAX_BULLET):
var new_bullet = bullet_scene.instantiate()
new_bullet.bulletHitSignal.connect(game.onBulletHitSignal)
available_bullets.push_front(new_bullet)
func make_bullet(start_position: Transform2D, speed: int):
var new_bullet = bullet_factory(start_position, speed)
if new_bullet:
owner.add_child(new_bullet)
func reload_bullet(bullet: Bullet):
available_bullets.push(bullet)
func bullet_factory(start_position: Transform2D, speed: int) -> Bullet:
var shot_bullet = available_bullets.pop_back()
shot_bullet.global_transform = start_position
shot_bullet.setSpeed(speed)
available_bullets.push_front(shot_bullet)
return shot_bullet

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@ -0,0 +1 @@
uid://vi7u52xttkpb