week 2: force push and bullets!

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christophe committed 2025-08-11 21:03:09 -04:00
1 parent 3e8d5754f9
commit 0968ee75ae
13 files changed
+207 -45

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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)
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uid://do4exob6g0cfd
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class_name Crate extends RigidBody2D
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uid://boay68qas1gpa
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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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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
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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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uid://vi7u52xttkpb