added coins, new parallax graphics, etc.

This commit is contained in:
christophe committed 2025-08-25 21:06:35 -04:00
1 parent 2461fd278a
commit 2014ed0b37
28 files changed
+853 -11

No files matched your search

+6
View File
@@ -2,10 +2,16 @@ class_name Bullet extends Area2D
signal bulletHitSignal(body, bullet)
@onready var bullet_graphic: Sprite2D = $BulletGraphic
var SPEED: float = 700.0
func setSpeed(new_speed: float):
SPEED = new_speed
if new_speed < 0:
bullet_graphic.flip_h = true
if new_speed > 0:
bullet_graphic.flip_h = false
func _physics_process(delta: float) -> void:
position += transform.x * SPEED * delta
+6
View File
@@ -0,0 +1,6 @@
class_name Coin extends Area2D
signal coinCollectedSignal(body, coin)
func _on_body_entered(body: Node2D) -> void:
coinCollectedSignal.emit(body, self)
+1
View File
@@ -0,0 +1 @@
uid://t0jdd3a3km2a
+7
View File
@@ -4,6 +4,8 @@ extends Node2D
signal playerDamage
var score := 0
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
@@ -24,3 +26,8 @@ func _on_trigger(effect: Variant, body: Variant) -> void:
func onBulletHitSignal(body: Node, bullet: Bullet):
body.queue_free()
func onCoinCollected(body, coin: Coin):
if body is Player:
score += 1
coin.queue_free()
+2 -2
View File
@@ -94,12 +94,12 @@ func handle_movement(delta: float):
func handle_input():
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
if Input.is_action_just_pressed("jump") and is_on_floor():
jump_buffer.start()
# 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")
direction = Input.get_axis("move_left", "move_right")
if direction > 0:
facing = FaceDirection.RIGHT
+11 -1
View File
@@ -5,25 +5,36 @@ const bullet_scene = preload("res://scenes/bullet.tscn")
@onready var game: Node2D = $".."
@onready var triggers: Node2D = $"../triggers"
@onready var coins: Node2D = $"../coins"
var MAX_BULLET := 50
var available_bullets = []
var score := 0
func _ready() -> void:
for i in range(MAX_BULLET):
var new_bullet = bullet_scene.instantiate()
new_bullet.bulletHitSignal.connect(game.onBulletHitSignal)
print(new_bullet.bullet_graphic)
available_bullets.push_front(new_bullet)
if triggers:
for trig in triggers.get_children():
if trig is Trigger:
trig.areaTriggerSignal.connect(game._on_trigger)
if coins:
for coin in coins.get_children():
if coin is Coin:
coin.coinCollectedSignal.connect(game.onCoinCollected)
func make_bullet(start_position: Transform2D, speed: int):
var new_bullet = bullet_factory(start_position, speed)
if new_bullet:
owner.add_child(new_bullet)
new_bullet.setSpeed(speed)
func reload_bullet(bullet: Bullet):
available_bullets.push(bullet)
@@ -31,7 +42,6 @@ func reload_bullet(bullet: 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)