week1 - collisions

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nakurai committed 2025-07-28 21:08:53 -04:00
commit 3e8d5754f9
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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.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_trigger(effect: Variant, body: Variant) -> void:
print("game controller sees trigger "+effect+" "+body.name)
if not body is Player:
body.queue_free()
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uid://c3o8iur48idhr
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class_name Player extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
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")
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
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)
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uid://bg8hstdeqf43x
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extends Area2D
@export var effect:String
#custom signal
signal areaTriggerSignal(effect, Object)
func _on_body_entered(body: Node2D) -> void:
areaTriggerSignal.emit(effect, body)
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uid://ce32s4sac7kf0