Working force push, working bullets

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fabianainu committed 2024-11-25 20:52:12 -05:00
1 parent b18a0fafde
commit 74561cfb2f
7 files changed
+175 -18

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+18
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@@ -0,0 +1,18 @@
class_name Bullet extends Area2D
var speed = 750
# did I hit someone?
signal hit(bullet, body)
func setSpeed(speedValue):
speed = speedValue
func _physics_process(delta):
position += transform.x * speed * delta
func _on_body_entered(body: Node2D) -> void:
print("Bullet hit something")
if not body.is_in_group("player"):
hit.emit(self, body)
+56 -1
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@@ -4,6 +4,17 @@ extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
const BUMP_FORCE = 50
const PUSHFORCE = 750
@onready var right_ray: RayCast2D = $RightRay
@onready var left_ray: RayCast2D = $LeftRay
var faceLeft = false
var pushTarget
var pushLefEnabled = false
var pushRightEnabled = false
@onready var right_target: Node2D = $RightTarget
@onready var left_target: Node2D = $LeftTarget
func _physics_process(delta: float) -> void:
@@ -18,13 +29,57 @@ func _physics_process(delta: float) -> void:
# 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 Input.is_action_just_pressed("shove") && pushRightEnabled && faceLeft == false:
print("Shove a box")
pushTarget.apply_central_impulse(Vector2(1,0) * PUSHFORCE * 2)
pushRightEnabled = false
if Input.is_action_just_pressed("shove") && faceLeft == true && pushLefEnabled == true:
pushTarget.apply_central_impulse(Vector2(-1,0) * PUSHFORCE * 2)
pushLefEnabled = false
if Input.is_action_just_pressed("shoot"):
print("I'm an owl: Shoot shoot")
var myBullet = %SceneManager.bulletFactory()
if not faceLeft:
myBullet.transform = right_target.global_transform
myBullet.setSpeed(750)
if faceLeft == true:
myBullet.transform = left_target.global_transform
myBullet.setSpeed(-750)
if direction:
velocity.x = direction * SPEED
if direction > 0: faceLeft = false
if direction < 0: faceLeft = true
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
if right_ray.is_colliding():
print("Something is on my right")
if not faceLeft:
var collider = right_ray.get_collider()
if collider is Node:
if collider.is_in_group("box"):
print("This is a pushable box")
pushTarget = collider
pushRightEnabled = true
else:
pushRightEnabled = false
if left_ray.is_colliding():
print("Something is on my left")
if faceLeft:
var collider = left_ray.get_collider()
if collider is Node:
if collider.is_in_group("box"):
print("I can shove this box")
pushTarget = collider
pushLefEnabled = true
else:
pushLefEnabled = false
for i in get_slide_collision_count():
var c = get_slide_collision(i)
if c.get_collider() is RigidBody2D:
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extends Node
var bulletsFiredTotal := 0
var bulletsMadeTotal := 0
var bulletArray:Array = []
var bullet = preload("res://scenes/bullet.tscn")
func bulletFactory():
print("Make a bullet at the factory")
var mybullet
#how many bullets have been made
if bulletArray.size() < 4:
#make a new bullet
mybullet = bullet.instantiate()
mybullet.connect("hit", onBulletHit)
owner.add_child(mybullet)
else:
mybullet = bulletArray.pop_back()
bulletArray.push_front(mybullet)
bulletsMadeTotal += 1
return mybullet
func onBulletHit(bullet, body):
print("Scene Manager knows a bullet hit something")
bullet.setSpeed(0)
if body.is_in_group("shootable"):
print("RIP")
body.queue_free()