Working force push, working bullets
This commit is contained in:
parent
b18a0fafde
commit
74561cfb2f
@ -20,3 +20,16 @@ config/icon="res://icon.svg"
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folder_colors={
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folder_colors={
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"res://scripts/": "green"
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"res://scripts/": "green"
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}
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}
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[input]
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shove={
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"deadzone": 0.5,
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"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":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
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]
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}
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shoot={
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"deadzone": 0.5,
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"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":88,"key_label":0,"unicode":120,"location":0,"echo":false,"script":null)
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]
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}
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15
fabigame/scenes/bullet.tscn
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15
fabigame/scenes/bullet.tscn
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@ -0,0 +1,15 @@
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[gd_scene load_steps=3 format=3 uid="uid://b2tgt64a7m32v"]
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[ext_resource type="Script" path="res://scripts/bullet.gd" id="1_jag7h"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_eswsk"]
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size = Vector2(7, 1)
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[node name="Area2D" type="Area2D"]
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script = ExtResource("1_jag7h")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("RectangleShape2D_eswsk")
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debug_color = Color(0.827451, 1, 0, 0.419608)
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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27
fabigame/scenes/dude.tscn
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27
fabigame/scenes/dude.tscn
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@ -0,0 +1,27 @@
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[gd_scene load_steps=3 format=3 uid="uid://djgtbc1quqvwe"]
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[ext_resource type="Script" path="res://scripts/dudecontroller.gd" id="1_ay2gi"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_iice4"]
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radius = 6.32456
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[node name="CharacterBody2D" type="CharacterBody2D" groups=["player"]]
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script = ExtResource("1_ay2gi")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("CircleShape2D_iice4")
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debug_color = Color(0.598404, 0.370441, 1, 0.42)
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[node name="RightRay" type="RayCast2D" parent="."]
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target_position = Vector2(15, 0)
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[node name="LeftRay" type="RayCast2D" parent="."]
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position = Vector2(1, 0)
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target_position = Vector2(-16, 0)
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[node name="RightTarget" type="Node2D" parent="."]
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position = Vector2(6, -5)
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[node name="LeftTarget" type="Node2D" parent="."]
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position = Vector2(-6, -5)
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@ -1,15 +1,14 @@
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[gd_scene load_steps=8 format=3 uid="uid://ciko2h5jj1a3k"]
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[gd_scene load_steps=9 format=3 uid="uid://ciko2h5jj1a3k"]
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[ext_resource type="Script" path="res://scripts/dudecontroller.gd" id="1_2426f"]
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[ext_resource type="PackedScene" uid="uid://djgtbc1quqvwe" path="res://scenes/dude.tscn" id="1_4l1yw"]
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[ext_resource type="PackedScene" uid="uid://bw3gps1njvtgr" path="res://scenes/box.tscn" id="1_mg5q5"]
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[ext_resource type="PackedScene" uid="uid://bw3gps1njvtgr" path="res://scenes/box.tscn" id="1_mg5q5"]
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[ext_resource type="Script" path="res://scripts/scene_manager.gd" id="1_tpgoh"]
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[ext_resource type="Script" path="res://scripts/trigger.gd" id="2_a7w16"]
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[ext_resource type="Script" path="res://scripts/trigger.gd" id="2_a7w16"]
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[ext_resource type="PackedScene" uid="uid://b2tgt64a7m32v" path="res://scenes/bullet.tscn" id="4_0ysyc"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_fuiwd"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_fuiwd"]
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size = Vector2(142, 10)
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size = Vector2(142, 10)
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[sub_resource type="CircleShape2D" id="CircleShape2D_iice4"]
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radius = 6.32456
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_lbd3t"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_lbd3t"]
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size = Vector2(20, 4.47115)
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size = Vector2(20, 4.47115)
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@ -17,6 +16,10 @@ size = Vector2(20, 4.47115)
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[node name="Game" type="Node2D"]
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[node name="Game" type="Node2D"]
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[node name="SceneManager" type="Node" parent="."]
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unique_name_in_owner = true
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script = ExtResource("1_tpgoh")
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[node name="Platform" type="StaticBody2D" parent="."]
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[node name="Platform" type="StaticBody2D" parent="."]
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position = Vector2(394, 460)
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position = Vector2(394, 460)
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metadata/_edit_group_ = true
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metadata/_edit_group_ = true
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@ -25,14 +28,7 @@ metadata/_edit_group_ = true
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scale = Vector2(1.02381, 1.00385)
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scale = Vector2(1.02381, 1.00385)
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shape = SubResource("RectangleShape2D_fuiwd")
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shape = SubResource("RectangleShape2D_fuiwd")
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[node name="CharacterBody2D" type="CharacterBody2D" parent="."]
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[node name="CharacterBody2D" parent="." instance=ExtResource("1_4l1yw")]
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position = Vector2(380, 429)
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script = ExtResource("1_2426f")
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metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D"]
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shape = SubResource("CircleShape2D_iice4")
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debug_color = Color(0.598404, 0.370441, 1, 0.42)
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[node name="Area2D" type="Area2D" parent="."]
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[node name="Area2D" type="Area2D" parent="."]
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position = Vector2(392, 535)
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position = Vector2(392, 535)
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@ -42,17 +38,16 @@ metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
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position = Vector2(0, -7.76443)
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position = Vector2(0, -7.76443)
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scale = Vector2(1, 1)
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shape = SubResource("RectangleShape2D_lbd3t")
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shape = SubResource("RectangleShape2D_lbd3t")
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debug_color = Color(0.31865, 0.625237, 0, 0.42)
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debug_color = Color(0.31865, 0.625237, 0, 0.42)
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[node name="RigidBody2D" parent="." instance=ExtResource("1_mg5q5")]
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[node name="RigidBody2D" parent="." groups=["shootable"] instance=ExtResource("1_mg5q5")]
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position = Vector2(432, 417)
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position = Vector2(432, 417)
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[node name="RigidBody2D2" parent="." instance=ExtResource("1_mg5q5")]
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[node name="RigidBody2D2" parent="." groups=["shootable"] instance=ExtResource("1_mg5q5")]
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position = Vector2(405, 385)
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position = Vector2(405, 385)
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[node name="RigidBody2D3" parent="." instance=ExtResource("1_mg5q5")]
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[node name="RigidBody2D3" parent="." groups=["shootable"] instance=ExtResource("1_mg5q5")]
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position = Vector2(422, 344)
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position = Vector2(422, 344)
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[node name="StaticBody2D" type="StaticBody2D" parent="."]
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[node name="StaticBody2D" type="StaticBody2D" parent="."]
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@ -62,4 +57,7 @@ metadata/_edit_group_ = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
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shape = SubResource("WorldBoundaryShape2D_vdfbk")
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shape = SubResource("WorldBoundaryShape2D_vdfbk")
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[node name="Area2D2" parent="." instance=ExtResource("4_0ysyc")]
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position = Vector2(269, 391)
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[connection signal="body_entered" from="Area2D" to="Area2D" method="_on_body_entered"]
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[connection signal="body_entered" from="Area2D" to="Area2D" method="_on_body_entered"]
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18
fabigame/scripts/bullet.gd
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18
fabigame/scripts/bullet.gd
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class_name Bullet extends Area2D
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var speed = 750
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# did I hit someone?
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signal hit(bullet, body)
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func setSpeed(speedValue):
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speed = speedValue
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func _physics_process(delta):
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position += transform.x * speed * delta
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func _on_body_entered(body: Node2D) -> void:
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print("Bullet hit something")
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if not body.is_in_group("player"):
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hit.emit(self, body)
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@ -4,6 +4,17 @@ extends CharacterBody2D
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const SPEED = 300.0
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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const JUMP_VELOCITY = -400.0
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const BUMP_FORCE = 50
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const BUMP_FORCE = 50
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const PUSHFORCE = 750
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@onready var right_ray: RayCast2D = $RightRay
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@onready var left_ray: RayCast2D = $LeftRay
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var faceLeft = false
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var pushTarget
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var pushLefEnabled = false
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var pushRightEnabled = false
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@onready var right_target: Node2D = $RightTarget
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@onready var left_target: Node2D = $LeftTarget
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func _physics_process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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@ -18,13 +29,57 @@ func _physics_process(delta: float) -> void:
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# Get the input direction and handle the movement/deceleration.
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var direction := Input.get_axis("ui_left", "ui_right")
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var direction := Input.get_axis("ui_left", "ui_right")
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if Input.is_action_just_pressed("shove") && pushRightEnabled && faceLeft == false:
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print("Shove a box")
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pushTarget.apply_central_impulse(Vector2(1,0) * PUSHFORCE * 2)
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pushRightEnabled = false
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if Input.is_action_just_pressed("shove") && faceLeft == true && pushLefEnabled == true:
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pushTarget.apply_central_impulse(Vector2(-1,0) * PUSHFORCE * 2)
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pushLefEnabled = false
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if Input.is_action_just_pressed("shoot"):
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print("I'm an owl: Shoot shoot")
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var myBullet = %SceneManager.bulletFactory()
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if not faceLeft:
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myBullet.transform = right_target.global_transform
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myBullet.setSpeed(750)
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if faceLeft == true:
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myBullet.transform = left_target.global_transform
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myBullet.setSpeed(-750)
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if direction:
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if direction:
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velocity.x = direction * SPEED
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velocity.x = direction * SPEED
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if direction > 0: faceLeft = false
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if direction < 0: faceLeft = true
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else:
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.x = move_toward(velocity.x, 0, SPEED)
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move_and_slide()
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move_and_slide()
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if right_ray.is_colliding():
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print("Something is on my right")
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if not faceLeft:
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var collider = right_ray.get_collider()
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if collider is Node:
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if collider.is_in_group("box"):
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print("This is a pushable box")
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pushTarget = collider
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pushRightEnabled = true
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else:
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pushRightEnabled = false
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if left_ray.is_colliding():
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print("Something is on my left")
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if faceLeft:
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var collider = left_ray.get_collider()
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if collider is Node:
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if collider.is_in_group("box"):
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print("I can shove this box")
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pushTarget = collider
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pushLefEnabled = true
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else:
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pushLefEnabled = false
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for i in get_slide_collision_count():
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for i in get_slide_collision_count():
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var c = get_slide_collision(i)
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var c = get_slide_collision(i)
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if c.get_collider() is RigidBody2D:
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if c.get_collider() is RigidBody2D:
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31
fabigame/scripts/scene_manager.gd
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fabigame/scripts/scene_manager.gd
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extends Node
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var bulletsFiredTotal := 0
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var bulletsMadeTotal := 0
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var bulletArray:Array = []
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var bullet = preload("res://scenes/bullet.tscn")
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func bulletFactory():
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print("Make a bullet at the factory")
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var mybullet
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#how many bullets have been made
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if bulletArray.size() < 4:
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#make a new bullet
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mybullet = bullet.instantiate()
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mybullet.connect("hit", onBulletHit)
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owner.add_child(mybullet)
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else:
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mybullet = bulletArray.pop_back()
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bulletArray.push_front(mybullet)
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bulletsMadeTotal += 1
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return mybullet
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func onBulletHit(bullet, body):
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print("Scene Manager knows a bullet hit something")
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bullet.setSpeed(0)
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if body.is_in_group("shootable"):
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print("RIP")
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body.queue_free()
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Reference in New Issue
Block a user