Working force push, working bullets

This commit is contained in:
fabianainu 2024-11-25 20:52:12 -05:00
parent b18a0fafde
commit 74561cfb2f
7 changed files with 175 additions and 18 deletions

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@ -20,3 +20,16 @@ config/icon="res://icon.svg"
folder_colors={
"res://scripts/": "green"
}
[input]
shove={
"deadzone": 0.5,
"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)
]
}
shoot={
"deadzone": 0.5,
"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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@ -0,0 +1,15 @@
[gd_scene load_steps=3 format=3 uid="uid://b2tgt64a7m32v"]
[ext_resource type="Script" path="res://scripts/bullet.gd" id="1_jag7h"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_eswsk"]
size = Vector2(7, 1)
[node name="Area2D" type="Area2D"]
script = ExtResource("1_jag7h")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_eswsk")
debug_color = Color(0.827451, 1, 0, 0.419608)
[connection signal="body_entered" from="." to="." method="_on_body_entered"]

27
fabigame/scenes/dude.tscn Normal file
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@ -0,0 +1,27 @@
[gd_scene load_steps=3 format=3 uid="uid://djgtbc1quqvwe"]
[ext_resource type="Script" path="res://scripts/dudecontroller.gd" id="1_ay2gi"]
[sub_resource type="CircleShape2D" id="CircleShape2D_iice4"]
radius = 6.32456
[node name="CharacterBody2D" type="CharacterBody2D" groups=["player"]]
script = ExtResource("1_ay2gi")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_iice4")
debug_color = Color(0.598404, 0.370441, 1, 0.42)
[node name="RightRay" type="RayCast2D" parent="."]
target_position = Vector2(15, 0)
[node name="LeftRay" type="RayCast2D" parent="."]
position = Vector2(1, 0)
target_position = Vector2(-16, 0)
[node name="RightTarget" type="Node2D" parent="."]
position = Vector2(6, -5)
[node name="LeftTarget" type="Node2D" parent="."]
position = Vector2(-6, -5)

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@ -1,15 +1,14 @@
[gd_scene load_steps=8 format=3 uid="uid://ciko2h5jj1a3k"]
[gd_scene load_steps=9 format=3 uid="uid://ciko2h5jj1a3k"]
[ext_resource type="Script" path="res://scripts/dudecontroller.gd" id="1_2426f"]
[ext_resource type="PackedScene" uid="uid://djgtbc1quqvwe" path="res://scenes/dude.tscn" id="1_4l1yw"]
[ext_resource type="PackedScene" uid="uid://bw3gps1njvtgr" path="res://scenes/box.tscn" id="1_mg5q5"]
[ext_resource type="Script" path="res://scripts/scene_manager.gd" id="1_tpgoh"]
[ext_resource type="Script" path="res://scripts/trigger.gd" id="2_a7w16"]
[ext_resource type="PackedScene" uid="uid://b2tgt64a7m32v" path="res://scenes/bullet.tscn" id="4_0ysyc"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_fuiwd"]
size = Vector2(142, 10)
[sub_resource type="CircleShape2D" id="CircleShape2D_iice4"]
radius = 6.32456
[sub_resource type="RectangleShape2D" id="RectangleShape2D_lbd3t"]
size = Vector2(20, 4.47115)
@ -17,6 +16,10 @@ size = Vector2(20, 4.47115)
[node name="Game" type="Node2D"]
[node name="SceneManager" type="Node" parent="."]
unique_name_in_owner = true
script = ExtResource("1_tpgoh")
[node name="Platform" type="StaticBody2D" parent="."]
position = Vector2(394, 460)
metadata/_edit_group_ = true
@ -25,14 +28,7 @@ metadata/_edit_group_ = true
scale = Vector2(1.02381, 1.00385)
shape = SubResource("RectangleShape2D_fuiwd")
[node name="CharacterBody2D" type="CharacterBody2D" parent="."]
position = Vector2(380, 429)
script = ExtResource("1_2426f")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D"]
shape = SubResource("CircleShape2D_iice4")
debug_color = Color(0.598404, 0.370441, 1, 0.42)
[node name="CharacterBody2D" parent="." instance=ExtResource("1_4l1yw")]
[node name="Area2D" type="Area2D" parent="."]
position = Vector2(392, 535)
@ -42,17 +38,16 @@ metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
position = Vector2(0, -7.76443)
scale = Vector2(1, 1)
shape = SubResource("RectangleShape2D_lbd3t")
debug_color = Color(0.31865, 0.625237, 0, 0.42)
[node name="RigidBody2D" parent="." instance=ExtResource("1_mg5q5")]
[node name="RigidBody2D" parent="." groups=["shootable"] instance=ExtResource("1_mg5q5")]
position = Vector2(432, 417)
[node name="RigidBody2D2" parent="." instance=ExtResource("1_mg5q5")]
[node name="RigidBody2D2" parent="." groups=["shootable"] instance=ExtResource("1_mg5q5")]
position = Vector2(405, 385)
[node name="RigidBody2D3" parent="." instance=ExtResource("1_mg5q5")]
[node name="RigidBody2D3" parent="." groups=["shootable"] instance=ExtResource("1_mg5q5")]
position = Vector2(422, 344)
[node name="StaticBody2D" type="StaticBody2D" parent="."]
@ -62,4 +57,7 @@ metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
shape = SubResource("WorldBoundaryShape2D_vdfbk")
[node name="Area2D2" parent="." instance=ExtResource("4_0ysyc")]
position = Vector2(269, 391)
[connection signal="body_entered" from="Area2D" to="Area2D" method="_on_body_entered"]

View File

@ -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)

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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:
@ -18,12 +29,56 @@ 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)

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@ -0,0 +1,31 @@
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()