first commit

This commit is contained in:
KieranScott 2024-09-09 21:14:16 -04:00
commit f87514862f
14 changed files with 356 additions and 0 deletions

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# Normalize EOL for all files that Git considers text files.
* text=auto eol=lf

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# Godot 4+ specific ignores
.godot/

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README.md Normal file
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icon.svg Normal file
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Width:  |  Height:  |  Size: 950 B

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icon.svg.import Normal file
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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://d24mluxxgy878"
path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://icon.svg"
dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
svg/scale=1.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false

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project.godot Normal file
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="Week2_OriginalFiles"
run/main_scene="res://scenes/game.tscn"
config/features=PackedStringArray("4.3", "Forward Plus")
config/icon="res://icon.svg"
[file_customization]
folder_colors={
"res://assets/": "green",
"res://scenes/": "yellow",
"res://scripts/": "red"
}
[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":90,"key_label":0,"unicode":122,"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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scenes/bullets.tscn Normal file
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[gd_scene load_steps=3 format=3 uid="uid://2t0xiriuidfv"]
[ext_resource type="Script" path="res://scripts/bullet.gd" id="1_yfigc"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_k7u0n"]
size = Vector2(8, 4)
[node name="Area2D" type="Area2D"]
script = ExtResource("1_yfigc")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_k7u0n")
[connection signal="body_entered" from="." to="." method="_on_body_entered"]

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scenes/crate.tscn Normal file
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[gd_scene load_steps=2 format=3 uid="uid://tqmrje2x7402"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_4vo4d"]
size = Vector2(55, 55)
[node name="RigidBody2D" type="RigidBody2D"]
[node name="CollisionShape2D2" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_4vo4d")
debug_color = Color(0.815686, 0.4, 0.207843, 0.419608)

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[gd_scene load_steps=8 format=3 uid="uid://y083suj12rld"]
[ext_resource type="Script" path="res://scripts/gamecontroller.gd" id="1_77wyw"]
[ext_resource type="PackedScene" uid="uid://1r61y5ig6l0t" path="res://scenes/player.tscn" id="2_cvs2y"]
[ext_resource type="Script" path="res://scripts/Trigger.gd" id="2_nfj1w"]
[ext_resource type="PackedScene" uid="uid://tqmrje2x7402" path="res://scenes/crate.tscn" id="4_aehbo"]
[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_3u4a8"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_cq7kj"]
size = Vector2(91, 20)
[sub_resource type="CircleShape2D" id="CircleShape2D_x8qck"]
radius = 60.2993
[node name="Game" type="Node2D"]
script = ExtResource("1_77wyw")
[node name="StaticBody2D" type="StaticBody2D" parent="."]
position = Vector2(236, 415)
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
shape = SubResource("WorldBoundaryShape2D_3u4a8")
[node name="groundblock" type="StaticBody2D" parent="."]
position = Vector2(235, 205)
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="groundblock"]
position = Vector2(-1.5, 0)
shape = SubResource("RectangleShape2D_cq7kj")
[node name="groundblock2" type="StaticBody2D" parent="."]
position = Vector2(91, 430)
scale = Vector2(3.76, 1)
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="groundblock2"]
position = Vector2(-1.5, 0)
shape = SubResource("RectangleShape2D_cq7kj")
[node name="level" type="Node2D" parent="."]
[node name="groundblock2" type="StaticBody2D" parent="level"]
position = Vector2(548, 315)
rotation = -0.384935
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="level/groundblock2"]
position = Vector2(-1.5, 0)
shape = SubResource("RectangleShape2D_cq7kj")
[node name="groundblock3" type="StaticBody2D" parent="level"]
position = Vector2(404, 353)
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="level/groundblock3"]
position = Vector2(-1.5, 0)
shape = SubResource("RectangleShape2D_cq7kj")
[node name="CharacterBody2D" parent="." instance=ExtResource("2_cvs2y")]
[node name="Area2D" type="Area2D" parent="."]
position = Vector2(331, 269)
script = ExtResource("2_nfj1w")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
shape = SubResource("CircleShape2D_x8qck")
debug_color = Color(0.556863, 0.415686, 0.964706, 0.419608)
[node name="RigidBody2D" parent="." groups=["pushables"] instance=ExtResource("4_aehbo")]
position = Vector2(170, 380)
rotation = -0.0397179
[node name="RigidBody2D2" parent="." groups=["pushables"] instance=ExtResource("4_aehbo")]
position = Vector2(403, 198)
rotation = -0.568761
[node name="RigidBody2D3" parent="." groups=["pushables"] instance=ExtResource("4_aehbo")]
position = Vector2(525, 165)
rotation = -1.02526
[node name="RigidBody2D4" parent="." instance=ExtResource("4_aehbo")]
position = Vector2(-11, 387)
rotation = 1.66518
[connection signal="areatrigger" from="Area2D" to="." method="_on_area_2d_areatrigger"]
[connection signal="body_entered" from="Area2D" to="Area2D" method="_on_body_entered"]

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[gd_scene load_steps=3 format=3 uid="uid://1r61y5ig6l0t"]
[ext_resource type="Script" path="res://scripts/CharacterBody2D.gd" id="1_oi3ai"]
[sub_resource type="CircleShape2D" id="CircleShape2D_ubfw4"]
radius = 13.0384
[node name="CharacterBody2D" type="CharacterBody2D"]
script = ExtResource("1_oi3ai")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_ubfw4")
[node name="RightRay" type="RayCast2D" parent="."]
target_position = Vector2(30, 0)
[node name="LeftRay" type="RayCast2D" parent="."]
target_position = Vector2(-34, 0)
[node name="MarkerRight" type="Node2D" parent="."]
position = Vector2(15, -5)
[node name="MarkerLeft" type="Node2D" parent="."]
position = Vector2(-15, -5)

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scripts/CharacterBody2D.gd Normal file
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extends CharacterBody2D
@export var SPEED = 300.0
@export var JUMP_VELOCITY = -300.0
@export var PUSH_FORCE = 700
var faceLeft = false
# can i push right or left
var pushLeftEnabled = false
var pushRightEnabled = false
@onready var right_ray: RayCast2D = $RightRay
@onready var left_ray: RayCast2D = $LeftRay
@onready var marker_left: Node2D = $MarkerLeft
@onready var marker_right: Node2D = $MarkerRight
var pushTarget
var bullet = preload("res://scenes/bullets.tscn")
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y += gravity * delta
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
if Input.is_action_just_pressed("shove") && pushLeftEnabled && faceLeft:
print("shove a box on the left")
pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 15)
pushLeftEnabled = false
if Input.is_action_just_pressed("shove") && pushRightEnabled && not faceLeft:
print("shove a box on the right")
pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 15)
pushRightEnabled = false
if Input.is_action_just_pressed("shoot"):
print("i will shoot")
var mybullet = bullet.instantiate()
if faceLeft:
print("shoot left")
mybullet.setSpeed(-700)
mybullet.transform = marker_left.global_transform
else:
print("shoot right")
mybullet.transform = marker_right.global_transform
owner.add_child(mybullet)
# 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 <0:
faceLeft = true
if direction >0:
faceLeft = false
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 c = get_slide_collision(i)
if c.get_collider() is RigidBody2D:
c.get_collider().apply_central_impulse(-c.get_normal()*100)
if left_ray.is_colliding():
print("left ray collision")
var collider = left_ray.get_collider()
if collider is Node:
if collider.is_in_group("pushables"):
pushLeftEnabled = true
pushTarget = collider
else:
pushLeftEnabled = false
if right_ray.is_colliding():
print("right ray collision")
var collider = right_ray.get_collider()
if collider is Node:
if collider.is_in_group("pushables"):
pushRightEnabled = true
pushTarget = collider
else:
pushRightEnabled = false

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scripts/Trigger.gd Normal file
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extends Area2D
@export var effect = "alert"
signal areatrigger(effect, Object)
func _on_body_entered(body):
print("detected a body")
areatrigger.emit(effect, body)

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scripts/bullet.gd Normal file
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extends Area2D
var speed := 700
signal hit(bullet, body)
func setSpeed(speedVal):
speed = speedVal
print("js;ajfd")
func _physics_process(delta: float) -> void:
position += transform.x * speed * delta
func _on_body_entered(body: Node2D) -> void:
print("i done hit something")

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scripts/gamecontroller.gd Normal file
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extends Node2D
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func _on_area_2d_areatrigger(effect, Object):
print("Game Controller sees the trigger")