coins, enemies, etc.

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bip committed 2024-08-12 21:01:40 -04:00
1 parent 524cdd42ea
commit baa96e18ca
70 files changed
+1270 -199

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+84 -78
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@@ -16,6 +16,7 @@ var faceLeft = false
var pushLeftEnabled = false
var pushRightEnabled = false
var pushTarget
var living = true
#preload bullet scene to be able to shoot it
var bullet = preload("res://scenes/bullet.tscn")
@@ -23,87 +24,92 @@ var bullet = preload("res://scenes/bullet.tscn")
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
func die():
print("You died!")
animated_sprite.play("death")
living = false
func _physics_process(delta):
# Add the gravity.
# 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
# Hand force push (melee attack)
if Input.is_action_just_pressed("push") && pushRightEnabled && faceLeft == false:
print("I should force push")
pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 10)
pushRightEnabled = false
if Input.is_action_just_pressed("push") && pushLeftEnabled:
pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 10)
pushLeftEnabled = false
if Input.is_action_just_pressed("shoot"):
#make a bullet -- must be a scene in order to "instantiate"
var myBullet = bullet.instantiate()
#set bullet speed?
#"owner" adds it to the character's parent node - the game scene
owner.add_child(myBullet)
#put the bullet at the Marker, specifically at its global coordinates
if not faceLeft:
#facing right
myBullet.transform = marker_right.global_transform
if living:
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Hand force push (melee attack)
if Input.is_action_just_pressed("push") && pushRightEnabled && faceLeft == false:
print("I should force push")
pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 10)
pushRightEnabled = false
if Input.is_action_just_pressed("push") && pushLeftEnabled:
pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 10)
pushLeftEnabled = false
if Input.is_action_just_pressed("shoot"):
#make a bullet -- must be a scene in order to "instantiate"
var myBullet = bullet.instantiate()
#set bullet speed?
#"owner" adds it to the character's parent node - the game scene
owner.add_child(myBullet)
#put the bullet at the Marker, specifically at its global coordinates
if not faceLeft:
#facing right
myBullet.transform = marker_right.global_transform
else:
#facing left
myBullet.transform = marker_left.global_transform
myBullet.setSpeed(-750)
pass
# 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
animated_sprite.flip_h = true if direction <0 else false
else:
#facing left
myBullet.transform = marker_left.global_transform
myBullet.setSpeed(-750)
pass
# 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
animated_sprite.flip_h = true if direction <0 else false
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
if is_on_floor():
if direction == 0:
animated_sprite.play("idle")
velocity.x = move_toward(velocity.x, 0, SPEED)
if is_on_floor():
if direction == 0:
animated_sprite.play("idle")
else:
animated_sprite.play("run")
else:
animated_sprite.play("run")
else:
animated_sprite.play("jump")
animated_sprite.play("jump")
move_and_slide()
if right_ray.is_colliding():
print("right ray is colliding")
var collider = right_ray.get_collider()
#what did we hit?
if collider is Node:
if collider.is_in_group("boxes"):
print("This is a pushable box")
pushRightEnabled = true
pushTarget = collider
else:
pushRightEnabled = false
if left_ray.is_colliding():
print("left ray is colliding")
var collider = left_ray.get_collider()
if collider is Node:
if collider.is_in_group("boxes"):
pushLeftEnabled = true
pushTarget = collider
else:
pushLeftEnabled = false
#loop through the collisions
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()* BUMP_FORCE)
move_and_slide()
if right_ray.is_colliding():
print("right ray is colliding")
var collider = right_ray.get_collider()
#what did we hit?
if collider is Node:
if collider.is_in_group("boxes"):
print("This is a pushable box")
pushRightEnabled = true
pushTarget = collider
else:
pushRightEnabled = false
if left_ray.is_colliding():
print("left ray is colliding")
var collider = left_ray.get_collider()
if collider is Node:
if collider.is_in_group("boxes"):
pushLeftEnabled = true
pushTarget = collider
else:
pushLeftEnabled = false
#loop through the collisions
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()* BUMP_FORCE)
+40
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@@ -0,0 +1,40 @@
extends Area2D
@export var speed = 60.0
var direction = 1
@onready var right_cast = $RightCast
@onready var left_cast = $LeftCast
@onready var sprite = $AnimatedSprite2D
@onready var right_floor_cast = $RightFloorCast
@onready var left_floor_cast = $LeftFloorCast
@onready var game = %GameController
# 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):
if right_cast.is_colliding():
if not right_cast.get_collider().is_in_group("player"):
direction = -1
if left_cast.is_colliding():
if not left_cast.get_collider().is_in_group("player"):
direction = 1
if not right_floor_cast.is_colliding():
direction = -1
if not left_floor_cast.is_colliding():
direction = 1
if direction == -1:
sprite.flip_h = true
else:
sprite.flip_h = false
#movement
position.x += direction * speed * delta
func _on_body_entered(body):
if body.is_in_group("player"):
game.playerDeath()
+19
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@@ -0,0 +1,19 @@
extends Area2D
@onready var game = %GameController
# 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_body_entered(body):
if body.is_in_group("player"):
print("somebody entered a coin")
game.coinCollected()
queue_free()
+18 -3
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@@ -1,8 +1,12 @@
extends Node2D
extends Node
#preloading crate and marker for box trap
var myBox = preload("res://scenes/crate.tscn")
@onready var box_trap = $BoxTrap
@onready var box_trap = $"../BoxTrap"
@onready var timer = $Timer
@onready var player = $"../CharacterBody2D"
var totalCoins = 0
# Called when the node enters the scene tree for the first time.
func _ready():
@@ -22,5 +26,16 @@ func _on_area_2d_areatrigger(effect, body):
if body.is_in_group("player"):
for n in 3:
var box = myBox.instantiate()
add_child(box)
owner.add_child(box)
box.transform = box_trap.transform
func coinCollected():
totalCoins += 1
print("I have " + str(totalCoins) + " coins")
func playerDeath():
player.die()
timer.start()
func resetWorld():
get_tree().reload_current_scene()