started new game project with big 4 objects, custom signal, game controller

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torontocaper committed 2025-09-29 21:10:58 -04:00
commit 0f76a2ccf1
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extends Node2D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_trigger_fired(intent: Variant, body: PhysicsBody2D) -> void:
print("Game controller knows %s trigger fired " % intent)
match intent:
"destroy":
print("Destroy this thing!")
if body is RigidBody2D:
body.queue_free()
"powerup":
print("Power this thing up!")
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uid://d0ca3jbhe8le3
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extends CharacterBody2D
const SPEED = 300.0
const JUMP_VELOCITY = -600.0
@export var BUMP_POWER = 100
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# 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:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
# Handle world reactions
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_POWER)
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uid://d3hp5rjoph7hg
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extends Area2D
@export var intent = "destroy"
signal trigger_fired(intent, body)
func _on_body_entered(body: Node2D) -> void:
print("Trigger fired!")
trigger_fired.emit(intent, body)
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uid://b42dg3hjkwph