started new game project with big 4 objects, custom signal, game controller
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extends Node2D
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func _on_trigger_fired(intent: Variant, body: PhysicsBody2D) -> void:
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print("Game controller knows %s trigger fired " % intent)
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match intent:
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"destroy":
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print("Destroy this thing!")
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if body is RigidBody2D:
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body.queue_free()
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"powerup":
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print("Power this thing up!")
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@@ -0,0 +1 @@
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uid://d0ca3jbhe8le3
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@@ -0,0 +1,31 @@
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extends CharacterBody2D
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const SPEED = 300.0
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const JUMP_VELOCITY = -600.0
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@export var BUMP_POWER = 100
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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# Handle jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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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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var direction := Input.get_axis("ui_left", "ui_right")
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if direction:
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velocity.x = direction * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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move_and_slide()
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# Handle world reactions
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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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if c.get_collider() is RigidBody2D:
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c.get_collider().apply_central_impulse(-c.get_normal() * BUMP_POWER)
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@@ -0,0 +1 @@
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uid://d3hp5rjoph7hg
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@@ -0,0 +1,9 @@
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extends Area2D
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@export var intent = "destroy"
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signal trigger_fired(intent, body)
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func _on_body_entered(body: Node2D) -> void:
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print("Trigger fired!")
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trigger_fired.emit(intent, body)
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@@ -0,0 +1 @@
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uid://b42dg3hjkwph
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