added melee, shooting, throwing attacks
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@@ -0,0 +1,15 @@
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class_name Bullet
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extends Area2D
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@export var speed : float = 700
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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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position += transform.x * speed * delta
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func set_speed(value) -> void:
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speed = value
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@@ -0,0 +1 @@
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uid://cb874g2gkrukb
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@@ -1,16 +1,6 @@
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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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@@ -0,0 +1,21 @@
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class_name Grenade
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extends RigidBody2D
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var timer = Timer.new()
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func _ready() -> void:
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add_child(timer)
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timer.wait_time = 2.0
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timer.one_shot = true
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timer.connect("timeout", explode)
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timer.start()
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func explode() -> void:
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print("kaboom!")
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self.queue_free()
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func _on_body_entered(body: Node) -> void:
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print("grenade hit something")
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if body.is_in_group("explodable"):
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body.queue_free()
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explode()
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@@ -0,0 +1 @@
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uid://cevjj6wpr5f8f
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+82
-12
@@ -1,31 +1,101 @@
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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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enum FaceDirection{LEFT, RIGHT}
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@export var BUMP_POWER = 50
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@export var SHOVE_POWER = 200
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var facing : FaceDirection = FaceDirection.RIGHT
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var direction : float = 0.0
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var push_target : RigidBody2D
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var push_enabled : bool = false
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@onready var right_cast: RayCast2D = $RightCast
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@onready var left_cast: RayCast2D = $LeftCast
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@onready var right_spawn: Marker2D = $RightSpawn
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@onready var left_spawn: Marker2D = $LeftSpawn
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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_input()
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handle_movement(delta)
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move_and_slide()
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handle_collisions()
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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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func handle_input() -> void:
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# Handle jumping.
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if Input.is_action_just_pressed("jump") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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direction = Input.get_axis("move_left", "move_right")
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if direction < 0:
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facing = FaceDirection.LEFT
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if direction > 0:
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facing = FaceDirection.RIGHT
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# Handle shoving.
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if Input.is_action_just_pressed("shove") and push_enabled == true:
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var shove_direction : int
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match facing:
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FaceDirection.RIGHT:
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shove_direction = 1
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FaceDirection.LEFT:
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shove_direction = -1
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push_target.apply_central_impulse(Vector2(shove_direction, 0) * SHOVE_POWER)
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# Handle shooting.eee
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if Input.is_action_just_pressed("shoot"):
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print("pew-pew")
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match facing:
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FaceDirection.RIGHT:
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%SceneManager.make_bullet(right_spawn.global_transform, 700)
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print("shoot right")
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FaceDirection.LEFT:
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%SceneManager.make_bullet(left_spawn.global_transform, -700)
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print("shoot left")
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if Input.is_action_just_pressed("throw"):
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print("grenade!")
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match facing:
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FaceDirection.RIGHT:
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%SceneManager.make_grenade(right_spawn.global_transform, 1.0)
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print("throwing right")
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FaceDirection.LEFT:
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%SceneManager.make_grenade(left_spawn.global_transform, -1.0)
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print("throwing left")
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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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func handle_movement(delta) -> void:
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# Left-right movement.
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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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# Add gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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move_and_slide()
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# Handle world reactions
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func handle_collisions() -> void:
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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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if right_cast.is_colliding() and facing == FaceDirection.RIGHT:
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var collider = right_cast.get_collider()
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# check if this is OK
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if collider is Node and collider is RigidBody2D and collider.is_in_group("pushable"):
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push_target = collider
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push_enabled = true
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if left_cast.is_colliding() and facing == FaceDirection.LEFT:
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var collider = left_cast.get_collider()
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if collider is Node and collider is RigidBody2D and collider.is_in_group("pushable"):
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push_target = collider
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push_enabled = true
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if not right_cast.is_colliding() and not left_cast.is_colliding():
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push_enabled = false
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@@ -0,0 +1,34 @@
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class_name SceneManager
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extends Node2D
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var bullet = preload("res://scenes/bullet.tscn")
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var grenade = preload("res://scenes/grenade.tscn")
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var bullet_array = []
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var total_allowed_bullets : int = 7
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@onready var game: Node2D = $".."
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func make_bullet(_bullet_position, _bullet_speed) -> void:
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print("make a bullet; put it in the world")
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var my_bullet = bullet_factory()
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game.add_child(my_bullet)
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my_bullet.transform = _bullet_position
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my_bullet.set_speed(_bullet_speed)
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func make_grenade(_grenade_position, _grenade_direction) -> void:
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print("SM make a grenade")
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var my_grenade : Grenade = grenade.instantiate()
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game.add_child(my_grenade)
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my_grenade.transform = _grenade_position
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my_grenade.apply_central_impulse(Vector2(_grenade_direction, -1) * 200)
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func bullet_factory() -> Bullet:
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var my_bullet : Bullet
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if bullet_array.size() < total_allowed_bullets:
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# make a new bullet
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my_bullet = bullet.instantiate()
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game.add_child(my_bullet)
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else:
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my_bullet = bullet_array.pop_back()
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bullet_array.push_front(my_bullet)
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return my_bullet
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@@ -0,0 +1 @@
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uid://b84pdw14l6gb6
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