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https://gitlab.com/MaddoScientisto/cirnogodot.git
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Strawberry Explosion
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parent
2b53936f8b
commit
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5 changed files with 42 additions and 6 deletions
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@ -7,9 +7,14 @@ public partial class fragola : RigidBody2D
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[Signal]
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public delegate void HitEventHandler();
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private AnimatedSprite2D _animatedSprite;
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private bool _isAlive = true;
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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_animatedSprite = GetNode<AnimatedSprite2D>("./AnimatedSprite2D");
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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@ -20,15 +25,34 @@ public partial class fragola : RigidBody2D
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private void _on_body_entered(Node body)
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{
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Debug.WriteLine("Collision");
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Hide();
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EmitSignal(SignalName.Hit);
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// Must be deferred as we can't change physics properties on a physics callback.
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GetNode<CollisionShape2D>("CollisionShape2D").SetDeferred(CollisionShape2D.PropertyName.Disabled, true);
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}
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private void _on_area_2d_area_entered(Area2D area)
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{
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// Replace with function body.
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Debug.WriteLine("Collision area");
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EmitSignal(SignalName.Hit);
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if (_isAlive)
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{
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Explode();
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}
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}
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private void Explode()
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{
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_isAlive = false;
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_animatedSprite.Play("explode");
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//Hide();
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DisableCollision();
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}
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private void DisableCollision()
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{
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// Must be deferred as we can't change physics properties on a physics callback.
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GetNode<CollisionShape2D>("CollisionShape2D").SetDeferred(CollisionShape2D.PropertyName.Disabled, true);
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}
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}
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@ -138,7 +138,6 @@ collision_layer = 2
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collision_mask = 3
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script = ExtResource("1_m27vu")
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Speed = 2000
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CrosshairDistance = 20.0
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BulletScene = ExtResource("2_ov36d")
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Muzzle = NodePath("Muzzle")
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metadata/_edit_group_ = true
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@ -6160,6 +6160,7 @@ script = ExtResource("6_t8ide")
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[node name="Player" parent="." instance=ExtResource("2_8mh54")]
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position = Vector2(7, 1)
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CrosshairDistance = 10.0
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[node name="ReferenceRect" type="ReferenceRect" parent="."]
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visible = false
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@ -9,12 +9,24 @@ public partial class Bullet : Area2D
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private Vector2 _direction = Vector2.Right;
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//public delegate void BulletHitEventHandler(Node Body);
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//public event BulletHitEventHandler BulletHit;
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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//this.Connect("body_entered", new Callable(this, nameof(OnBodyEntered)));
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}
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//private void OnBodyEntered(Node body)
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//{
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// When a body is entered, invoke the event and pass the collided body
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// BulletHit?.Invoke(body);
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// Then remove the bullet
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// QueueFree();
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//}
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public void SetDirection(Vector2 direction)
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{
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var normalized = direction.Normalized();
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@ -55,7 +55,7 @@ public partial class PlayerMovement : CharacterBody2D
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{
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if (Input.IsActionJustPressed("shoot"))
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{
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Debug.WriteLine("Shoot");
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//Debug.WriteLine("Shoot");
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Bullet bullet = BulletScene.Instantiate<Bullet>();
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Owner.AddChild(bullet);
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bullet.Transform = Muzzle.GlobalTransform;
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