Change Dodge the Creeps to be more consistent with the docs

This commit is contained in:
Aaron Franke
2020-10-10 16:11:10 -04:00
parent 1a19c5c4e1
commit 4af7fd5562
6 changed files with 69 additions and 50 deletions

View File

@@ -1,6 +1,6 @@
extends Node
export(PackedScene) var _mob_scene
export(PackedScene) var mob_scene
var score
func _ready():
@@ -31,21 +31,22 @@ func _on_MobTimer_timeout():
mob_spawn_location.offset = randi()
# Create a Mob instance and add it to the scene.
var mob_instance = _mob_scene.instance()
add_child(mob_instance)
var mob = mob_scene.instance()
add_child(mob)
# Set the mob's direction perpendicular to the path direction.
var direction = mob_spawn_location.rotation + TAU / 4
var direction = mob_spawn_location.rotation + PI / 2
# Set the mob's position to a random location.
mob_instance.position = mob_spawn_location.position
mob.position = mob_spawn_location.position
# Add some randomness to the direction.
direction += rand_range(-TAU / 8, TAU / 8)
mob_instance.rotation = direction
direction += rand_range(-PI / 4, PI / 4)
mob.rotation = direction
# Choose the velocity.
mob_instance.linear_velocity = Vector2(rand_range(mob_instance.min_speed, mob_instance.max_speed), 0).rotated(direction)
var velocity = Vector2(rand_range(mob.min_speed, mob.max_speed), 0)
mob.linear_velocity = velocity.rotated(direction)
func _on_ScoreTimer_timeout():

View File

@@ -14,7 +14,7 @@ _data = {
[node name="Main" type="Node"]
script = ExtResource( 1 )
_mob_scene = ExtResource( 2 )
mob_scene = ExtResource( 2 )
[node name="ColorRect" type="ColorRect" parent="."]
anchor_right = 1.0

View File

@@ -2,30 +2,34 @@ extends Area2D
signal hit
# These only need to be accessed in this script, so we can make them private.
# Private variables in GDScript have their name starting with an underscore.
export var _speed = 400 # How fast the player will move (pixels/sec).
var _screen_size # Size of the game window.
export var speed = 400 # How fast the player will move (pixels/sec).
var screen_size # Size of the game window.
func _ready():
_screen_size = get_viewport_rect().size
screen_size = get_viewport_rect().size
hide()
func _process(delta):
var velocity = Vector2() # The player's movement vector.
velocity.x = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
velocity.y = Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
var velocity = Vector2.ZERO # The player's movement vector.
if Input.is_action_pressed("move_right"):
velocity.x += 1
if Input.is_action_pressed("move_left"):
velocity.x -= 1
if Input.is_action_pressed("move_down"):
velocity.y += 1
if Input.is_action_pressed("move_up"):
velocity.y -= 1
if velocity.length() > 0:
velocity = velocity.normalized() * _speed
velocity = velocity.normalized() * speed
$AnimatedSprite.play()
else:
$AnimatedSprite.stop()
position += velocity * delta
position.x = clamp(position.x, 0, _screen_size.x)
position.y = clamp(position.y, 0, _screen_size.y)
position.x = clamp(position.x, 0, screen_size.x)
position.y = clamp(position.y, 0, screen_size.y)
if velocity.x != 0:
$AnimatedSprite.animation = "right"
@@ -39,8 +43,7 @@ func _process(delta):
func start(pos):
position = pos
show()
# Must be deferred as we can't change physics properties on a physics callback.
$CollisionShape2D.set_deferred("disabled", false)
$CollisionShape2D.disabled = false
func _on_Player_body_entered(_body):

View File

@@ -5,10 +5,10 @@ public class Main : Node
#pragma warning disable 649
// We assign this in the editor, so we don't need the warning about not being assigned.
[Export]
private PackedScene _mobScene;
public PackedScene mobScene;
#pragma warning restore 649
private int _score;
public int score;
public override void _Ready()
{
@@ -31,7 +31,7 @@ public class Main : Node
// Note that for calling Godot-provided methods with strings,
// we have to use the original Godot snake_case name.
GetTree().CallGroup("mobs", "queue_free");
_score = 0;
score = 0;
var player = GetNode<Player>("Player");
var startPosition = GetNode<Position2D>("StartPosition");
@@ -40,7 +40,7 @@ public class Main : Node
GetNode<Timer>("StartTimer").Start();
var hud = GetNode<HUD>("HUD");
hud.UpdateScore(_score);
hud.UpdateScore(score);
hud.ShowMessage("Get Ready!");
GetNode<AudioStreamPlayer>("Music").Play();
@@ -54,9 +54,9 @@ public class Main : Node
public void OnScoreTimerTimeout()
{
_score++;
score++;
GetNode<HUD>("HUD").UpdateScore(_score);
GetNode<HUD>("HUD").UpdateScore(score);
}
public void OnMobTimerTimeout()
@@ -70,20 +70,21 @@ public class Main : Node
mobSpawnLocation.Offset = GD.Randi();
// Create a Mob instance and add it to the scene.
var mobInstance = (Mob)_mobScene.Instance();
AddChild(mobInstance);
var mob = (Mob)mobScene.Instance();
AddChild(mob);
// Set the mob's direction perpendicular to the path direction.
float direction = mobSpawnLocation.Rotation + Mathf.Tau / 4;
float direction = mobSpawnLocation.Rotation + Mathf.Pi / 2;
// Set the mob's position to a random location.
mobInstance.Position = mobSpawnLocation.Position;
mob.Position = mobSpawnLocation.Position;
// Add some randomness to the direction.
direction += (float)GD.RandRange(-Mathf.Tau / 8, Mathf.Tau / 8);
mobInstance.Rotation = direction;
direction += (float)GD.RandRange(-Mathf.Pi / 4, Mathf.Pi / 4);
mob.Rotation = direction;
// Choose the velocity.
mobInstance.LinearVelocity = new Vector2((float)GD.RandRange(mobInstance.minSpeed, mobInstance.maxSpeed), 0).Rotated(direction);
var velocity = new Vector2((float)GD.RandRange(mob.minSpeed, mob.maxSpeed), 0);
mob.LinearVelocity = velocity.Rotated(direction);
}
}

View File

@@ -14,7 +14,7 @@ _data = {
[node name="Main" type="Node"]
script = ExtResource( 1 )
_mobScene = ExtResource( 2 )
mobScene = ExtResource( 2 )
[node name="ColorRect" type="ColorRect" parent="."]
anchor_right = 1.0

View File

@@ -5,31 +5,46 @@ public class Player : Area2D
[Signal]
public delegate void Hit();
// These only need to be accessed in this script, so we can make them private.
// Private variables in C# in Godot have their name starting with an
// underscore and also have the "private" keyword instead of "public".
[Export]
private int _speed = 400; // How fast the player will move (pixels/sec).
public int speed = 400; // How fast the player will move (pixels/sec).
private Vector2 _screenSize; // Size of the game window.
public Vector2 screenSize; // Size of the game window.
public override void _Ready()
{
_screenSize = GetViewportRect().Size;
screenSize = GetViewportRect().Size;
Hide();
}
public override void _Process(float delta)
{
Vector2 velocity; // The player's movement vector.
velocity.x = Input.GetActionStrength("move_right") - Input.GetActionStrength("move_left");
velocity.y = Input.GetActionStrength("move_down") - Input.GetActionStrength("move_up");
var velocity = Vector2.Zero; // The player's movement vector.
if (Input.IsActionPressed("move_right"))
{
velocity.x += 1;
}
if (Input.IsActionPressed("move_left"))
{
velocity.x -= 1;
}
if (Input.IsActionPressed("move_down"))
{
velocity.y += 1;
}
if (Input.IsActionPressed("move_up"))
{
velocity.y -= 1;
}
var animatedSprite = GetNode<AnimatedSprite>("AnimatedSprite");
if (velocity.Length() > 0)
{
velocity = velocity.Normalized() * _speed;
velocity = velocity.Normalized() * speed;
animatedSprite.Play();
}
else
@@ -39,8 +54,8 @@ public class Player : Area2D
Position += velocity * delta;
Position = new Vector2(
x: Mathf.Clamp(Position.x, 0, _screenSize.x),
y: Mathf.Clamp(Position.y, 0, _screenSize.y)
x: Mathf.Clamp(Position.x, 0, screenSize.x),
y: Mathf.Clamp(Position.y, 0, screenSize.y)
);
if (velocity.x != 0)
@@ -61,8 +76,7 @@ public class Player : Area2D
{
Position = pos;
Show();
// Must be deferred as we can't change physics properties on a physics callback.
GetNode<CollisionShape2D>("CollisionShape2D").SetDeferred("disabled", false);
GetNode<CollisionShape2D>("CollisionShape2D").Disabled = false;
}
public void OnPlayerBodyEntered(PhysicsBody2D body)