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💥 Properly setup bullet collisions
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7 changed files with 37 additions and 8 deletions
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@ -84,8 +84,9 @@ player_shoot={
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2d_render/layer_1="Game"
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2d_render/layer_1="Game"
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2d_render/layer_2="UserInterface"
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2d_render/layer_2="UserInterface"
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2d_physics/layer_1="Entities"
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2d_physics/layer_1="Entities"
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2d_physics/layer_2="Projectiles"
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2d_physics/layer_2="Damageable"
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2d_physics/layer_3="UI"
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2d_physics/layer_3="Projectiles"
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2d_physics/layer_4="UI"
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[physics]
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[physics]
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21
src/entities/Bullet.gd
Normal file
21
src/entities/Bullet.gd
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@ -0,0 +1,21 @@
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extends KinematicBody2D
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export var damage: int = 1
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func _on_BulletMovement_hit(collision: KinematicCollision2D):
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# Find the owner of this bullet
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var bullet_owner = Ownership.get_value(self)
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# Check if the bullet should do damage
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var same_alliance = Alliance.compare(bullet_owner, collision.collider)
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if same_alliance:
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return
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# Check if it is possible to damage the collider
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var damageable = collision.collider.get_node("Damageable")
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if damageable == null:
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return
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# Damage the collider!
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damageable.health -= damage
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# Alas, destroy self
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queue_free()
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@ -1,18 +1,20 @@
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[gd_scene load_steps=5 format=2]
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[gd_scene load_steps=6 format=2]
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[ext_resource path="res://src/mechanics/White.png" type="Texture" id=1]
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[ext_resource path="res://src/mechanics/White.png" type="Texture" id=1]
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[ext_resource path="res://src/entities/behaviours/BulletMovement.gd" type="Script" id=2]
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[ext_resource path="res://src/entities/behaviours/BulletMovement.gd" type="Script" id=2]
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[ext_resource path="res://src/entities/behaviours/Ownership.tscn" type="PackedScene" id=3]
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[ext_resource path="res://src/entities/behaviours/Ownership.tscn" type="PackedScene" id=3]
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[ext_resource path="res://src/entities/Bullet.gd" type="Script" id=4]
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[sub_resource type="RectangleShape2D" id=1]
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 16, 8 )
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extents = Vector2( 16, 8 )
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[node name="Bullet" type="KinematicBody2D"]
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[node name="Bullet" type="KinematicBody2D"]
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collision_layer = 2
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collision_layer = 4
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collision_mask = 2
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script = ExtResource( 4 )
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[node name="Shape" type="CollisionShape2D" parent="."]
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[node name="Shape" type="CollisionShape2D" parent="."]
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shape = SubResource( 1 )
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shape = SubResource( 1 )
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disabled = true
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[node name="Sprite" type="Sprite" parent="Shape"]
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[node name="Sprite" type="Sprite" parent="Shape"]
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scale = Vector2( 1, 0.5 )
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scale = Vector2( 1, 0.5 )
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@ -22,3 +24,5 @@ texture = ExtResource( 1 )
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script = ExtResource( 2 )
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script = ExtResource( 2 )
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[node name="Ownership" parent="." instance=ExtResource( 3 )]
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[node name="Ownership" parent="." instance=ExtResource( 3 )]
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[connection signal="hit" from="BulletMovement" to="." method="_on_BulletMovement_hit"]
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@ -10,6 +10,7 @@
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extents = Vector2( 16, 16 )
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extents = Vector2( 16, 16 )
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[node name="Enemy" type="KinematicBody2D"]
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[node name="Enemy" type="KinematicBody2D"]
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collision_layer = 3
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[node name="Shape" type="CollisionShape2D" parent="."]
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[node name="Shape" type="CollisionShape2D" parent="."]
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shape = SubResource( 1 )
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shape = SubResource( 1 )
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@ -10,6 +10,7 @@
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extents = Vector2( 16, 16 )
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extents = Vector2( 16, 16 )
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[node name="Player" type="KinematicBody2D"]
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[node name="Player" type="KinematicBody2D"]
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collision_layer = 3
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collision/safe_margin = 0.02
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collision/safe_margin = 0.02
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[node name="Shape" type="CollisionShape2D" parent="."]
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[node name="Shape" type="CollisionShape2D" parent="."]
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@ -19,3 +19,4 @@ func shoot():
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var rotation = new_bullet.get_angle_to(source.get_global_mouse_position())
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var rotation = new_bullet.get_angle_to(source.get_global_mouse_position())
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new_bullet.set_rotation(rotation)
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new_bullet.set_rotation(rotation)
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new_bullet.get_node("Ownership").entity_owner = source
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new_bullet.get_node("Ownership").entity_owner = source
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new_bullet.add_collision_exception_with(source)
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@ -7,7 +7,7 @@ var entity_owner: Node = null
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static func get_value(first) -> Node:
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static func get_value(first) -> Node:
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var first_node = first.get_node("Ownership")
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var first_node = first.get_node("Ownership")
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var first_alliance = null
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var first_eowner = null
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if first_node != null:
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if first_node != null:
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first_alliance = first_node.alliance
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first_eowner = first_node.entity_owner
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return first_alliance
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return first_eowner
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