Level loading and camera bounds system

- Added MainGame scene
- Converted player into reusable scene
- Added CameraBounds support
- Added Demon Woods level
- Fixed SceneManager references
This commit is contained in:
doctorbatmanwho-creator 2026-06-07 21:17:10 -04:00
parent 07b5ce7c8d
commit 7c7e607a6e
15 changed files with 350 additions and 155 deletions

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script = ExtResource("2_us1pb")
[node name="CurrentLevel" type="Node2D" parent="."]
[node name="Level_1_library" parent="CurrentLevel" instance=ExtResource("3_cwqmr")]

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@ -7,8 +7,6 @@
[ext_resource type="Texture2D" uid="uid://bplvpwu7ktbqc" path="res://Assets/Graphics/Player/Idle/Adult_idle.png" id="5_megsn"]
[ext_resource type="Texture2D" uid="uid://b6wf75yygb5jo" path="res://Assets/Graphics/Player/Run/Adult_run.png" id="6_yoq75"]
[sub_resource type="CircleShape2D" id="CircleShape2D_2poj3"]
[sub_resource type="AtlasTexture" id="AtlasTexture_ksbbd"]
atlas = ExtResource("2_nn08x")
region = Rect2(0, 0, 123, 122)
@ -287,11 +285,24 @@ animations = [{
"speed": 12.0
}]
[sub_resource type="CircleShape2D" id="CircleShape2D_2poj3"]
[node name="CharacterBody2D" type="CharacterBody2D"]
position = Vector2(2, -1)
script = ExtResource("1_0y7nr")
metadata/_edit_group_ = true
[node name="Camera2D" type="Camera2D" parent="."]
position = Vector2(-7, -43)
[node name="PlayerGraphic" type="AnimatedSprite2D" parent="."]
texture_filter = 1
position = Vector2(0, -6)
sprite_frames = SubResource("SpriteFrames_miouo")
animation = &"idle"
autoplay = "idle"
frame_progress = 0.47372988
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
scale = Vector2(1.6423842, 3.448035)
shape = SubResource("CircleShape2D_2poj3")
@ -309,15 +320,4 @@ position = Vector2(17, -3)
[node name="LeftSpawn" type="Node2D" parent="."]
position = Vector2(-14, -3)
[node name="PlayerGraphic" type="AnimatedSprite2D" parent="."]
texture_filter = 1
position = Vector2(0, -6)
sprite_frames = SubResource("SpriteFrames_miouo")
animation = &"idle"
autoplay = "idle"
frame_progress = 0.47372988
[node name="Camera2D" type="Camera2D" parent="."]
position = Vector2(-7, -43)
[connection signal="animation_finished" from="PlayerGraphic" to="." method="_on_animation_finished"]

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@ -3,7 +3,7 @@ extends Node2D
var totalCoinsAvailable
var timer = Timer.new()
var timeAvailable
var timeAvailable := 0
var level="res://Scenes/game.tscn"
var levelTwo = "res://Scenes/level2.tscn"
var startingCoins = 0
@ -33,6 +33,7 @@ func _ready() -> void:
enemy = load("res://Scripts/rscs/slimeStats.tres")
playerHealth = player.starting_health
timeAvailable = timers[currentLevel]
add_child(timer)
timer.wait_time = 1

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@ -9,6 +9,7 @@ const JUMP_VELOCITY = -400.0
@onready var right_spawn: Node2D = $RightSpawn
@onready var left_spawn: Node2D = $LeftSpawn
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
@onready var camera: Camera2D = $Camera2D
enum FaceDirection{LEFT, RIGHT}
@ -39,10 +40,10 @@ func _physics_process(delta: float) -> void:
# --- STAIRS OPT-IN LOGIC ---
if can_mount_stairs and not is_on_stairs:
print("Player: inside stairs trigger, waiting for up/down")
if Input.is_action_just_pressed("ui_up"):
print("Player: ui_up pressed")
if Input.is_action_just_pressed("ui_down"):
print("Player: ui_down pressed")
@ -97,11 +98,7 @@ func update_animation():
player_graphic.play("hurt")
State.DEATH:
player_graphic.play("death")
func handle_movement(delta):
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
func handle_movement(_delta):
if direction:
velocity.x = direction * SPEED
if direction <0:
@ -135,8 +132,8 @@ func handle_input():
%SceneManager.makeBullet(left_spawn.global_transform, -700)
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
direction = Input.get_axis("ui_left", "ui_right")
func handle_collisions():
for i in get_slide_collision_count():
var c = get_slide_collision(i)
@ -169,6 +166,18 @@ func _ready() -> void:
# Allow climbing up steeper slopes (default is ~45°)
floor_max_angle = deg_to_rad(60) # you can increase or decrease as needed
func set_camera_limits(left: int, top: int, right: int, bottom: int) -> void:
camera.limit_left = left
camera.limit_top = top
camera.limit_right = right
camera.limit_bottom = bottom
print("Camera limits set:")
print("Left: ", left)
print("Top: ", top)
print("Right: ", right)
print("Bottom: ", bottom)
func _set_stair_collision(enabled: bool) -> void:
print("[Player] set stair collision to:", enabled)
set_collision_mask_value(STAIRS_LAYER, enabled)

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@ -3,14 +3,28 @@ extends Node2D
var bullet = preload("res://Scenes/bullet.tscn")
var bulletArray = []
var totalAllowedBullets = 7
@onready var triggers: Node2D = $"../Triggers"
@onready var coins: Node2D = $"../Coins"
@onready var enemies: Node2D = $"../Enemies"
@onready var player: Player = $"../Player"
@onready var ui: Control = $"../CanvasLayer/UI"
var current_level_container: Node2D
var current_level: Node2D
var triggers: Node2D
var coins: Node2D
var enemies: Node2D
var player: Player
var ui: Control
func _ready() -> void:
current_level_container = $"../CurrentLevel"
current_level = current_level_container.get_child(0)
triggers = current_level.get_node("Triggers")
coins = current_level.get_node("Coins")
enemies = current_level.get_node_or_null("Enemies")
player = get_parent().get_node("Player")
ui = current_level.get_node_or_null("CanvasLayer/UI")
apply_camera_limits()
Gamecontroller.reset()
for obj in triggers.get_children():
@ -35,6 +49,23 @@ func _ready() -> void:
Gamecontroller.playerDiesSignal.connect(player.playerDies)
player.deathAnimationCompleteSignal.connect(Gamecontroller.playerDead)
func apply_camera_limits() -> void:
var bounds = current_level.get_node_or_null("CameraBounds")
if bounds == null:
print("No CameraBounds found in level")
return
var top_left = bounds.get_node("TopLeft")
var bottom_right = bounds.get_node("BottomRight")
player.set_camera_limits(
int(top_left.global_position.x),
int(top_left.global_position.y),
int(bottom_right.global_position.x),
int(bottom_right.global_position.y)
)
#call this any time the coins change
func updateCoins() -> void:
var coinCount = 0