player damage, player death, bad guy dictionary, bad guy damage, bad guy death, ui, player damage animation, player death animation

This commit is contained in:
AutumnMayes committed 2025-07-07 21:01:52 -04:00
1 parent 92e989c331
commit c10beb5635
22 files changed
+397 -29

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+8
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@@ -1,6 +1,8 @@
class_name Bullet extends Area2D
var speed = 700
signal bulletDamageSignal(body, bullet)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.func setSpeed(value):
@@ -11,3 +13,9 @@ func setSpeed(value):
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta: float) -> void:
position += transform.x * speed * delta
func _on_area_entered(area: Area2D) -> void:
print("bullet is hitting area")
if area is Slime:
bulletDamageSignal.emit(area, self)
+13 -1
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@@ -14,7 +14,7 @@ const JUMP_VELOCITY = -400.0
enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
enum State{IDLE, RUN, JUMP, FALLING}
enum State{IDLE, RUN, JUMP, FALLING, HURT, DEATH}
var current_state:State = State.IDLE
var pushTarget
@@ -22,6 +22,8 @@ var pushEnabled = false
var direction
var upJump = false
signal deathAnimationCompleteSignal
func _physics_process(delta: float) -> void:
#game loop
handle_input()
@@ -65,6 +67,10 @@ func update_animation():
player_graphic.play("jump")
State.FALLING:
player_graphic.play("falling")
State.HURT:
player_graphic.play("hurt")
State.DEATH:
player_graphic.play("death")
func handle_movement(delta):
# Add the gravity.
if not is_on_floor():
@@ -134,10 +140,16 @@ func _on_animation_finished() -> void:
match current_state:
State.JUMP:
upJump = false
State.HURT:
current_state = State.IDLE
State.DEATH:
deathAnimationCompleteSignal.emit()
func playerTakesDamage(health):
print("Player sees remaining health "+str(health))
current_state = State.HURT
func playerDies():
print("Player sees they died.")
current_state = State.DEATH
-1
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@@ -13,5 +13,4 @@ func _process(delta: float) -> void:
func _on_body_entered(body: Node2D) -> void:
print("coin sees collision")
coinCollectedSignal.emit(body, self)
+1
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@@ -0,0 +1 @@
class_name Crate extends RigidBody2D
+1
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@@ -0,0 +1 @@
uid://b546t5rmhjwiu
+43 -11
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@@ -3,24 +3,30 @@ extends Node2D
var totalCoinsAvailable
var timer = Timer.new()
var timeAvailable = 5
var timeAvailable
var level="res://Scenes/game.tscn"
var levelTwo = "res://Scenes/level2.tscn"
var startingCoins = 0
var levels = ["res://Scenes/game.tscn", "res://Scenes/level2.tscn", "res://Scenes/level3.tscn"]
var timers = [10,15,9]
var timers = [30,15,9]
var currentLevel = 0
signal destroySignal(body)
signal levelChangeSignal(level)
signal playerTakesDamageSignal(health)
signal playerDiesSignal
signal bulletDamageEnemySignal(body)
signal countDownSignal(timeRemaining)
signal coinCountSignal(coinsRemaining, startingCoins)
var player:CharacterStats
var enemy:CharacterStats
var playerHealth:int
var enemiesDict = {}
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
player = load("res://Scripts/rscs/playerStats.tres")
@@ -36,12 +42,15 @@ func _ready() -> void:
func secondCounter() -> void:
timeAvailable -=1
countDownSignal.emit(timeAvailable)
if timeAvailable <= 0:
print("LOSE")
#reload the current scene
levelChangeSignal.emit(levels[currentLevel])
func reset() -> void:
startingCoins = 0
timeAvailable = timers[currentLevel]
playerHealth = player.starting_health
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
@@ -60,22 +69,45 @@ func _on_areatrigger(effect, body) -> void:
func totalCoinCount(totalCoins):
print("GC knows the total coins is "+str(totalCoins) )
if startingCoins == 0:
startingCoins = totalCoins
totalCoinsAvailable = totalCoins
func coinCollected(body, coin):
destroySignal.emit(coin)
totalCoinsAvailable -=1
if totalCoinsAvailable <= 0:
currentLevel +=1
if currentLevel >= levels.size():
currentLevel = 0
levelChangeSignal.emit(levels[currentLevel])
if not body is Crate:
destroySignal.emit(coin)
totalCoinsAvailable -=1
coinCountSignal.emit(totalCoinsAvailable, startingCoins)
if totalCoinsAvailable <= 0:
currentLevel +=1
if currentLevel >= levels.size():
currentLevel = 0
levelChangeSignal.emit(levels[currentLevel])
func playerAttacked(body, slime):
print("GC knows player attacked")
playerHealth -= enemy.meleeDamage
playerHealth -= enemiesDict[slime].damage
if playerHealth <=0:
playerDiesSignal.emit()
else:
print("Received damage...")
playerTakesDamageSignal.emit(playerHealth)
func playerDead():
levelChangeSignal.emit(levels[currentLevel])
func bulletDamage(area, bullet):
enemiesDict[area].health -= player.rangeDamage
if enemiesDict[area].health <=0:
destroySignal.emit(area)
enemiesDict.erase(area)
else:
bulletDamageEnemySignal.emit(area)
func addEnemyToLevel(slime):
var randHealth:int = randi() % 20
var randDamage:int = randi() % 10
var enemyStat = {
"health":enemy.starting_health + randHealth,
"damage":enemy.meleeDamage + randDamage
}
enemiesDict[slime]=enemyStat
+9
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@@ -7,6 +7,7 @@ var totalAllowedBullets = 7
@onready var coins: Node2D = $"../Coins"
@onready var enemies: Node2D = $"../Enemies"
@onready var player: Player = $"../Player"
@onready var ui: Control = $"../CanvasLayer/UI"
func _ready() -> void:
@@ -19,13 +20,20 @@ func _ready() -> void:
for obj in enemies.get_children():
if obj is Slime:
obj.playerDamageSignal.connect(Gamecontroller.playerAttacked)
Gamecontroller.addEnemyToLevel(obj)
Gamecontroller.bulletDamageEnemySignal.connect(obj.takeDamage)
updateCoins()
Gamecontroller.destroySignal.connect(destroyItem)
Gamecontroller.levelChangeSignal.connect(changeScene)
Gamecontroller.playerTakesDamageSignal.connect(player.playerTakesDamage)
if ui:
Gamecontroller.playerTakesDamageSignal.connect(ui.healthUpdate)
Gamecontroller.countDownSignal.connect(ui.timerUpdate)
Gamecontroller.coinCountSignal.connect(ui.coinsUpdate)
Gamecontroller.playerDiesSignal.connect(player.playerDies)
player.deathAnimationCompleteSignal.connect(Gamecontroller.playerDead)
#call this any time the coins change
func updateCoins() -> void:
@@ -47,6 +55,7 @@ func bulletFactory():
if bulletArray.size() < totalAllowedBullets:
#make a new bullet
mybullet = bullet.instantiate()
mybullet.bulletDamageSignal.connect(Gamecontroller.bulletDamage)
owner.add_child(mybullet)
else:
#recycle bullet
+10 -4
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@@ -26,12 +26,14 @@ func _process(delta: float) -> void:
slime_graphic.flip_h = false
if right_side_cast.is_colliding():
direction = -1
slime_graphic.flip_h = true
if not right_side_cast.get_collider() is Player && not right_side_cast.get_collider() is Slime:
direction = -1
slime_graphic.flip_h = true
if left_side_cast.is_colliding():
direction = 1
slime_graphic.flip_h =false
if not left_side_cast.get_collider() is Player && not left_side_cast.get_collider() is Slime:
direction = 1
slime_graphic.flip_h =false
position.x += direction * speed * delta
@@ -40,3 +42,7 @@ func _on_body_entered(body: Node2D) -> void:
if body is Player:
print("Slime attack")
playerDamageSignal.emit(body,self)
func takeDamage(body):
if body == self:
slime_graphic.play("hurt")