player death, player hurt, ui

This commit is contained in:
Darius 2025-02-10 21:13:02 -05:00
parent 7c292f7cec
commit b25214ebfe
14 changed files with 446 additions and 102 deletions

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importer="texture"
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@ -21,4 +21,5 @@ rotation = -3.1402
scale = Vector2(0.171023, -0.0779315)
texture = ExtResource("2_a2saw")
[connection signal="area_entered" from="." to="." method="_on_area_entered"]
[connection signal="body_entered" from="." to="." method="_on_body_entered"]

View File

@ -1,6 +1,7 @@
[gd_scene load_steps=24 format=4 uid="uid://dcmyx5g6dksl8"]
[gd_scene load_steps=25 format=4 uid="uid://dcmyx5g6dksl8"]
[ext_resource type="PackedScene" uid="uid://d1ej2kiy7jcpv" path="res://scenes/crate.tscn" id="1_uivx3"]
[ext_resource type="PackedScene" uid="uid://cfmcjh6nskv2e" path="res://scenes/ui.tscn" id="2_gvfd3"]
[ext_resource type="Script" path="res://scripts/trigger.gd" id="3_2qbah"]
[ext_resource type="PackedScene" uid="uid://b75mow511wmmb" path="res://scenes/player.tscn" id="3_8h5jv"]
[ext_resource type="Texture2D" uid="uid://jlbx6yvcmten" path="res://assets/graphics/terrains/backgrounds/forestbackground.png" id="3_umlo6"]
@ -427,6 +428,10 @@ size = Vector2(15, 18)
unique_name_in_owner = true
script = ExtResource("6_n2kp0")
[node name="CanvasLayer" type="CanvasLayer" parent="."]
[node name="ui" parent="CanvasLayer" instance=ExtResource("2_gvfd3")]
[node name="Background" type="Parallax2D" parent="."]
repeat_size = Vector2(320, 0)

View File

@ -1,7 +1,8 @@
[gd_scene load_steps=23 format=4 uid="uid://d383o6j0l3d2m"]
[gd_scene load_steps=24 format=4 uid="uid://d383o6j0l3d2m"]
[ext_resource type="Script" path="res://scripts/scenemanager.gd" id="1_g37ru"]
[ext_resource type="Texture2D" uid="uid://jlbx6yvcmten" path="res://assets/graphics/terrains/backgrounds/forestbackground.png" id="2_ehg0h"]
[ext_resource type="PackedScene" uid="uid://cfmcjh6nskv2e" path="res://scenes/ui.tscn" id="2_patxi"]
[ext_resource type="Texture2D" uid="uid://8kaggg1kilxy" path="res://assets/graphics/terrains/backgrounds/skystrip.png" id="3_8wilj"]
[ext_resource type="Texture2D" uid="uid://b3smxb17ijk60" path="res://assets/graphics/terrains/backgrounds/midtrees.png" id="4_qwx2h"]
[ext_resource type="Texture2D" uid="uid://btdvc25chjgd" path="res://assets/graphics/terrains/Terrain (32x32).png" id="5_p6mo5"]
@ -426,6 +427,10 @@ size = Vector2(15, 18)
unique_name_in_owner = true
script = ExtResource("1_g37ru")
[node name="CanvasLayer" type="CanvasLayer" parent="."]
[node name="ui" parent="CanvasLayer" instance=ExtResource("2_patxi")]
[node name="Background" type="Parallax2D" parent="."]
repeat_size = Vector2(320, 0)
@ -514,6 +519,12 @@ position = Vector2(370, 40)
[node name="Area2D2" parent="coins" instance=ExtResource("9_fv1rd")]
position = Vector2(400, 40)
[node name="Area2D4" parent="coins" instance=ExtResource("9_fv1rd")]
position = Vector2(464, 85)
[node name="Area2D5" parent="coins" instance=ExtResource("9_fv1rd")]
position = Vector2(276, 80)
[node name="enemies" type="Node2D" parent="."]
[node name="Area2D3" type="Area2D" parent="enemies" groups=["enemies"]]

View File

@ -1,12 +1,70 @@
[gd_scene load_steps=28 format=3 uid="uid://b75mow511wmmb"]
[gd_scene load_steps=44 format=3 uid="uid://b75mow511wmmb"]
[ext_resource type="Script" path="res://scripts/charactercontroller.gd" id="1_racyk"]
[ext_resource type="Texture2D" uid="uid://sdelsqhjm5a5" path="res://assets/graphics/player/death/Player Death 64x64.png" id="2_2t5sp"]
[ext_resource type="Texture2D" uid="uid://ceif6mm7m5nqi" path="res://assets/graphics/player/hurt/Player Hurt 48x48.png" id="2_rs8ny"]
[ext_resource type="Texture2D" uid="uid://d2gvpgkw8np1c" path="res://assets/graphics/player/idle/Player Idle 48x48.png" id="2_xdqt5"]
[ext_resource type="Texture2D" uid="uid://ctneeupm1dwsb" path="res://assets/graphics/player/jump/player jump 48x48.png" id="3_0nv1p"]
[ext_resource type="Texture2D" uid="uid://ccxw74sa7kyv" path="res://assets/graphics/player/run/player run 48x48.png" id="3_d2rrr"]
[sub_resource type="CircleShape2D" id="CircleShape2D_i8a0m"]
[sub_resource type="AtlasTexture" id="AtlasTexture_bbe3f"]
atlas = ExtResource("2_2t5sp")
region = Rect2(0, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_1e5du"]
atlas = ExtResource("2_2t5sp")
region = Rect2(48, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_j0abf"]
atlas = ExtResource("2_2t5sp")
region = Rect2(96, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_6o4t2"]
atlas = ExtResource("2_2t5sp")
region = Rect2(144, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_gkmrp"]
atlas = ExtResource("2_2t5sp")
region = Rect2(192, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_hjsqv"]
atlas = ExtResource("2_2t5sp")
region = Rect2(240, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_0qj7s"]
atlas = ExtResource("2_2t5sp")
region = Rect2(288, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_mllfo"]
atlas = ExtResource("2_2t5sp")
region = Rect2(336, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_4kmyn"]
atlas = ExtResource("2_2t5sp")
region = Rect2(384, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_nhisu"]
atlas = ExtResource("2_2t5sp")
region = Rect2(432, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_o5yg8"]
atlas = ExtResource("2_rs8ny")
region = Rect2(0, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_3l8vl"]
atlas = ExtResource("2_rs8ny")
region = Rect2(48, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_rwn2k"]
atlas = ExtResource("2_rs8ny")
region = Rect2(96, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_2b7hu"]
atlas = ExtResource("2_rs8ny")
region = Rect2(144, 0, 48, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_afagl"]
atlas = ExtResource("2_xdqt5")
region = Rect2(0, 0, 48, 48)
@ -95,6 +153,58 @@ region = Rect2(336, 0, 48, 48)
animations = [{
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_bbe3f")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_1e5du")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_j0abf")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_6o4t2")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_gkmrp")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_hjsqv")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_0qj7s")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_mllfo")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_4kmyn")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_nhisu")
}],
"loop": false,
"name": &"death",
"speed": 12.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_o5yg8")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_3l8vl")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_rwn2k")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_2b7hu")
}],
"loop": false,
"name": &"hurt",
"speed": 12.0
}, {
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_afagl")
}, {
"duration": 1.0,
@ -197,7 +307,7 @@ position = Vector2(-10, -5)
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
texture_filter = 1
sprite_frames = SubResource("SpriteFrames_2kykc")
animation = &"jump"
animation = &"death"
autoplay = "jump"
frame = 2
frame_progress = 1.0
[connection signal="animation_finished" from="AnimatedSprite2D" to="." method="_on_animation_finished"]

View File

@ -0,0 +1,47 @@
[gd_scene load_steps=2 format=3 uid="uid://cfmcjh6nskv2e"]
[ext_resource type="Script" path="res://scripts/ui.gd" id="1_vhyum"]
[node name="Control" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_vhyum")
[node name="VBoxContainer" type="VBoxContainer" parent="."]
layout_mode = 1
anchors_preset = 10
anchor_right = 1.0
grow_horizontal = 2
[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer"]
layout_mode = 2
[node name="MarginContainer" type="MarginContainer" parent="VBoxContainer/HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
[node name="health" type="Label" parent="VBoxContainer/HBoxContainer/MarginContainer"]
layout_mode = 2
text = "HEALTH"
[node name="MarginContainer3" type="MarginContainer" parent="VBoxContainer/HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
[node name="timer" type="Label" parent="VBoxContainer/HBoxContainer/MarginContainer3"]
layout_mode = 2
text = "10"
horizontal_alignment = 1
[node name="MarginContainer2" type="MarginContainer" parent="VBoxContainer/HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
[node name="coins" type="Label" parent="VBoxContainer/HBoxContainer/MarginContainer2"]
layout_mode = 2
text = "COINS"
horizontal_alignment = 2

View File

@ -3,7 +3,7 @@ class_name Bullet extends Area2D
var speed = 700
signal hit
signal badguyHit(area)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
@ -27,3 +27,10 @@ func _on_body_entered(body: Node2D) -> void:
print("Bullet hits something")
if not body.is_in_group("player"):
hit.emit(self, body)
func _on_area_entered(area: Area2D) -> void:
print("Bullet hitting area")
if area.is_in_group("enemies"):
badguyHit.emit(area)

View File

@ -1,6 +1,6 @@
extends CharacterBody2D
const RANGE = 400.0
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
const BUMP_FORCE = 50
@ -15,6 +15,8 @@ var pushLeftEnabled = false
@export var PUSH_FORCE = 700
@onready var animation: AnimatedSprite2D = $AnimatedSprite2D
@onready var teleportZone: Area2D = $"../Area2D"
var teleportCounter = 0
# Bullet Attack Variables
@onready var right_target: Node2D = $RightTarget
@ -22,96 +24,128 @@ var pushLeftEnabled = false
var isJumping = false
var safeTeleport = false
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
else:
isJumping = false
# Handle jump.
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
animation.play("jump")
isJumping = true
# Hover
if not is_on_floor() and Input.is_action_pressed("hover"):
velocity.x = 0
velocity.y = 0
# Shove Attack
if Input.is_action_just_pressed("shove"):
if pushRightEnabled && faceLeft == false:
pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 2)
if pushLeftEnabled && faceLeft == true:
pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 2)
# Teleport
if Input.is_action_just_pressed("teleport"):
while not safeTeleport:
teleportZone.position = Vector2(position.x+randf_range(-300,300),position.y+randf_range(-300,300))
if teleportZone.has_overlapping_bodies():
safeTeleport = false
else:
safeTeleport = true
safeTeleport= false
position = Vector2(teleportZone.position.x,teleportZone.position.y)
# Handle Shooting
if Input.is_action_just_pressed("shoot"):
#print("I want to shoot")
#make a new bullet
if faceLeft == true:
var myBullet = %SceneManager.makeBullet(left_target.global_transform,-700)
#myBullet.transform = left_target.global_transform
#myBullet.setSpeed(-700)
if faceLeft == false:
var myBullet = %SceneManager.makeBullet(right_target.global_transform,700)
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var direction := Input.get_axis("left", "right")
if direction:
velocity.x = direction * SPEED
if direction <0:
if not isJumping:
animation.play("run")
faceLeft = true
animation.flip_h = true
if direction >0:
if not isJumping:
animation.play("run")
faceLeft = false
animation.flip_h = false
else:
if not isJumping:
animation.play("idle")
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
if right_ray.is_colliding():
# print("Right ray contact!")
if not faceLeft:
var collider = right_ray.get_collider()
if collider is RigidBody2D:
pushTarget = collider
pushRightEnabled = true
else:
pushRightEnabled = false
if left_ray.is_colliding():
if faceLeft:
var collider = left_ray.get_collider()
if collider is RigidBody2D:
pushTarget = collider
pushLeftEnabled = true
else:
pushLeftEnabled = false
var living = true
var animPlaying = "idle"
signal deathAnimationComplete
func hurtPlayer(_amt):
if _amt < 100:
animPlaying = "hurt"
animation.play(animPlaying)
for i in get_slide_collision_count():
var c = get_slide_collision(i)
if c.get_collider() is RigidBody2D:
c.get_collider().apply_central_impulse(-c.get_normal() * BUMP_FORCE)
func killPlayer():
print("PC will kill player")
if living:
living = false
animPlaying = "death"
animation.play(animPlaying)
func _physics_process(delta: float) -> void:
if living and not animPlaying == "hurt":
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
else:
isJumping = false
# Handle jump.
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
animation.play("jump")
isJumping = true
# Hover
if not is_on_floor() and Input.is_action_pressed("hover"):
velocity.x = 0
velocity.y = 0
# Shove Attack
if Input.is_action_just_pressed("shove"):
if pushRightEnabled && faceLeft == false:
pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 2)
if pushLeftEnabled && faceLeft == true:
pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 2)
# Teleport
if Input.is_action_just_pressed("teleport"):
while not safeTeleport and teleportCounter < 100:
teleportZone.position = Vector2(position.x+randf_range(-RANGE,RANGE),position.y+randf_range(-RANGE,RANGE))
if teleportZone.has_overlapping_bodies():
safeTeleport = false
teleportCounter +=1
else:
safeTeleport = true
teleportCounter +=1
safeTeleport= false
teleportCounter = 0
position = Vector2(teleportZone.position.x,teleportZone.position.y)
# Handle Shooting
if Input.is_action_just_pressed("shoot"):
#print("I want to shoot")
#make a new bullet
if faceLeft == true:
var myBullet = %SceneManager.makeBullet(left_target.global_transform,-700)
#myBullet.transform = left_target.global_transform
#myBullet.setSpeed(-700)
if faceLeft == false:
var myBullet = %SceneManager.makeBullet(right_target.global_transform,700)
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var direction := Input.get_axis("left", "right")
if direction:
velocity.x = direction * SPEED
if direction <0:
if not isJumping:
animation.play("run")
faceLeft = true
animation.flip_h = true
if direction >0:
if not isJumping:
animation.play("run")
faceLeft = false
animation.flip_h = false
else:
if not isJumping:
animation.play("idle")
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
if right_ray.is_colliding():
# print("Right ray contact!")
if not faceLeft:
var collider = right_ray.get_collider()
if collider is RigidBody2D:
pushTarget = collider
pushRightEnabled = true
else:
pushRightEnabled = false
if left_ray.is_colliding():
if faceLeft:
var collider = left_ray.get_collider()
if collider is RigidBody2D:
pushTarget = collider
pushLeftEnabled = true
else:
pushLeftEnabled = false
for i in get_slide_collision_count():
var c = get_slide_collision(i)
if c.get_collider() is RigidBody2D:
c.get_collider().apply_central_impulse(-c.get_normal() * BUMP_FORCE)
func _on_animation_finished() -> void:
if animPlaying == "hurt":
animPlaying = "idle"
if animPlaying == "death":
# emit death signal
deathAnimationComplete.emit()

View File

@ -13,13 +13,17 @@ var player:Resource
#level information
var levels = ["res://scenes/game.tscn","res://scenes/level2.tscn"]
var timers = [10, 15]
var timers = [20, 15]
var currentLevel = 0
#Signals from GC
signal destroyBox(body)
signal destroyBadguy(area)
signal levelComplete (levelToLoad)
signal playerHurt(amt)
signal playerDeath
signal tick(timeRemaining)
signal coinsUpdate(coinsCollected, coinsAvailable)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@ -35,22 +39,40 @@ func _ready() -> void:
pass # Replace with function body.
func reset():
totalCoinsCollected = 0
player.health = player.starting_health
countdown = timers[currentLevel]
tick.emit.call_deferred(countdown)
coinsUpdate.emit.call_deferred(totalCoinsCollected, totalCoins)
playerHurt.emit.call_deferred(player.health)
func secondCounter():
# print("one second")
countdown -=1
tick.emit(countdown)
if countdown <=0:
print("YOU LOSE")
levelComplete.emit(levels[currentLevel])
func coinCollected():
totalCoinsCollected +=1
coinsUpdate.emit(totalCoinsCollected, totalCoins)
print("GC knows coin collected")
func playerDamaged():
print("GC knows player taking damage")
player.health -=20
print("Health remaining: " +str(player.health))
if player.health > 0:
playerHurt.emit(player.health)
else:
playerDeath.emit()
func bulletHitBadguy(area):
#decide what to do
#how many bad guys reamining
#send a signal
destroyBadguy.emit(area)
func bulletHit(body):
print("Game controller knows bullet hit something")
if body.is_in_group("destructable"):
@ -73,3 +95,7 @@ func countCoins(value):
func countBadGuys(value):
totalBadGuys = value
func playerDead():
print("GC knows player is dead")
levelComplete.emit(levels[currentLevel])

View File

@ -2,6 +2,8 @@ extends Node
@onready var crates: Node2D = $"../crates"
@onready var coins: Node2D = $"../coins"
@onready var enemies: Node2D = $"../enemies"
@onready var player: CharacterBody2D = $"../CharacterBody2D"
@onready var ui: Control = $"../CanvasLayer/ui"
var bullet = preload("res://scenes/bullet.tscn")
@ -33,8 +35,19 @@ func _ready() -> void:
Gamecontroller.countCoins(totalCoins)
Gamecontroller.countCrates(totalCrates)
#Player interactions
Gamecontroller.playerHurt.connect(player.hurtPlayer)
Gamecontroller.playerDeath.connect(player.killPlayer)
#Subscribe to vital events from GC
Gamecontroller.levelComplete.connect(changeLevel)
player.deathAnimationComplete.connect(Gamecontroller.playerDead)
# ui events
Gamecontroller.tick.connect(ui.timerUpdate)
Gamecontroller.playerHurt.connect(ui.healthUpdate)
Gamecontroller.playerDeath.connect(ui.healthGone)
Gamecontroller.coinsUpdate.connect(ui.coinsUpdate)
Gamecontroller.destroyBadguy.connect(killBadguy)
Gamecontroller.reset()
@ -50,6 +63,7 @@ func bulletFactory():
if bulletArray.size() < 10:
myBullet = bullet.instantiate()
myBullet.connect("hit", onBulletHit)
myBullet.connect("badguyHit", Gamecontroller.bulletHitBadguy)
owner.add_child(myBullet)
else:
myBullet = bulletArray.pop_back()
@ -64,7 +78,9 @@ func makeBullet(position, speed):
return myBullet
func killBadguy(area):
area.queue_free()
func onBulletHit(bullet, body):
bullet.position = Vector2(-100,-100)
bullet.setSpeed(0)

View File

@ -0,0 +1,19 @@
extends Control
@onready var timer: Label = $VBoxContainer/HBoxContainer/MarginContainer3/timer
@onready var health: Label = $VBoxContainer/HBoxContainer/MarginContainer/health
@onready var coins: Label = $VBoxContainer/HBoxContainer/MarginContainer2/coins
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
func timerUpdate(timeRemaining):
timer.text = str(timeRemaining)
func healthUpdate(healthRemaining):
health.text = "HEALTH "+str(healthRemaining)
func healthGone():
health.text = "HEALTH 0"
func coinsUpdate(coinsCollectedTotal, coinsAvailableTotal):
coins.text = str(coinsCollectedTotal) + " of " +str(coinsAvailableTotal)