added labels for health and time
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5050fa8cd8
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3805756269
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+86
-8
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@@ -3,6 +3,7 @@ extends Node2D
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signal destroy(body)
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signal level_change_signal(level)
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signal damage_player_signal(damage, player_health)
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signal time_change(remaining_time)
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var levels = ["res://scenes/level1.tscn","res://scenes/level2.tscn","res://scenes/level3.tscn"]
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var current_level_index = 0
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@@ -29,15 +30,17 @@ func _ready():
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func timer_tick():
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time_available -= 1
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time_change.emit(time_available)
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if time_available <= 0:
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print("you lose")
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level_change_signal.emit(levels[current_level_index])
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reset()
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func reset():
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print("reset")
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time_available = level_times[current_level_index]
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if player:
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player.health = player_stats.starting_health
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player.set_health(player_stats.starting_health)
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func stop():
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timer.stop()
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@@ -63,7 +66,7 @@ func set_crate_num(count: int):
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reset()
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func _on_slime_damage(body, slime):
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damage_player_signal.emit(enemies[slime]["damage"])
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damage_player_signal.emit(enemies[slime]["damage"], player.health)
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func add_enemy(slime):
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var enemy_stat = {
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+6
-1
@@ -18,7 +18,7 @@ var shove_target: RigidBody2D
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enum State { IDLE, RUN, JUMP, APEX, FALL, HURT, DYING, DEAD }
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var state: State = State.IDLE
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var up_jump:bool = false
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var health:int = 4
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var health:int = 0;
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func _ready():
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new_player.emit(self)
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@@ -129,6 +129,7 @@ func _on_graphic_animation_finished() -> void:
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pass
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func damage_player(damage: int):
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print("player::damager_player: " + str(damage) + " health: " + str(self.health))
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if self.state != State.DYING and self.state != State.DEAD:
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self.health -= damage
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if self.health <= 0:
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@@ -137,3 +138,7 @@ func damage_player(damage: int):
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else:
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print("player hurt")
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self.state = State.HURT
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func set_health(health: int):
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print("setting health: " + str(health))
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self.health = health
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@@ -4,13 +4,15 @@ class_name SceneManager extends Node2D
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var grenade = preload("res://scenes/grenade.tscn")
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@onready var enemies = $"../Enemies"
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@onready var player = $"../player"
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@onready var control: Control = $"../UI/Control"
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func _ready() -> void:
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print("scene manager is ready")
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GameController.destroy.connect(destroy)
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GameController.level_change_signal.connect(change_scene)
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GameController.damage_player_signal.connect(damage_player)
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# player.player_dead.connect(GameController._on_player_dead)
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GameController.damage_player_signal.connect(control.update_health)
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GameController.time_change.connect(control.update_time)
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build_level()
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func _process(delta: float) -> void:
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@@ -22,6 +24,9 @@ func build_level() -> void:
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update_enemies()
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if player:
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GameController.player = player
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player.set_health(GameController.player_stats.health)
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# todo: bug, calling too early I think
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# control.update_health(1, GameController.player_stats.health)
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if not player.player_dead.is_connected(GameController._on_player_dead):
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print("hooking up player dead signal")
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player.player_dead.connect(GameController._on_player_dead)
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@@ -58,8 +63,5 @@ func destroy(body):
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if body is BrownBox:
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body.queue_free()
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func damage_player(damage: int):
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func damage_player(damage: int, _health:int):
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player.damage_player(damage)
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#func player_dead_animation_finished():
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#change_scene()
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@@ -0,0 +1,16 @@
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extends Control
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@onready var health_label: Label = $VBoxContainer/HBoxContainer/MarginContainer/health
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@onready var time: Label = $VBoxContainer/HBoxContainer/MarginContainer3/time
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@onready var crates: Label = $VBoxContainer/HBoxContainer/MarginContainer2/crates
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func _ready() -> void:
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pass
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func _process(delta: float) -> void:
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pass
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func update_health(damage:int, health:int):
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self.health_label.text = "health: " + str(health)
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func update_time(remaining_time: int):
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self.time.text = "time: " + str(remaining_time)
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@@ -0,0 +1 @@
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uid://c6402h5oth0i3
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