added labels for health and time

This commit is contained in:
edgul committed 2026-06-01 21:08:48 -04:00
1 parent 5050fa8cd8
commit 3805756269
7 files changed
+86 -8

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+5 -2
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@@ -3,6 +3,7 @@ extends Node2D
signal destroy(body)
signal level_change_signal(level)
signal damage_player_signal(damage, player_health)
signal time_change(remaining_time)
var levels = ["res://scenes/level1.tscn","res://scenes/level2.tscn","res://scenes/level3.tscn"]
var current_level_index = 0
@@ -29,15 +30,17 @@ func _ready():
func timer_tick():
time_available -= 1
time_change.emit(time_available)
if time_available <= 0:
print("you lose")
level_change_signal.emit(levels[current_level_index])
reset()
func reset():
print("reset")
time_available = level_times[current_level_index]
if player:
player.health = player_stats.starting_health
player.set_health(player_stats.starting_health)
func stop():
timer.stop()
@@ -63,7 +66,7 @@ func set_crate_num(count: int):
reset()
func _on_slime_damage(body, slime):
damage_player_signal.emit(enemies[slime]["damage"])
damage_player_signal.emit(enemies[slime]["damage"], player.health)
func add_enemy(slime):
var enemy_stat = {
+6 -1
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@@ -18,7 +18,7 @@ var shove_target: RigidBody2D
enum State { IDLE, RUN, JUMP, APEX, FALL, HURT, DYING, DEAD }
var state: State = State.IDLE
var up_jump:bool = false
var health:int = 4
var health:int = 0;
func _ready():
new_player.emit(self)
@@ -129,6 +129,7 @@ func _on_graphic_animation_finished() -> void:
pass
func damage_player(damage: int):
print("player::damager_player: " + str(damage) + " health: " + str(self.health))
if self.state != State.DYING and self.state != State.DEAD:
self.health -= damage
if self.health <= 0:
@@ -137,3 +138,7 @@ func damage_player(damage: int):
else:
print("player hurt")
self.state = State.HURT
func set_health(health: int):
print("setting health: " + str(health))
self.health = health
+7 -5
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@@ -4,13 +4,15 @@ class_name SceneManager extends Node2D
var grenade = preload("res://scenes/grenade.tscn")
@onready var enemies = $"../Enemies"
@onready var player = $"../player"
@onready var control: Control = $"../UI/Control"
func _ready() -> void:
print("scene manager is ready")
GameController.destroy.connect(destroy)
GameController.level_change_signal.connect(change_scene)
GameController.damage_player_signal.connect(damage_player)
# player.player_dead.connect(GameController._on_player_dead)
GameController.damage_player_signal.connect(control.update_health)
GameController.time_change.connect(control.update_time)
build_level()
func _process(delta: float) -> void:
@@ -22,6 +24,9 @@ func build_level() -> void:
update_enemies()
if player:
GameController.player = player
player.set_health(GameController.player_stats.health)
# todo: bug, calling too early I think
# control.update_health(1, GameController.player_stats.health)
if not player.player_dead.is_connected(GameController._on_player_dead):
print("hooking up player dead signal")
player.player_dead.connect(GameController._on_player_dead)
@@ -58,8 +63,5 @@ func destroy(body):
if body is BrownBox:
body.queue_free()
func damage_player(damage: int):
func damage_player(damage: int, _health:int):
player.damage_player(damage)
#func player_dead_animation_finished():
#change_scene()
+16
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@@ -0,0 +1,16 @@
extends Control
@onready var health_label: Label = $VBoxContainer/HBoxContainer/MarginContainer/health
@onready var time: Label = $VBoxContainer/HBoxContainer/MarginContainer3/time
@onready var crates: Label = $VBoxContainer/HBoxContainer/MarginContainer2/crates
func _ready() -> void:
pass
func _process(delta: float) -> void:
pass
func update_health(damage:int, health:int):
self.health_label.text = "health: " + str(health)
func update_time(remaining_time: int):
self.time.text = "time: " + str(remaining_time)
+1
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@@ -0,0 +1 @@
uid://c6402h5oth0i3