added player death and custom resources

This commit is contained in:
edgul committed 2026-06-01 20:13:28 -04:00
1 parent 3a76ac8145
commit 5050fa8cd8
13 files changed
+277 -21

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+15 -10
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@@ -2,6 +2,7 @@ extends Node2D
signal destroy(body)
signal level_change_signal(level)
signal damage_player_signal(damage, player_health)
var levels = ["res://scenes/level1.tscn","res://scenes/level2.tscn","res://scenes/level3.tscn"]
var current_level_index = 0
@@ -12,8 +13,13 @@ var timer = Timer.new()
var player:Player;
var enemies = {}
var enemy_stats:CharacterStats
var player_stats:CharacterStats
func _ready():
get_window().grab_focus() # Replace with function body.
get_window().grab_focus()
enemy_stats = load("res://scripts/resources/slime_stats.tres")
player_stats = load("res://scripts/resources/player_stats.tres")
reset()
add_child(timer)
timer.wait_time = 1
@@ -31,7 +37,7 @@ func timer_tick():
func reset():
time_available = level_times[current_level_index]
if player:
player.health = 5
player.health = player_stats.starting_health
func stop():
timer.stop()
@@ -47,7 +53,6 @@ func _on_area_2d_trigger_active_signal(body, intentMessage):
var crate_num : int = 0
func set_crate_num(count: int):
crate_num = count
# print("number of crates: " + str(crate_num))
if crate_num <= 0:
current_level_index += 1
if current_level_index == levels.size():
@@ -58,18 +63,18 @@ func set_crate_num(count: int):
reset()
func _on_slime_damage(body, slime):
print("game controller sees slime damage")
player.health -= enemies[slime]["damage"]
if player.health <= 0:
print("dead")
level_change_signal.emit(levels[current_level_index])
damage_player_signal.emit(enemies[slime]["damage"])
func add_enemy(slime):
var enemy_stat = {
"health": 5,
"damage": 3
"health": enemy_stats.starting_health,
"damage": enemy_stats.melee_damage
}
enemies[slime] = enemy_stat
func _on_slime_struck(body, slime):
print("game controller sees slime struck")
func _on_player_dead(player):
print("game controller sees dead player")
level_change_signal.emit(levels[current_level_index])
+30 -4
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@@ -7,6 +7,7 @@ class_name Player extends CharacterBody2D
@onready var graphic: AnimatedSprite2D = $graphic
signal new_player(player)
signal player_dead(player)
const SPEED = 300.0
const JUMP_VELOCITY = -400.0
@@ -14,7 +15,7 @@ var direction : float = 0
enum FaceDirection { LEFT, RIGHT }
var facing: FaceDirection = FaceDirection.LEFT
var shove_target: RigidBody2D
enum State { IDLE, RUN, JUMP, APEX, FALL }
enum State { IDLE, RUN, JUMP, APEX, FALL, HURT, DYING, DEAD }
var state: State = State.IDLE
var up_jump:bool = false
var health:int = 4
@@ -23,7 +24,8 @@ func _ready():
new_player.emit(self)
func _physics_process(delta: float):
handle_input()
if self.state != State.HURT and self.state != State.DEAD:
handle_input()
handle_movement(delta)
handle_state()
handle_animation()
@@ -105,9 +107,33 @@ func handle_animation():
graphic.play("apex")
State.FALL:
graphic.play("fall")
State.HURT:
graphic.play("hurt")
State.DYING:
graphic.play("dead")
State.DEAD:
pass
func _on_graphic_animation_finished() -> void:
# switch state from apex to fall
match state:
State.APEX:
State.APEX: # switch state from apex to fall
state = State.FALL
State.HURT: # switch state from hurt to idle
state = State.IDLE
State.DYING:
print("firing dead signal")
state = State.DEAD
player_dead.emit(self)
State.DEAD:
pass
func damage_player(damage: int):
if self.state != State.DYING and self.state != State.DEAD:
self.health -= damage
if self.health <= 0:
print("DEAD")
self.state = State.DYING
else:
print("player hurt")
self.state = State.HURT
+8
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@@ -0,0 +1,8 @@
class_name CharacterStats extends Resource
@export var health:int = 100;
@export var max_health:int = 120;
@export var starting_health:int = 100;
@export var melee_damage:int = 10;
@export var range_damage:int = 5;
+1
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@@ -0,0 +1 @@
uid://v5se2t1jjaat
+10
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@@ -0,0 +1,10 @@
[gd_resource type="Resource" script_class="CharacterStats" format=3 uid="uid://ffycoj1dt84h"]
[ext_resource type="Script" uid="uid://v5se2t1jjaat" path="res://scripts/resources/character_stats.gd" id="1_r32g3"]
[resource]
script = ExtResource("1_r32g3")
health = 30
max_health = 50
starting_health = 30
metadata/_custom_type_script = "uid://v5se2t1jjaat"
+11
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@@ -0,0 +1,11 @@
[gd_resource type="Resource" script_class="CharacterStats" format=3 uid="uid://cxkrcxxmgtyyr"]
[ext_resource type="Script" uid="uid://v5se2t1jjaat" path="res://scripts/resources/character_stats.gd" id="1_l0etv"]
[resource]
script = ExtResource("1_l0etv")
health = 10
max_health = 15
starting_health = 10
range_damage = 0
metadata/_custom_type_script = "uid://v5se2t1jjaat"
+11
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@@ -9,6 +9,8 @@ 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)
build_level()
func _process(delta: float) -> void:
@@ -20,6 +22,9 @@ func build_level() -> void:
update_enemies()
if player:
GameController.player = player
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)
func update_enemies():
for enemy in enemies.get_children():
@@ -52,3 +57,9 @@ func update_crates() -> void:
func destroy(body):
if body is BrownBox:
body.queue_free()
func damage_player(damage: int):
player.damage_player(damage)
#func player_dead_animation_finished():
#change_scene()