added player death and custom resources
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3a76ac8145
commit
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13 files changed
+277
-21
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+15
-10
@@ -2,6 +2,7 @@ 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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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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@@ -12,8 +13,13 @@ var timer = Timer.new()
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var player:Player;
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var enemies = {}
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var enemy_stats:CharacterStats
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var player_stats:CharacterStats
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func _ready():
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get_window().grab_focus() # Replace with function body.
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get_window().grab_focus()
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enemy_stats = load("res://scripts/resources/slime_stats.tres")
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player_stats = load("res://scripts/resources/player_stats.tres")
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reset()
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add_child(timer)
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timer.wait_time = 1
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@@ -31,7 +37,7 @@ func timer_tick():
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func reset():
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time_available = level_times[current_level_index]
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if player:
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player.health = 5
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player.health = player_stats.starting_health
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func stop():
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timer.stop()
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@@ -47,7 +53,6 @@ func _on_area_2d_trigger_active_signal(body, intentMessage):
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var crate_num : int = 0
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func set_crate_num(count: int):
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crate_num = count
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# print("number of crates: " + str(crate_num))
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if crate_num <= 0:
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current_level_index += 1
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if current_level_index == levels.size():
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@@ -58,18 +63,18 @@ 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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print("game controller sees slime damage")
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player.health -= enemies[slime]["damage"]
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if player.health <= 0:
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print("dead")
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level_change_signal.emit(levels[current_level_index])
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damage_player_signal.emit(enemies[slime]["damage"])
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func add_enemy(slime):
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var enemy_stat = {
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"health": 5,
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"damage": 3
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"health": enemy_stats.starting_health,
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"damage": enemy_stats.melee_damage
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}
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enemies[slime] = enemy_stat
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func _on_slime_struck(body, slime):
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print("game controller sees slime struck")
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func _on_player_dead(player):
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print("game controller sees dead player")
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level_change_signal.emit(levels[current_level_index])
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+30
-4
@@ -7,6 +7,7 @@ class_name Player extends CharacterBody2D
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@onready var graphic: AnimatedSprite2D = $graphic
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signal new_player(player)
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signal player_dead(player)
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const SPEED = 300.0
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const JUMP_VELOCITY = -400.0
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@@ -14,7 +15,7 @@ var direction : float = 0
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enum FaceDirection { LEFT, RIGHT }
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var facing: FaceDirection = FaceDirection.LEFT
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var shove_target: RigidBody2D
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enum State { IDLE, RUN, JUMP, APEX, FALL }
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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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@@ -23,7 +24,8 @@ func _ready():
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new_player.emit(self)
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func _physics_process(delta: float):
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handle_input()
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if self.state != State.HURT and self.state != State.DEAD:
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handle_input()
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handle_movement(delta)
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handle_state()
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handle_animation()
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@@ -105,9 +107,33 @@ func handle_animation():
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graphic.play("apex")
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State.FALL:
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graphic.play("fall")
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State.HURT:
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graphic.play("hurt")
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State.DYING:
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graphic.play("dead")
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State.DEAD:
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pass
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func _on_graphic_animation_finished() -> void:
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# switch state from apex to fall
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match state:
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State.APEX:
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State.APEX: # switch state from apex to fall
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state = State.FALL
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State.HURT: # switch state from hurt to idle
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state = State.IDLE
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State.DYING:
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print("firing dead signal")
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state = State.DEAD
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player_dead.emit(self)
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State.DEAD:
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pass
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func damage_player(damage: int):
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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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print("DEAD")
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self.state = State.DYING
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else:
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print("player hurt")
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self.state = State.HURT
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@@ -0,0 +1,8 @@
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class_name CharacterStats extends Resource
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@export var health:int = 100;
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@export var max_health:int = 120;
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@export var starting_health:int = 100;
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@export var melee_damage:int = 10;
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@export var range_damage:int = 5;
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@@ -0,0 +1 @@
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uid://v5se2t1jjaat
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@@ -0,0 +1,10 @@
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[gd_resource type="Resource" script_class="CharacterStats" format=3 uid="uid://ffycoj1dt84h"]
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[ext_resource type="Script" uid="uid://v5se2t1jjaat" path="res://scripts/resources/character_stats.gd" id="1_r32g3"]
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[resource]
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script = ExtResource("1_r32g3")
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health = 30
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max_health = 50
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starting_health = 30
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metadata/_custom_type_script = "uid://v5se2t1jjaat"
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@@ -0,0 +1,11 @@
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[gd_resource type="Resource" script_class="CharacterStats" format=3 uid="uid://cxkrcxxmgtyyr"]
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[ext_resource type="Script" uid="uid://v5se2t1jjaat" path="res://scripts/resources/character_stats.gd" id="1_l0etv"]
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[resource]
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script = ExtResource("1_l0etv")
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health = 10
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max_health = 15
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starting_health = 10
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range_damage = 0
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metadata/_custom_type_script = "uid://v5se2t1jjaat"
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@@ -9,6 +9,8 @@ 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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build_level()
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func _process(delta: float) -> void:
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@@ -20,6 +22,9 @@ 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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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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func update_enemies():
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for enemy in enemies.get_children():
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@@ -52,3 +57,9 @@ func update_crates() -> void:
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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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player.damage_player(damage)
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#func player_dead_animation_finished():
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#change_scene()
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