bad guys, collectibles, levels

This commit is contained in:
GabriellePipo committed 2025-02-03 21:02:52 -05:00
1 parent bf048e3e7b
commit ce71477b76
16 files changed
+879 -25

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+8
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@@ -0,0 +1,8 @@
class_name Coin extends Area2D
signal coinCollected
func _on_body_entered(body: Node2D) -> void:
if body.is_in_group("player"):
coinCollected.emit()
queue_free()
+46 -13
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@@ -1,41 +1,74 @@
extends Node2D
var totalBoxes = 3
var timer:= Timer.new()
var countdown = 10
var totalCrates = 0
var totalCrates := 0
var cratesDestroyed := 0
var totalCoins := 0
var totalCoinsCollected := 0
var totalEnemies := 0
#level information
var levels = ["res://scenes/game.tscn","res://scenes/level2.tscn"]
var timers = [10,15]
var currentLevel = 0
var player:Resource
# signals from game controller
signal destroyBox(body)
signal levelComplete(levelToLoad)
# Called when the node enters the scene tree for the first time.
func _ready():
player = load("res://scripts/res/playerstats.tres")
print("Player health: "+str(player.health))
print("Number of levels: "+str(levels.size()))
reset()
add_child(timer)
timer.wait_time = 1
timer.one_shot = false
timer.connect("timeout", secondCounter)
# timer.start()
timer.start()
func reset():
countdown = timers[currentLevel]
func secondCounter():
countdown -=1
print("minus one")
if countdown <=0:
print("you lose")
get_tree().reload_current_scene()
levelComplete.emit(levels[currentLevel])
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func _on_trigger_alert(body):
totalBoxes -=1
body.queue_free()
if totalBoxes <=0:
print("you won")
get_tree().reload_current_scene()
func coinCollected():
print("gane cotroller knows coin collected")
totalCoinsCollected+=1
func playerDamaged():
player.health -= 20
print("game controller knows player damaged, health is now "+str(player.health))
func bulletHit(body):
print("game controller knows bullet hit something")
if body.is_in_group("destructable"):
destroyBox.emit(body)
func coutnCrates(value):
totalCrates -=1
cratesDestroyed +=1
body.queue_free()
if totalCrates <=0:
print("you won")
#refactor this --make it a single
currentLevel +=1
if currentLevel >= levels.size():
currentLevel = 0
levelComplete.emit(levels[currentLevel])
else:
print("crates remaining: "+str(totalCrates))
# scene manager stuff
func countCrates(value):
totalCrates = value
func countCoins(value):
totalCoins = value
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class_name purpleslime extends Area2D
@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
@onready var rightray: RayCast2D = $rightray
@onready var leftray: RayCast2D = $leftray
@onready var rightfloorray: RayCast2D = $rightfloorray
@onready var leftfloorray: RayCast2D = $leftfloorray
const speed = 60
var direction = 1
#signals
signal playerDamage
func _process(delta: float) -> void:
if not rightfloorray.is_colliding():
direction = -1
sprite.flip_h = true
#about to fall on the right
if not leftfloorray.is_colliding():
direction = 1
sprite.flip_h = false
#about to fall on the right
position.x += direction * speed * delta
func _on_body_entered(body: Node2D) -> void:
if body.is_in_group("player"):
print("bad guy collected")
playerDamage.emit()
if body.is_in_group("destructable"):
print("box hit")
@@ -0,0 +1,5 @@
class_name CharacterStats extends Resource
@export var max_health:int = 100
@export var starting_health:int = 100
@export var health:int = 100
@@ -0,0 +1,9 @@
[gd_resource type="Resource" script_class="CharacterStats" load_steps=2 format=3 uid="uid://bamuvf71pw641"]
[ext_resource type="Script" path="res://scripts/res/characterstats.gd" id="1_6olhj"]
[resource]
script = ExtResource("1_6olhj")
max_health = 100
starting_health = 100
health = 100
+9
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@@ -0,0 +1,9 @@
[gd_resource type="Resource" script_class="CharacterStats" load_steps=2 format=3 uid="uid://u3yqeui6rnih"]
[ext_resource type="Script" path="res://scripts/res/characterstats.gd" id="1_smxrk"]
[resource]
script = ExtResource("1_smxrk")
max_health = 60
starting_health = 50
health = 50
+23 -5
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@@ -1,22 +1,40 @@
extends Node
@onready var game: Node2D = $".."
@onready var crates: Node2D = $"../crates"
@onready var coins: Node2D = $"../coins"
@onready var enemies: Node2D = $"../enemies"
var bullet = preload("res://scenes/bullet.tscn")
var bulletArray:Array = []
var bulletMadeTotal:= 0
var totalCrates := 0
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
game.destroyBox.connect(boxDestroy)
#give game controller number of crates
Gamecontroller.destroyBox.connect(boxDestroy)
for obj in crates.get_children():
if obj.is_in_group("destructable"):
#increase box counter
totalCrates +=1
var totalCoins = 0
for obj in coins.get_children():
if obj.is_in_group("collectibles"):
totalCoins+=1
obj.coinCollected.connect(Gamecontroller.coinCollected)
var totalEnemies = 0
for obj in enemies.get_children():
if obj.is_in_group("enemies"):
totalEnemies += 1
obj.playerDamage.connect(Gamecontroller.playerDamaged)
Gamecontroller.countCrates(totalCrates)
#subscribe to vital events from the game controller
Gamecontroller.levelComplete.connect(changeLevel)
Gamecontroller.reset()
func changeLevel(level):
get_tree().change_scene_to_file(level)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
@@ -45,7 +63,7 @@ func onBulletHit(bullet, body):
bullet.setSpeed(0)
print("Scene manager knows bullet hit")
game.bulletHit(body)
Gamecontroller.bulletHit(body)
func boxDestroy(body):
body.queue_free()