Week 5: multi-levels, collectibles, enemies, started player damage

This commit is contained in:
IanElmorLang committed 2025-05-12 20:56:03 -04:00
1 parent c358c54487
commit 94ad4f45cc
19 files changed
+1428 -26

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@@ -0,0 +1,7 @@
class_name Coin extends Area2D
signal coinCollectedSignal(body, coin)
func _on_body_entered(body: Node2D) -> void:
print("coin collision!")
coinCollectedSignal.emit(body, self)
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uid://cwfj4njnlumvy
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class_name GameController extends Node2D
var totalCrates = 3
var timeLimit = 10
var timer = Timer.new()
var coinsCollectedTotal := 0
var levels = ["res://scenes/game.tscn", "res://scenes/level2.tscn", "res://scenes/level3.tscn"]
var timers = [30, 15, 25]
var currentLevel = 0
var playerHealth = 100
signal levelCompleteSignal(level)
signal destroySignal(body)
signal playerDamage
signal playerDeath
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
add_child(timer)
timer.wait_time = 1
timer.one_shot = false
timer.connect("timeout", secondCounter)
timer.start()
func secondCounter():
print("tick "+str(timeLimit))
timeLimit -= 1
if timeLimit <= 0:
print("YOU LOSE...")
levelCompleteSignal.emit(levels[currentLevel])
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
if totalCrates == 0:
print("YOU WIN!")
currentLevel += 1
if currentLevel >= levels.size():
currentLevel = 0
levelCompleteSignal.emit(levels[currentLevel])
func _on_trigger_fired(effect: Variant, body: Variant) -> void:
print("GameController know about trigger " + effect)
if effect == "destroy":
if body is Crate:
print("Crates remaining: " + str(totalCrates))
destroySignal.emit(body)
func _on_coin_collected(body, coin):
coinsCollectedTotal += 1
destroySignal.emit(coin)
print("GC knows coin collected")
func _on_player_damage(body, enemy):
if enemy is Slime:
print("slime attack!")
playerHealth -= 10
if playerHealth > 0:
print("Player damaged")
playerDamage.emit()
else:
print("Player dead")
playerDeath.emit()
func numberOfCrates(value:int)->void:
totalCrates = value
func bulletDamage(body, bullet):
if body is Crate:
print("Crates remaining: " + str(totalCrates))
destroySignal.emit(body)
func reset():
timeLimit = timers[currentLevel]
playerHealth = 100
func death():
print("player death animation complete")
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uid://dtod1rsvbxyti
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@@ -30,6 +30,14 @@ var pushTarget: RigidBody2D
var pushEnable: bool = false
var upJump: bool = false
signal deathComplete
func _player_damage():
print("Player taking damage!")
func _player_death():
print("Player dead!!!")
func _physics_process(delta: float) -> void:
# Add the gravity.
if current_state == State.JUMP:
@@ -137,21 +145,21 @@ func handle_collisions() -> void:
for i in get_slide_collision_count():
var c = get_slide_collision(i)
if c.get_collider() is RigidBody2D:
c.get_collider().apply_central_impulse(-c.get_normal() * bump_power)
c.get_collider().apply_central_impulse(-c.get_normal() * bump_power)
if right_cast.is_colliding() and facing == FaceDirection.RIGHT:
print("Right raycast hitting something")
#print("Right raycast hitting something")
var collider = right_cast.get_collider()
if collider is Node and collider is RigidBody2D:
print("I think it's a crate")
#print("I think it's a crate")
pushTarget = collider
pushEnable = true
if left_cast.is_colliding() and facing == FaceDirection.LEFT:
print("Left raycast hitting something")
#print("Left raycast hitting something")
var collider = left_cast.get_collider()
if collider is Node and collider is RigidBody2D:
print("I think it's a crate")
#print("I think it's a crate")
pushTarget = collider
pushEnable = true
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@@ -1,7 +1,10 @@
extends Node
@onready var game: GameController = $".."
@onready var crates: Node2D = $"../Crates"
@onready var triggers: Node2D = $"../Triggers"
@onready var coins: Node2D = $"../Coins"
@onready var enemies: Node2D = $"../Enemies"
@onready var player: Player = $"../CharacterBody2D"
var bullet = preload("res://scenes/bullet.tscn")
var bulletArray = []
@@ -18,21 +21,48 @@ func _process(delta: float) -> void:
func buildLevel() -> void:
# Reset controller timer
Gamecontroller.reset()
# tell the game controller
Gamecontroller.numberOfCrates(countCrates())
# Wire up signals
Gamecontroller.levelCompleteSignal.connect(loadLevel)
Gamecontroller.destroySignal.connect(destroy)
Gamecontroller.playerDamage.connect(player._player_damage)
Gamecontroller.playerDeath.connect(player._player_death)
# player connection
player.deathComplete.connect(Gamecontroller.death)
# Connect trigger signals
if triggers:
for obj in triggers.get_children():
if obj is Trigger:
obj.triggerFired.connect(Gamecontroller._on_trigger_fired)
# Connect coin signals
if coins:
for obj in coins.get_children():
if obj is Coin:
obj.coinCollectedSignal.connect(Gamecontroller._on_coin_collected)
# Connect enemy signals
if enemies:
for obj in enemies.get_children():
if obj is Slime:
obj.playerDamageSignal.connect(Gamecontroller._on_player_damage)
func countCrates()->int:
# count crates
var totalCrates = 0
for obj in crates.get_children():
if obj is Crate:
totalCrates += 1
# tell the game controller
game.numberOfCrates(totalCrates)
return totalCrates
func bulletFactory():
var mybullet
if bulletArray.size() < totalAllowedBullets:
#new bullet
mybullet = bullet.instantiate()
mybullet.connect("bulletHit", game.bulletDamage)
mybullet.connect("bulletHit", Gamecontroller.bulletDamage)
owner.add_child(mybullet)
else:
#recycled bullet
@@ -46,3 +76,11 @@ func makeBullet(position, speed):
var mybullet = bulletFactory()
mybullet.setSpeed(speed)
mybullet.transform = position
func loadLevel(level):
get_tree().call_deferred("change_scene_to_file", level)
func destroy(body):
if body is Crate:
Gamecontroller.numberOfCrates(countCrates()-1)
body.queue_free()
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class_name Slime extends Area2D
signal playerDamageSignal(body, slime)
@onready var right_side_cast: RayCast2D = $RightSideCast
@onready var left_side_cast: RayCast2D = $LeftSideCast
@onready var right_down_cast: RayCast2D = $RightDownCast
@onready var left_down_cast: RayCast2D = $LeftDownCast
@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
var speed = 100
var direction = 1
func _process(delta: float) -> void:
if not right_down_cast.is_colliding() or right_side_cast.is_colliding():
direction = -1
sprite.flip_h = true
if not left_down_cast.is_colliding() or left_side_cast.is_colliding():
direction = 1
sprite.flip_h = false
position.x += direction * speed * delta
func _on_body_entered(body: Node2D) -> void:
print("Slime Contact")
playerDamageSignal.emit(body, self)
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uid://bsmcx4pr1imsq
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extends Area2D
class_name Trigger extends Area2D
@export var effect = "destroy"