player damage, player death, badguy dictionary, badguy damage, badguy death, user intererface, paler damage animation, player death animation

This commit is contained in:
JayisonDevadas committed 2025-07-07 21:03:25 -04:00
1 parent aea4379c6d
commit 898803a622
22 files changed
+412 -41

No files matched your search

+7
View File
@@ -1,6 +1,7 @@
class_name Bullet extends Area2D
var speed = 700
signal bulletDamageSignal(body, bullet)
func _ready() -> void:
pass
@@ -10,3 +11,9 @@ func setSpeed(value):
speed = value
func _physics_process(delta: float) -> void:
position += transform.x * speed * delta
func _on_area_entered(area):
print("bullet is hitting area")
if area is Slime:
bulletDamageSignal.emit(area,self)
+18 -5
View File
@@ -14,12 +14,15 @@ const JUMP_VELOCITY = -400.0
enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
enum State{IDLE, RUN, JUMP, FALLING}
enum State{IDLE, RUN, JUMP, FALLING, HURT, DEATH}
var current_state:State = State.IDLE
var pushTarget
var pushEnable = false
var direction
var upJump = false
signal deathAnimationCompleteSignal
func _physics_process(delta: float) -> void:
#game loop
handle_input()
@@ -71,15 +74,15 @@ func handle_collisions():
c.get_collider().apply_central_impulse(-c.get_normal() * 100 )
if right_cast.is_colliding() && facing == FaceDirection.RIGHT:
print("right cast collision")
#print("right cast collision")
# get the thing i am colliding with
var collider = right_cast.get_collider()
if collider is Node && collider is RigidBody2D:
print("i can shove this right")
#print("i can shove this right")
pushTarget = collider
pushEnable = true
if left_cast.is_colliding() && facing == FaceDirection.LEFT:
print("left cast collision")
#print("left cast collision")
var collider = left_cast.get_collider()
if collider is Node && collider is RigidBody2D:
print("i can shove this left")
@@ -113,6 +116,10 @@ func update_animation():
player_graphic.play("Jump")
State.FALLING:
player_graphic.play("Falling")
State.HURT:
player_graphic.play("hurt")
State.DEATH:
player_graphic.play("death")
func update_states():
match current_state:
#idle when movment in x
@@ -135,10 +142,16 @@ func _on_animation_finished() -> void:
match current_state:
State.JUMP:
upJump = false
State.HURT:
current_state = State.IDLE
State.DEATH:
deathAnimationCompleteSignal.emit()
func playerTakesDamage(health):
print("player sees remainting health"+str(health))
current_state = State.HURT
func playerDies():
print("player sees he ded.")
current_state = State.DEATH
-1
View File
@@ -13,5 +13,4 @@ func _process(delta: float) -> void:
func _on_body_entered(body: Node2D) -> void:
print ("Coin sees collision")
coinCollectedSignal.emit(body, self)
+1
View File
@@ -0,0 +1 @@
class_name Crate extends RigidBody2D
+1
View File
@@ -0,0 +1 @@
uid://cov5urwm68y3l
+47 -15
View File
@@ -4,22 +4,27 @@ extends Node2D
var totalCoinsAvailable = 0
var timer = Timer.new()
var timeAvailable = 30
var timeAvailable
var level="res://scenes/game.tscn"
var levelTwo = "res://scenes/level2.tscn"
var levels = ["res://scenes/game.tscn","res://scenes/level2.tscn","res://scenes/level3.tscn"]
var timers = [30,20,15]
var currentLevel = 0
var startingCoins = 0
signal destroySignal(body)
signal levelChangeSignal(level)
signal playerTakeDamageSignal(health)
signal playerDiesSignal
signal bulletDamageEnemySignal(body)
signal countDownSignal(timeRemaining)
signal coinCountSignal(coinsRemaining, startingCoins)
var player:Characterstats
var enemy:Characterstats
var playerHealth:int
var enemiesDict = {}
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
player = load("res://scripts/rscs/playerstats.tres")
@@ -36,13 +41,16 @@ func _ready() -> void:
func secondCounter() -> void:
timeAvailable -=1
countDownSignal.emit(timeAvailable)
if timeAvailable <= 0:
print ("YOU LOSE")
#get_tree().call_deferred("change_scene_to_file", levels[currentLevel])
levelChangeSignal.emit(levels[currentLevel])
#reload the current scene
func reset() -> void:
startingCoins=0
timeAvailable = timers[currentLevel]
playerHealth = player.starting_health
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
@@ -61,25 +69,49 @@ func _on_areatrigger(effect, body) -> void:
print("player health is now"+str(playerHealth))
func totalCoinCount(totalCoins):
if startingCoins == 0:
startingCoins = totalCoins
totalCoinsAvailable = totalCoins
func coinCollected(body, coin):
destroySignal.emit(coin)
totalCoinsAvailable -= 1
if totalCoinsAvailable <=0:
print("YOU WIN")
currentLevel +=1
if currentLevel >= levels.size():
currentLevel =0
#get_tree().call_deferred("change_scene_to_file", levels[currentLevel])
levelChangeSignal.emit(levels[currentLevel])
if not body is Crate:
destroySignal.emit(coin)
totalCoinsAvailable -= 1
coinCountSignal.emit(totalCoinsAvailable, startingCoins)
if totalCoinsAvailable <=0:
print("YOU WIN")
currentLevel +=1
if currentLevel >= levels.size():
currentLevel =0
#get_tree().call_deferred("change_scene_to_file", levels[currentLevel])
levelChangeSignal.emit(levels[currentLevel])
func playerAttacked(body, slime):
print("GC knows player attacked")
playerHealth -= enemy.meleeDamage
playerHealth -= enemiesDict[slime].damage
if playerHealth<=0:
playerDiesSignal.emit()
else:
playerTakeDamageSignal.emit(playerHealth)
func playerDead():
levelChangeSignal.emit(levels[currentLevel] )
func bulletDamage(area, bullet):
print("Gc Knows bullet hit something"+str(player.rangeDamage))
print("GC Knows BG health is :"+str( enemiesDict[area].health))
enemiesDict[area].health -= player.rangeDamage
if enemiesDict[area].health<=0:
destroySignal.emit(area)
enemiesDict.erase(area)
else:
bulletDamageEnemySignal.emit(area)
func addEnemyToLevel(slime):
var randHealth:int = randi() % 20
var randDamage:int = randi() % 10
var enemyStat = {
"health":enemy.starting_health+ randHealth,
"damage":enemy.meleeDamage + randDamage
}
enemiesDict[slime]= enemyStat
+11 -1
View File
@@ -7,7 +7,8 @@ var totalAllowedBullets = 7
@onready var coins: Node2D = $"../Coins"
@onready var enemies: Node2D = $"../Enemies"
@onready var player: Player = $"../Player"
@onready var ui = $"../CanvasLayer/Ui"
func _ready() -> void:
Gamecontroller.reset()
@@ -18,11 +19,19 @@ func _ready() -> void:
for obj in enemies.get_children():
if obj is Slime:
obj.playerDamageSignal.connect(Gamecontroller.playerAttacked)
Gamecontroller.addEnemyToLevel(obj)
Gamecontroller.bulletDamageEnemySignal.connect(obj.takeDamage)
updateCoins()
Gamecontroller.destroySignal.connect(destroyItem)
Gamecontroller.levelChangeSignal.connect(changeScene)
Gamecontroller.playerTakeDamageSignal.connect(player.playerTakesDamage)
if ui:
Gamecontroller.playerTakeDamageSignal.connect(ui.healthUpdate)
Gamecontroller.countDownSignal.connect(ui.timerUpdate)
Gamecontroller.coinCountSignal.connect(ui.coinsUpdate)
Gamecontroller.playerDiesSignal.connect(player.playerDies)
player.deathAnimationCompleteSignal.connect(Gamecontroller.playerDead)
#call this anytimes the coins change
func updateCoins() ->void:
var coinCount = 0
@@ -43,6 +52,7 @@ func bulletFactory():
var mybullet
if bulletArray.size() < totalAllowedBullets:
mybullet = bullet.instantiate()
mybullet.bulletDamageSignal.connect(Gamecontroller.bulletDamage )
owner.add_child(mybullet)
else:
mybullet = bulletArray.pop_back()
+13 -5
View File
@@ -5,6 +5,7 @@ class_name Slime extends Area2D
@onready var left_down_cast: RayCast2D = $"slimeGraphic/Left DownCast"
@onready var right_down_cast: RayCast2D = $"slimeGraphic/Right DownCast"
var speed:int = 100
var direction = 1
@@ -17,6 +18,7 @@ func _ready() -> void:
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
if not right_down_cast.is_colliding():
direction = -1
slime_graphic.flip_h = true
@@ -24,15 +26,21 @@ func _process(delta: float) -> void:
direction = 1
slime_graphic.flip_h = false
if right_side_cast.is_colliding():
direction = -1
slime_graphic.flip_h = true
if not right_side_cast.get_collider() is Player && not right_side_cast.get_collider() is Slime:
direction = -1
slime_graphic.flip_h = true
if left_side_cast.is_colliding():
direction = 1
slime_graphic.flip_h = false
position.x += direction * speed * delta
if not left_side_cast.get_collider() is Player && not left_side_cast.get_collider() is Slime:
direction = 1
slime_graphic.flip_h = false
position.x += direction * speed * delta
func _on_body_entered(body: Node2D) -> void:
if body is Player:
print("player attacked")
playerDamageSignal.emit(body, self)
func takeDamage(body):
if body == self:
slime_graphic.play("hurt")
+17
View File
@@ -0,0 +1,17 @@
extends Control
@onready var health = $VBoxContainer/HBoxContainer/MarginContainer/Health
@onready var timer = $VBoxContainer/HBoxContainer/MarginContainer2/Timer
@onready var coins = $VBoxContainer/HBoxContainer/MarginContainer3/Coins
# Called when the node enters the scene tree for the first time.
func _ready():
pass
func healthUpdate(healthRemaining):
health.text = "Health: "+str(healthRemaining)
func timerUpdate(timeRemaining):
timer.text= str(timeRemaining)
func coinsUpdate(coinsRemaining, startingCoins):
coins.text="coins: "+str(coinsRemaining)+"/"+str(startingCoins)
+1
View File
@@ -0,0 +1 @@
uid://du5ut0qfft7le