autoload, timer, win condition, lose condition, custom resources, bad guy, multi-levels

This commit is contained in:
GabriellePipo committed 2025-06-30 21:01:40 -04:00
1 parent d549f68f30
commit aea4379c6d
17 files changed
+1341 -42

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+9 -2
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@@ -1,4 +1,4 @@
extends CharacterBody2D
class_name Player extends CharacterBody2D
const SPEED = 300.0
@@ -106,7 +106,7 @@ func update_animation():
State.IDLE:
player_graphic.play("Idle")
State.RUN:
print("play run animation")
player_graphic.play("run")
State.JUMP:
if upJump:
@@ -135,3 +135,10 @@ func _on_animation_finished() -> void:
match current_state:
State.JUMP:
upJump = false
func playerTakesDamage(health):
print("player sees remainting health"+str(health))
func playerDies():
print("player sees he ded.")
+64 -8
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@@ -2,28 +2,84 @@ extends Node2D
var totalCoinsAvailable = 0
var timer = Timer.new()
var timeAvailable = 30
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
signal destroySignal(body)
signal levelChangeSignal(level)
signal playerTakeDamageSignal(health)
signal playerDiesSignal
var player:Characterstats
var enemy:Characterstats
var playerHealth:int
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
player = load("res://scripts/rscs/playerstats.tres")
enemy = load("res://scripts/rscs/slimestats.tres")
playerHealth = player.starting_health
add_child(timer)
timer.wait_time = 1
timer.one_shot = false
timer.connect("timeout", secondCounter)
timer.start()
func secondCounter() -> void:
timeAvailable -=1
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:
timeAvailable = timers[currentLevel]
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_areatrigger(effect, body) -> void:
print("Game controller knows about trigger")
if effect == "destroy":
print("Destroy this thing")
body.queue_free()
if effect == "powerup":
print("power up the player")
if effect == "lavaBurn":
if body is Player:
playerHealth -= 10
print("player health is now"+str(playerHealth))
func totalCoinCount(totalCoins):
print("GC knows coin total"+str(totalCoins) )
totalCoinsAvailable = totalCoins
func coinCollected(body, coin):
print("GC knows coin collected")
coin.queue_free()
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])
func playerAttacked(body, slime):
print("GC knows player attacked")
playerHealth -= enemy.meleeDamage
if playerHealth<=0:
playerDiesSignal.emit()
else:
playerTakeDamageSignal.emit(playerHealth)
+9
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@@ -0,0 +1,9 @@
class_name Characterstats extends Resource
@export var max_health:int = 100
@export var starting_health:int = 100
@export var health:int = 100
# damage dealing
@export var meleeDamage: int = 10
@export var rangeDamage:int = 0
+1
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@@ -0,0 +1 @@
uid://0frd8tftk45e
+12
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@@ -0,0 +1,12 @@
[gd_resource type="Resource" script_class="Characterstats" load_steps=2 format=3 uid="uid://co0byn26ww426"]
[ext_resource type="Script" uid="uid://0frd8tftk45e" path="res://scripts/rscs/characterstats.gd" id="1_xyeyk"]
[resource]
script = ExtResource("1_xyeyk")
max_health = 100
starting_health = 100
health = 100
meleeDamage = 5
rangeDamage = 10
metadata/_custom_type_script = "uid://0frd8tftk45e"
+12
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@@ -0,0 +1,12 @@
[gd_resource type="Resource" script_class="Characterstats" load_steps=2 format=3 uid="uid://bbmlaf14ihsxi"]
[ext_resource type="Script" uid="uid://0frd8tftk45e" path="res://scripts/rscs/characterstats.gd" id="1_2cjty"]
[resource]
script = ExtResource("1_2cjty")
max_health = 50
starting_health = 50
health = 50
meleeDamage = 10
rangeDamage = 0
metadata/_custom_type_script = "uid://0frd8tftk45e"
+32 -6
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@@ -4,19 +4,40 @@ var bullet = preload("res://scenes/bullet.tscn")
var bulletArray = []
var totalAllowedBullets = 7
@onready var triggers: Node2D = $"../triggers"
@onready var gameController: Node2D = $".."
@onready var coins: Node2D = $"../Coins"
@onready var enemies: Node2D = $"../Enemies"
@onready var player: Player = $"../Player"
func _ready() -> void:
Gamecontroller.reset()
for obj in triggers.get_children():
obj.areatrigger.connect(gameController._on_areatrigger)
obj.areatrigger.connect(Gamecontroller._on_areatrigger)
if enemies:
for obj in enemies.get_children():
if obj is Slime:
obj.playerDamageSignal.connect(Gamecontroller.playerAttacked)
updateCoins()
Gamecontroller.destroySignal.connect(destroyItem)
Gamecontroller.levelChangeSignal.connect(changeScene)
Gamecontroller.playerTakeDamageSignal.connect(player.playerTakesDamage)
Gamecontroller.playerDiesSignal.connect(player.playerDies)
#call this anytimes the coins change
func updateCoins() ->void:
var coinCount = 0
#connect coin collected to game controller
for obj in coins.get_children():
obj.coinCollectedSignal.connect(gameController.coinCollected)
if not obj.coinCollectedSignal.is_connected(Gamecontroller.coinCollected):
obj.coinCollectedSignal.connect(Gamecontroller.coinCollected)
#connect tree_exited signal for updates
if not obj.tree_exited.is_connected(updateCoins):
obj.tree_exited.connect(updateCoins)
coinCount +=1
#send the info to game controller
gameController.totalCoinCount(coinCount)
Gamecontroller.totalCoinCount(coinCount)
#makes bullets
func bulletFactory():
var mybullet
@@ -31,10 +52,15 @@ func bulletFactory():
#order desk
func makeBullet(position, speed):
print("scenemanager orders a bullet")
# ask the factory for a bullet
var mybullet = bulletFactory()
# set the speed for the bullet
mybullet.setSpeed(speed)
# position the bullet
mybullet.transform = position
func destroyItem(body):
body.queue_free()
func changeScene(level):
get_tree().call_deferred("change_scene_to_file", level)
+38
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@@ -0,0 +1,38 @@
class_name Slime extends Area2D
@onready var slime_graphic: AnimatedSprite2D = $slimeGraphic
@onready var right_side_cast: RayCast2D = $slimeGraphic/RightSideCast
@onready var left_side_cast: RayCast2D = $slimeGraphic/LeftSideCast
@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
signal playerDamageSignal(body, slime)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# 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
if not left_down_cast.is_colliding():
direction = 1
slime_graphic.flip_h = false
if right_side_cast.is_colliding():
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
func _on_body_entered(body: Node2D) -> void:
if body is Player:
print("player attacked")
playerDamageSignal.emit(body, self)
+1
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@@ -0,0 +1 @@
uid://dunof2t5itkpl