we add simple enemy ai and added gamemanager
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@@ -0,0 +1,5 @@
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class_name CharacterStats extends Resource
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@export var max_health:int = 100
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@export var starting_health:int = 100
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@export var current_health:int = 100
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@@ -0,0 +1,9 @@
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[gd_resource type="Resource" script_class="CharacterStats" load_steps=2 format=3 uid="uid://sru8awuj2bof"]
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[ext_resource type="Script" path="res://Sripts/Resources/character_stats.gd" id="1_u5owe"]
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[resource]
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script = ExtResource("1_u5owe")
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max_health = 100
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starting_health = 100
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current_heath = 100
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@@ -0,0 +1,9 @@
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[gd_resource type="Resource" script_class="CharacterStats" load_steps=2 format=3 uid="uid://b7sfi2frc80hf"]
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[ext_resource type="Script" path="res://Sripts/Resources/character_stats.gd" id="1_arx74"]
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[resource]
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script = ExtResource("1_arx74")
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max_health = 50
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starting_health = 50
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current_heath = 50
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@@ -0,0 +1,17 @@
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extends Area2D
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signal coincollected
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func _on_body_entered(body: Node2D) -> void:
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if body.is_in_group("Player"):
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coincollected.emit()
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queue_free()
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@@ -0,0 +1,24 @@
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extends Node
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var coinscollected:int = 0
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var player:Resource
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signal playerdeath
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func _ready() -> void:
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print("Game Controller is on")
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player = load("res://Sripts/Resources/player.tres")
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func coincollected():
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coinscollected +=1
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print("Gamecontroller Coin Collected : "+str(coinscollected) )
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func resetplayer():
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player.current_health = player.max_health
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func playerdamaged():
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player.current_health -= 20
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print("player health is : "+str(player.current_health))
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# is player dead
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if player.current_health <=0:
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#Death
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playerdeath.emit()
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@@ -19,7 +19,11 @@ var pushTarget
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var bullet = preload("res://Scenes/Bullet.tscn")
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func killplayer():
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print("dying")
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#play death
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playerSprite.play("Death")
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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@@ -5,6 +5,10 @@ var bulletPool:Array = []
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# crate pool thing
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var cratePool:Array = []
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@onready var box_trap_target: Node2D = $"../BoxTrapTarget"
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@onready var coins: Node = $"../coins"
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@onready var enemies: Node = $"../Enemies"
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@onready var player: CharacterBody2D = $"../CharacterBody2D"
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@onready var deathdelay: Timer = $Timer
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func _ready() -> void:
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# pool crates
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@@ -12,6 +16,18 @@ func _ready() -> void:
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if obj.is_in_group("Pushable"):
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cratePool.push_back(obj)
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print("Total crate in play: "+str(cratePool.size() ) )
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for n in coins.get_children():
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# hook up the coincollected signal
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print("coin found")
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n.coincollected.connect(GameController.coincollected)
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# Enemy routine
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for n in enemies.get_children():
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if n is Enemy:
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#wire up the signal
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n.playerdamage.connect(GameController.playerdamaged)
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# gamecontroller signals
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GameController.playerdeath.connect(killplayer)
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func boxTrap():
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print("boxTrap active")
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@@ -46,3 +62,12 @@ func crateFactory():
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var myCrate = crate.instantiate()
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myCrate.add_to_group("Pushable")
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return myCrate
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func killplayer():
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print("kill player")
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player.killplayer()
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deathdelay.start(1)
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func resetworld():
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GameController.resetplayer()
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get_tree().reload_current_scene()
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@@ -0,0 +1,39 @@
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class_name Enemy extends Area2D
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signal playerdamage
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@onready var cast_right: RayCast2D = $CastRight
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@onready var cast_left: RayCast2D = $CastLeft
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@onready var cast_floor_right: RayCast2D = $CastFloorRight
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@onready var cast_floor_left: RayCast2D = $CastFloorLeft
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const speed = 60
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var direction = 1
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@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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if cast_right.is_colliding():
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if not cast_right.get_collider().is_in_group("Player"):
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direction = -1
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sprite.flip_h = true
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position.x += direction * speed * delta
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if cast_left.is_colliding():
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if not cast_left.get_collider().is_in_group("Player"):
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direction = 1
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sprite.flip_h = false
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if not cast_floor_right.is_colliding():
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direction = -1
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sprite.flip_h = true
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if not cast_floor_left.is_colliding():
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direction = 1
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sprite.flip_h = false
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func _on_body_entered(body: Node2D) -> void:
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if body.is_in_group("Player"):
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playerdamage.emit()
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