level updating

This commit is contained in:
OddlyTimbot committed 2026-11-03 18:08:44 -05:00
1 parent ed7e5c4740
commit 69002575fa
6 files changed
+1049 -24

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+16 -6
View File
@@ -9,6 +9,9 @@ var totalCoins = 0
var coinsRemaining = 0
var coinsCollected = 0
var levelArray=["res://scenes/game.tscn","res://scenes/level2.tscn", "res://scenes/level3.tscn"]
var currentLevel = 0
var enemiesDict={}
var playerStats={
"health": 100,
@@ -20,10 +23,13 @@ var playerStats={
func _ready() -> void:
get_window().grab_focus()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func reset()->void:
playerStats={
"health": 100,
"meleeDamage": 20,
"rangeDamage": 20
}
enemiesDict.clear()
func _on_trigger(effect: Variant, Object: Variant) -> void:
@@ -58,7 +64,11 @@ func _on_bullet_hit(body, bullet) -> void:
func crateTotal(amount)->void:
numberOfCrates = amount
if numberOfCrates<=0:
print("YOU WON!!!")
if currentLevel<levelArray.size()-1:
currentLevel +=1
else:
currentLevel = 0
levelChange()
func coinTotal(amount)->void:
if totalCoins == 0:
totalCoins = amount
@@ -92,4 +102,4 @@ func removeEnemyFromLevel(enemy)->void:
func levelChange()->void:
print("change levels (reload)")
get_tree().reload_current_scene()
get_tree().change_scene_to_file(levelArray[currentLevel])
+16 -16
View File
@@ -1,7 +1,6 @@
class_name SceneManager extends Node2D
@onready var triggers: Node2D = $"../Triggers"
@onready var game: GameController = $".."
@onready var player: Player = $"../Player"
@onready var crates: Node2D = $"../Crates"
@onready var coins: Node2D = $"../Coins"
@@ -15,12 +14,13 @@ var bulletArray:Array[Bullet] = []
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
Gamecontroller.reset()
buildLevel()
game.teleportSignal.connect(teleport)
game.destroySignal.connect(destroy)
game.damageSignal.connect(damage)
Gamecontroller.teleportSignal.connect(teleport)
Gamecontroller.destroySignal.connect(destroy)
Gamecontroller.damageSignal.connect(damage)
player.bulletSignal.connect(makeBullet)
player.deathCompleteSignal.connect(game.levelChange)
player.deathCompleteSignal.connect(Gamecontroller.levelChange)
updateCrates()
updateCoins()
updateEnemies()
@@ -40,7 +40,7 @@ func updateCrates()->void:
obj.tree_exited.connect(updateCrates)
totalCrates +=1
# tell the gamecontroller how many crates
game.crateTotal(totalCrates)
Gamecontroller.crateTotal(totalCrates)
func updateCoins()->void:
var totalCoins = 0
@@ -49,26 +49,26 @@ func updateCoins()->void:
if obj is Coin:
if not obj.tree_exited.is_connected(updateCoins):
obj.tree_exited.connect(updateCoins)
if not obj.coinCollisionSignal.is_connected(game.coinCollected):
obj.coinCollisionSignal.connect(game.coinCollected)
if not obj.coinCollisionSignal.is_connected(Gamecontroller.coinCollected):
obj.coinCollisionSignal.connect(Gamecontroller.coinCollected)
totalCoins +=1
game.coinTotal(totalCoins)
Gamecontroller.coinTotal(totalCoins)
func updateEnemies()->void:
if enemies:
for obj in enemies.get_children():
var enemy = obj as Slime
if enemy:
game.addEnemyToLevel(enemy)
if not enemy.enemyAttackSignal.is_connected(game.slimeAttack):
enemy.enemyAttackSignal.connect(game.slimeAttack)
Gamecontroller.addEnemyToLevel(enemy)
if not enemy.enemyAttackSignal.is_connected(Gamecontroller.slimeAttack):
enemy.enemyAttackSignal.connect(Gamecontroller.slimeAttack)
func buildLevel()->void:
if triggers:
for obj in triggers.get_children():
if obj is Trigger:
if not obj.areaTriggered.is_connected(game._on_trigger):
obj.areaTriggered.connect(game._on_trigger)
if not obj.areaTriggered.is_connected(Gamecontroller._on_trigger):
obj.areaTriggered.connect(Gamecontroller._on_trigger)
func teleport(body, _bodyposition=null)->void:
if body is Crate:
@@ -93,8 +93,8 @@ func bulletFactory()->Bullet:
myBullet = bullet.instantiate()
add_sibling(myBullet)
#wire up a signal to the game controller
if not myBullet.bulletDamageSignal.is_connected(game._on_bullet_hit):
myBullet.bulletDamageSignal.connect(game._on_bullet_hit)
if not myBullet.bulletDamageSignal.is_connected(Gamecontroller._on_bullet_hit):
myBullet.bulletDamageSignal.connect(Gamecontroller._on_bullet_hit)
else:
#recycle bullet
myBullet = bulletArray.pop_back()