From ed7e5c474065b5cd01b2974e61d7d9cbecbdc1db Mon Sep 17 00:00:00 2001 From: OddlyTimbot Date: Tue, 3 Nov 2026 17:03:06 -0500 Subject: [PATCH] week6 player enemy damage death cycle --- .../player/death/Player Death 64x64.png | Bin 0 -> 1584 bytes .../death/Player Death 64x64.png.import | 40 ++++++ .../player/hurt/Player Hurt 48x48.png | Bin 0 -> 1448 bytes .../player/hurt/Player Hurt 48x48.png.import | 40 ++++++ scenes/bullet.tscn | 1 + scenes/game.tscn | 24 ++-- scenes/player.tscn | 116 +++++++++++++++++- scripts/bullet.gd | 4 + scripts/gamecontroller.gd | 47 ++++++- scripts/player.gd | 24 +++- scripts/scene_manager.gd | 25 +++- scripts/slime.gd | 10 +- 12 files changed, 306 insertions(+), 25 deletions(-) create mode 100644 assets/graphics/player/death/Player Death 64x64.png create mode 100644 assets/graphics/player/death/Player Death 64x64.png.import create mode 100644 assets/graphics/player/hurt/Player Hurt 48x48.png create mode 100644 assets/graphics/player/hurt/Player Hurt 48x48.png.import diff --git a/assets/graphics/player/death/Player Death 64x64.png b/assets/graphics/player/death/Player Death 64x64.png new file mode 100644 index 0000000000000000000000000000000000000000..2e6a1ae0514b237d754893f563c87ba5f95dc109 GIT binary patch literal 1584 zcmV-02G9A4P)6ha{(mSDs~=&eemLQhsu5De5)C{a8JIe3wvJ+;t7 zrHbvvg27;Ok>XiYQVE4ttTBeFjoM_}te8c|!|qIHrt@dByV-f4?e_yqH#3{$H|g#? z?>zJFtOx)A00000000000000000000000000000000000?h~e#Z+hk1W%sTV_47V@ zs=JOzTTgp_0Dykm>iFJp@rqk!EA9CK0E*RGfRhT9h9agtKL9|v2eJ-;+R;h}0KMvI zLBkHT(g8pr3b1ap(g8rJT3gUY;&<>h&8%)R?fF}V_BJ~C0o1CVBjBh)rKxyn&)-V4 zx6#QDVAEa%wsJ&7rpI!Dh0ne8zPC;pTIm3w zQ0fuz!)-ZPyIs^+m|7mKbYOFsbOxKG7U15_-OlB!i{94>?Ps}o{Q_Vr4o2%G7#oJ`Ip9}%D2bK2G-+)79C zj@w2L4T`Makpu=1pBxksk*Sw2g&$_^HjrO6CY`|=RnLNc^6|&akH7pTM?PMYg_0xt zcRv(ZUzx-tBI0Z}+s$X4pUaCkUT9#{t>w$FffGK5t&n#vesZ=bQBJ6J=!Z$+2#w`Mgamg^FCmw^Ue9#m4$!)lQy%{v~6p1TRgOL5KH^cpZs?6y=%ke z%vJ6jIi~-@GakdSdrXjLOo9ul&W={YV8{ck2`i-Cz`ZV_1e^6jiLZ3g-6P*sO5qT^+F zzb|Z%dIVf4zLCbxEgFg5(L1-+*6N7WJP|E*M?~k5Fo3c{XI8yih|L32+-It7K}TNj zA?ChZUs{rlQmN)p7O?W%wX1OSnZVcXAR?k0VI}fsOM8Bwz&>a^KNweZ1CJj&w-~n` zXsW~lTq+DpNBc_DD({K!Yt;sd@Om-+idk7Xb#UH{=Le13eompX2x~$9Y-!IgB68~B zyi{J#W;{RWh$LfR<KYVZZqWO8bH?sI@P$~?|dU0L)`^qi#E7$tnRVqHt&p#k4+|J8itGi6`?;Vjl zpOKL{5zF>D;r#Dh{lkce6E%P!f8(`U{=)6N6z;@7-Yvdj;cGcfwZ+%9BX{>hB>MZV$nuSDQ@E3N7X|*9mX4Yo5s`dbL6(2DdxRLn z%dhdsUC5ucs-FKg7T?MM!rRCA4gfsfX#w9wcEVRIt6YF5ZGK9_ix~OK8l6As9B{qu zSlcEsg}29acP_^cDlB{(QsD0yIxjCjy#9St!_$@1_XNH)!Gj0000Px)Vo5|nRCt{2n@>y}RUF4ZkJerOE#kjMStQgHNr?OjDhY`uTxqn~MsGFI8%cX2 z#+wHZ-nkf)9-7#Lo=hNMy_gUWrUz6Ku)&lxmefL8tXe6HK*8r>dAl>i%(BbQ?!JNF zC)s3n-t6r6_vZI~zxQT#K@bE%5ClOG1VIo4K@bE%5ClOG1VIo4;mDxEKB3kcfQ3g} z+PS|g5mx|8h5nVH@&3Aq|r=_kK&wGEuT zmfemKQw=rs)TufE&aa%SkiuY`+5tYA+TfG-rd`JjoV~_c_tUEBm%q4lf25-N3dI?R zUkp~>2EDsErvcVCHeLJM9_;Qr_Ro850JOfDbbVj7&EV|#;VTb$bTgKVnw}Fa`j(3H%HIITHZHRh;MEc($q) z;h^LizHn7g?I6s=!@9VRFw`3-wCCUn zV_s{X2{^C8L2>M%6RMH%mPy82CPUG1@~|IF#(UKA)_k@zm$&A1JmA>6jzQJhk=b@8 z{@!-g=0Uxk?TjQR)aSs|g?8;7MNf|{Dp&-rnq5{cU`CP?%1^fg)m*>By^L;W;#alb zA!lTB4TdkY2O85gm8(gZr5l*ZT~pTRL4wxs)cg|^>Sl% zyOL6hCP;fe-GkqKW;U%dZ!vUqUso|=WvOI`t^i6YwATA70YG|N(-6z_cU{Mz@_we; zCNPX7C-&*E-2?`&cCYTYzg+TLs9VwRP9vKt2ALTAs_^YmNH4qtWvFB&RRA-pC*wUT zeruiht@UhMdRu3!fpej&lybdnU@D;e2JNpFeuh12+*sXqy#P*+Etbv1hpqqyGpa|K zw$UK~?u>m8Kr-FuXkDtboV<8V;MH!JO{H}IM6?a#tYT1}N>;J~47D#d1F-pfZZ#j@ zZ3Hq8&1@O%^NpfyqeJX|TF~7H>u?&uZD4yb*P?B7XrF;AMJPXoaAJ&LlK;{Cd}PW) z)RKShrw{h^Z4{D!Bsrn{Dw#1cWa5}j1>dj;i%^~etgkJ&gqq}!0w#%~mi&H1F$S-R z+eU|6CN8%LWZ>4FSbiKUbdha!@ z?QwYZo8uN4{ZRfGN}2+h void: func setSpeed(value)->void: speed = value + + +func _on_area_entered(area: Area2D) -> void: + bulletDamageSignal.emit(area, self) diff --git a/scripts/gamecontroller.gd b/scripts/gamecontroller.gd index 4b455dc..640dcc3 100644 --- a/scripts/gamecontroller.gd +++ b/scripts/gamecontroller.gd @@ -2,12 +2,20 @@ class_name GameController extends Node2D signal teleportSignal(body:RigidBody2D) signal destroySignal(body) +signal damageSignal(body) var numberOfCrates = 2 var totalCoins = 0 var coinsRemaining = 0 var coinsCollected = 0 +var enemiesDict={} +var playerStats={ + "health": 100, + "meleeDamage": 20, + "rangeDamage": 20 +} + # Called when the node enters the scene tree for the first time. func _ready() -> void: get_window().grab_focus() @@ -29,11 +37,22 @@ func _on_trigger(effect: Variant, Object: Variant) -> void: if Object is Crate: teleportSignal.emit(Object) -func _on_bullet_hit(body, bullet) -> void: - print("GC knows bullet hit") +func _on_bullet_hit(body, bullet) -> void: if body is Crate: destroySignal.emit(body) destroySignal.emit(bullet) + if body is Slime: + #damage the slime + enemiesDict[body]["health"] -= playerStats.rangeDamage + if(enemiesDict[body]["health"] <=0): + print("enemy dead") + destroySignal.emit(body) + destroySignal.emit(bullet) + removeEnemyFromLevel(body) + else: + print("enemy damaged") + destroySignal.emit(bullet) + damageSignal.emit(body) func crateTotal(amount)->void: @@ -50,3 +69,27 @@ func coinCollected(body, coin)->void: #give them a coin coinsCollected +=1 destroySignal.emit(coin) +func slimeAttack(body, slime)->void: + print("GC knows slime attacked player for "+str(enemiesDict[slime].meleeDamage)) + playerStats.health -= enemiesDict[slime].meleeDamage + if playerStats.health <=0: + #kill the player + destroySignal.emit(body) + else: + #damage the player + print("you took damage") + damageSignal.emit(body) +func addEnemyToLevel(enemy:Slime)->void: + #make some stats for the bad guy + var stats = { + "health": 100, + "meleeDamage": 10 + } + #add em to a dictionary of enemies + enemiesDict[enemy]=stats +func removeEnemyFromLevel(enemy)->void: + enemiesDict.erase(enemy) + +func levelChange()->void: + print("change levels (reload)") + get_tree().reload_current_scene() diff --git a/scripts/player.gd b/scripts/player.gd index 01d4963..c821838 100644 --- a/scripts/player.gd +++ b/scripts/player.gd @@ -11,10 +11,11 @@ class_name Player extends CharacterBody2D var direction signal bulletSignal(pos, speed) +signal deathCompleteSignal enum FaceDirection {LEFT,RIGHT} var facing:FaceDirection = FaceDirection.RIGHT -enum PlayerStates {IDLE,RUNNING,JUMPING,FALLING} +enum PlayerStates {IDLE,RUNNING,JUMPING,FALLING, HURT, DEAD} var current_player_state:PlayerStates = PlayerStates.IDLE var upJump:bool = false @@ -31,8 +32,8 @@ func _physics_process(delta: float) -> void: # Add the gravity. if not is_on_floor(): velocity += get_gravity() * delta - - handle_input() + if not current_player_state == PlayerStates.DEAD: + handle_input() handle_movement() handle_states() handle_animations() @@ -40,7 +41,11 @@ func _physics_process(delta: float) -> void: handle_collisions() - +func takeDamage()->void: + current_player_state = PlayerStates.HURT +func kill()->void: + current_player_state = PlayerStates.DEAD + func handle_input()->void: # Handle shoot if Input.is_action_just_pressed("shoot"): @@ -91,7 +96,6 @@ func handle_collisions()->void: c.get_collider().apply_central_impulse(-c.get_normal() * bump_power ) if right_cast.is_colliding(): - print("Something on my right") #get the thing I can shove var collider = right_cast.get_collider() if collider is RigidBody2D: @@ -101,7 +105,6 @@ func handle_collisions()->void: pushRightEnabled = false if left_cast.is_colliding(): - print("Something on my left") var collider = left_cast.get_collider() if collider is RigidBody2D: pushLeftEnabled = true @@ -133,9 +136,18 @@ func handle_animations()->void: player_graphic.play("jump") PlayerStates.FALLING: player_graphic.play("fall") + PlayerStates.HURT: + player_graphic.play("hurt") + PlayerStates.DEAD: + player_graphic.play("death") func _animation_finished() -> void: match current_player_state: PlayerStates.JUMPING: upJump = false + PlayerStates.HURT: + current_player_state = PlayerStates.IDLE + PlayerStates.DEAD: + #death animation complete + deathCompleteSignal.emit() diff --git a/scripts/scene_manager.gd b/scripts/scene_manager.gd index 993ef1b..e359f4e 100644 --- a/scripts/scene_manager.gd +++ b/scripts/scene_manager.gd @@ -5,6 +5,7 @@ class_name SceneManager extends Node2D @onready var player: Player = $"../Player" @onready var crates: Node2D = $"../Crates" @onready var coins: Node2D = $"../Coins" +@onready var enemies: Node2D = $"../Enemies" #recipe for bullets var bullet = preload("res://scenes/bullet.tscn") @@ -17,9 +18,12 @@ func _ready() -> void: buildLevel() game.teleportSignal.connect(teleport) game.destroySignal.connect(destroy) + game.damageSignal.connect(damage) player.bulletSignal.connect(makeBullet) + player.deathCompleteSignal.connect(game.levelChange) updateCrates() updateCoins() + updateEnemies() # Called every frame. 'delta' is the elapsed time since the previous frame. @@ -50,6 +54,15 @@ func updateCoins()->void: totalCoins +=1 game.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) + func buildLevel()->void: if triggers: for obj in triggers.get_children(): @@ -97,7 +110,17 @@ func destroy(target)->void: target.queue_free() if target is Coin: target.queue_free() - + if target is Slime: + target.queue_free() + if target is Player: + target.kill() + +func damage(target)->void: + if target is Slime: + target.takeDamage() + if target is Player: + target.takeDamage() + func stash(target:Bullet)->void: print("stash a bullet") #hide the bullet off-screen diff --git a/scripts/slime.gd b/scripts/slime.gd index 6896a91..bd62186 100644 --- a/scripts/slime.gd +++ b/scripts/slime.gd @@ -14,7 +14,7 @@ var facing:FaceDirection = FaceDirection.RIGHT #direction 1 move to right, 0 no movement, -1 to the left var direction = 1 -enum EnemyStates {RUN, ATTACK, SPAWN} +enum EnemyStates {RUN, ATTACK, SPAWN, HURT} var currentEnemyState:EnemyStates = EnemyStates.SPAWN @@ -29,6 +29,9 @@ func _process(delta: float) -> void: handleStates() handleAnimation() handleCollisions() + +func takeDamage()->void: + currentEnemyState = EnemyStates.HURT func handleMovement(delta)->void: position.x += direction*speed*delta @@ -51,6 +54,9 @@ func handleAnimation()->void: slime_graphic.play("run") EnemyStates.ATTACK: slime_graphic.play("attack") + EnemyStates.HURT: + #swap for a hurt animation + slime_graphic.play("attack") func handleCollisions()->void: if not right_down_cast.is_colliding(): @@ -84,3 +90,5 @@ func _on_animation_finished() -> void: EnemyStates.ATTACK: currentEnemyState = EnemyStates.RUN direction = (randi() % 2) *2 -1 + EnemyStates.HURT: + currentEnemyState = EnemyStates.RUN