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OddlyTimbot committed 2024-10-01 06:04:10 -04:00
1 parent f8cfa904d9
commit 42eb81d7d4
19 files changed
+537 -6

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+38
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@@ -0,0 +1,38 @@
class_name Enemy extends Area2D
signal playerDamage
@onready var cast_right: RayCast2D = $CastRight
@onready var cast_left: RayCast2D = $CastLeft
@onready var cast_floor_right: RayCast2D = $CastFloorRight
@onready var cast_floor_left: RayCast2D = $CastFloorLeft
const speed = 60
var direction = 1
@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
# 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 cast_right.is_colliding():
if not cast_right.get_collider().is_in_group("player"):
direction = -1
sprite.flip_h = true
if cast_left.is_colliding():
if not cast_left.get_collider().is_in_group("player"):
direction = 1
sprite.flip_h = false
if not cast_floor_right.is_colliding():
direction = -1
sprite.flip_h = true
if not cast_floor_left.is_colliding():
direction = 1
sprite.flip_h = false
position.x += direction * speed * delta
func _on_body_entered(body: Node2D) -> void:
if body.is_in_group("player"):
playerDamage.emit()
+18
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@@ -0,0 +1,18 @@
extends Area2D
signal coinCollected
# 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:
pass
func _on_body_entered(body: Node2D) -> void:
if body.is_in_group("player"):
coinCollected.emit()
queue_free()
@@ -0,0 +1,27 @@
extends Node
var coinsCollected:int = 0
var player:Resource
signal playerDeath
func _ready() -> void:
print("Game controller is ready")
player = load("res://scripts/resources/player.tres")
func coinCollected():
coinsCollected +=1
print("Game Controller Coin Collected : "+str(coinsCollected))
func resetPlayer():
player.health = player.max_health
func playerDamage():
player.health -= 20
print("Player health is : "+str(player.health) )
#is the player dead?
if player.health <= 0:
#kill him
playerDeath.emit()
+5 -1
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@@ -19,7 +19,11 @@ var pushTarget
var bullet = preload("res://scenes/bullet.tscn")
func killPlayer():
print("kill the player")
#play death animation
playerSprite.play("death")
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
@@ -0,0 +1,5 @@
class_name CharacterStats extends Resource
@export var max_health:int = 100
@export var starting_health: int = 100
@export var health: int = 100
@@ -0,0 +1,9 @@
[gd_resource type="Resource" script_class="CharacterStats" load_steps=2 format=3 uid="uid://koxvwi31cjtf"]
[ext_resource type="Script" path="res://scripts/resources/character_stats.gd" id="1_mwxs7"]
[resource]
script = ExtResource("1_mwxs7")
max_health = 100
starting_health = 100
health = 100
@@ -0,0 +1,9 @@
[gd_resource type="Resource" script_class="CharacterStats" load_steps=2 format=3 uid="uid://edb4xjspowwc"]
[ext_resource type="Script" path="res://scripts/resources/character_stats.gd" id="1_6yxqy"]
[resource]
script = ExtResource("1_6yxqy")
max_health = 50
starting_health = 50
health = 50
+25
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@@ -5,6 +5,10 @@ var bulletPool:Array = []
# crate stuff
var cratePool:Array = []
@onready var box_trap_target: Node2D = $"../BoxTrapTarget"
@onready var coins: Node = $"../coins"
@onready var enemies: Node = $"../enemies"
@onready var player: CharacterBody2D = $"../CharacterBody2D"
@onready var timer: Timer = $Timer
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@@ -13,6 +17,17 @@ func _ready() -> void:
if obj.is_in_group("pushables"):
cratePool.push_back(obj)
print("Total crates on screen : "+str(cratePool.size() ) )
for n in coins.get_children():
#hook up the coinCollected signal
print("coin found")
n.coinCollected.connect(GameController.coinCollected)
# Enemy routine
for n in enemies.get_children():
if n is Enemy:
#wire up the signal
n.playerDamage.connect(GameController.playerDamage)
#GameController signals
GameController.playerDeath.connect(killPlayer)
func boxTrap():
print("Trigger a box trap!")
@@ -47,3 +62,13 @@ func crateFactory():
var myCrate = crate.instantiate()
myCrate.add_to_group("pushables")
return myCrate
func killPlayer():
print("kill the player now")
player.killPlayer()
timer.start(3)
func resetWorld():
GameController.resetPlayer()
get_tree().reload_current_scene()