working player death animation

This commit is contained in:
OddlyTimbot 2024-10-01 19:56:32 -04:00
parent 5bd5a35d88
commit 723d677a81
3 changed files with 80 additions and 81 deletions

View File

@ -18,8 +18,9 @@ func resetPlayer():
player.health = player.max_health player.health = player.max_health
func playerDamage(): func playerDamage():
player.health -= 20 if player.health >0:
print("Player health is : "+str(player.health) ) player.health -= 20
#is the player dead? #is the player dead?
if player.health <= 0: if player.health <= 0:
#kill him #kill him

View File

@ -6,6 +6,8 @@ const JUMP_VELOCITY = -400.0
const PUSH_FORCE = 700 const PUSH_FORCE = 700
var faceLeft = false var faceLeft = false
var living = true
# can i push right or left # can i push right or left
var pushLeftEnabled = false var pushLeftEnabled = false
var pushRightEnabled = false var pushRightEnabled = false
@ -21,87 +23,82 @@ var bullet = preload("res://scenes/bullet.tscn")
func killPlayer(): func killPlayer():
print("kill the player") print("kill the player")
#play death animation if living:
playerSprite.play("death") living = false
#play death animation
playerSprite.play("death")
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
# Add the gravity. if living:
if not is_on_floor(): # Add the gravity.
velocity += get_gravity() * delta if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump. # Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor(): if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY velocity.y = JUMP_VELOCITY
if Input.is_action_just_pressed("Shove") && pushLeftEnabled && faceLeft: if Input.is_action_just_pressed("Shove") && pushLeftEnabled && faceLeft:
print("shove a box on the left") pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 1.5)
pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 1.5) pushLeftEnabled = false
pushLeftEnabled = false
if Input.is_action_just_pressed("Shove") && pushRightEnabled && not faceLeft: if Input.is_action_just_pressed("Shove") && pushRightEnabled && not faceLeft:
print("shove a box on the right") pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 1.5)
pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 1.5) pushRightEnabled=false
pushRightEnabled=false
if Input.is_action_just_pressed("shoot"): if Input.is_action_just_pressed("shoot"):
if faceLeft:
# mybullet.setSpeed(-700)
#mybullet.transform = marker_left.global_transform
%SceneManager.placeBullet(-700, marker_left.global_transform)
else:
#mybullet.transform = marker_right.global_transform
%SceneManager.placeBullet(700, marker_right.global_transform)
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var direction := Input.get_axis("ui_left", "ui_right")
if direction <0:
faceLeft = true
playerSprite.flip_h = true
if direction >0:
faceLeft = false
playerSprite.flip_h = false
if direction:
if faceLeft: velocity.x = direction * SPEED
print("shoot left")
# mybullet.setSpeed(-700)
#mybullet.transform = marker_left.global_transform
%SceneManager.placeBullet(-700, marker_left.global_transform)
else: else:
print("shoot right") velocity.x = move_toward(velocity.x, 0, SPEED)
#mybullet.transform = marker_right.global_transform
%SceneManager.placeBullet(700, marker_right.global_transform)
# Get the input direction and handle the movement/deceleration. if is_on_floor():
# As good practice, you should replace UI actions with custom gameplay actions. if direction == 0:
var direction := Input.get_axis("ui_left", "ui_right") playerSprite.play("idle")
if direction <0: else:
faceLeft = true playerSprite.play("run")
playerSprite.flip_h = true
if direction >0:
faceLeft = false
playerSprite.flip_h = false
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
if is_on_floor():
if direction == 0:
playerSprite.play("idle")
else: else:
playerSprite.play("run") playerSprite.play("jump")
else:
playerSprite.play("jump")
move_and_slide() move_and_slide()
for i in get_slide_collision_count(): for i in get_slide_collision_count():
var c = get_slide_collision(i) var c = get_slide_collision(i)
if c.get_collider() is RigidBody2D: if c.get_collider() is RigidBody2D:
c.get_collider().apply_central_impulse(-c.get_normal()* 100) c.get_collider().apply_central_impulse(-c.get_normal()* 100)
if left_ray.is_colliding(): if left_ray.is_colliding():
print("left ray collision") var collider = left_ray.get_collider()
var collider = left_ray.get_collider() if collider is Node:
if collider is Node: if collider.is_in_group("pushables"):
if collider.is_in_group("pushables"): pushLeftEnabled = true
pushLeftEnabled = true pushTarget = collider
pushTarget = collider else:
else: #do something else
#do something else pushLeftEnabled = false
pushLeftEnabled = false
if right_ray.is_colliding(): if right_ray.is_colliding():
print("right ray collision") var collider = right_ray.get_collider()
var collider = right_ray.get_collider() if collider is Node:
if collider is Node: if collider.is_in_group("pushables"):
if collider.is_in_group("pushables"): pushRightEnabled = true
pushRightEnabled = true pushTarget = collider
pushTarget = collider else:
else: pushRightEnabled = false
pushRightEnabled = false

View File

@ -66,7 +66,8 @@ func crateFactory():
func killPlayer(): func killPlayer():
print("kill the player now") print("kill the player now")
player.killPlayer() player.killPlayer()
timer.start(3) if timer.is_stopped():
timer.start(4)
func resetWorld(): func resetWorld():