instructions for player death
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README.md
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README.md
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Please update with readme
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Week 5 Challenge - Player Death Animation
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First, we need to make a slight update to the logic in the game controller.
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## Game Controller
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This change ensures that our signal to kill the player can ONLY happen once, by checking that the health is above zero before issuing the signal.
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```
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func playerDamage():
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#one can not kill what is dead....
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if player.health >0:
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player.health -= 20
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#is the player dead?
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if player.health <= 0:
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#kill him
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playerDeath.emit()
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```
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## Scene Manager
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In the scene_manager, we have created a connection that listens for the game controller issuing the player death command:
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`GameController.playerDeath.connect(killPlayer)`
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We must change the `killPlayer` function. It will tell the player to die, but will then start a timer rather than immediatly reloading the scene.
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```
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func killPlayer():
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# tell player to die - starts death animation
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player.killPlayer()
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if timer.is_stopped():
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timer.start(4)
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```
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Notice that we only start the timer *if it is not already running*. Otherwise if the scene_manager happens to hear more `playerDeath` signals from the GameController, it will keep restarting the timer.
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The `resetWorld` function is connected to the `timeout` event of the timer. It looks like this:
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```
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func resetWorld():
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print("screne manager resetting world")
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GameController.resetPlayer()
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get_tree().reload_current_scene()
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```
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## Player
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Lastly, the player code needs to ensure that the user can not do anything when their death animation is playing.
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A simple way to do this is to create a boolean that simply keeps track of whether they are alive or not.
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`var living = true`
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We can then update the `killPlayer` function to check if the player is currently living and update the variable before calling the death animation.
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```
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func killPlayer():
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print("kill the player")
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if living:
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living = false
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#play death animation
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playerSprite.play("death")
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```
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With the `living` variable set to false, we simply check the variable before doing *anything* in the `_physics_process` function.
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```
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func _physics_process(delta: float) -> void:
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if living:
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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.......and so forth....
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```
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When the timer ends and the scene reloads, all of these variables will be reset and the loop begins again.
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player.health = player.max_health
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func playerDamage():
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#one can not kill what is dead....
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if player.health >0:
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player.health -= 20
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#is the player dead?
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if player.health <= 0:
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#kill him
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