final week 6 working death, damage, punch, enemy death
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@@ -4,6 +4,8 @@ var coinsCollected:int = 0
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var player:Resource
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signal playerDeath
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signal coinsUpdate(amt)
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signal playerHealth(currentHealth)
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func _ready() -> void:
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print("Game controller is ready")
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@@ -13,6 +15,7 @@ func _ready() -> void:
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func coinCollected():
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coinsCollected +=1
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print("Game Controller Coin Collected : "+str(coinsCollected))
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coinsUpdate.emit(coinsCollected)
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func resetPlayer():
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player.health = player.max_health
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@@ -21,6 +24,7 @@ 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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playerHealth.emit(player.health)
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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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@@ -7,10 +7,15 @@ const PUSH_FORCE = 700
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var faceLeft = false
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var living = true
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var animPlaying="jump"
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signal playerDead
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# can i push right or left
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var pushLeftEnabled = false
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var pushRightEnabled = false
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var punchLeftEnabled = false
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var punchRightEnabled = false
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@onready var right_ray: RayCast2D = $RightRay
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@onready var left_ray: RayCast2D = $LeftRay
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@onready var marker_right: Node2D = $MarkerRight
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@@ -18,6 +23,7 @@ var pushRightEnabled = false
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@onready var playerSprite: AnimatedSprite2D = $AnimatedSprite2D
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var pushTarget
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var punchTarget:Enemy
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var bullet = preload("res://scenes/bullet.tscn")
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@@ -26,10 +32,15 @@ func killPlayer():
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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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animPlaying="death"
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playerSprite.play(animPlaying)
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func hurtPlayer(currentHealth):
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print("current health is : "+str(currentHealth))
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animPlaying="hurt"
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playerSprite.play(animPlaying)
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func _physics_process(delta: float) -> void:
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if living:
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if living and not animPlaying=="hurt":
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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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@@ -37,14 +48,23 @@ func _physics_process(delta: float) -> void:
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# Handle jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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if Input.is_action_just_pressed("Shove") && pushLeftEnabled && faceLeft:
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pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 1.5)
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pushLeftEnabled = false
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if Input.is_action_just_pressed("Shove"):
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animPlaying="punch"
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playerSprite.play(animPlaying)
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if punchLeftEnabled && faceLeft:
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punchTarget.queue_free()
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punchLeftEnabled = false
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if punchRightEnabled && not faceLeft:
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punchTarget.queue_free()
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punchRightEnabled = false
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if Input.is_action_just_pressed("Shove") && pushRightEnabled && not faceLeft:
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pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 1.5)
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pushRightEnabled=false
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if pushLeftEnabled && faceLeft:
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pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 1.5)
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pushLeftEnabled = false
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if pushRightEnabled && not faceLeft:
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pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 1.5)
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pushRightEnabled=false
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if Input.is_action_just_pressed("shoot"):
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if faceLeft:
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@@ -71,10 +91,11 @@ func _physics_process(delta: float) -> void:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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if is_on_floor():
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if direction == 0:
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playerSprite.play("idle")
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else:
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playerSprite.play("run")
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if not animPlaying == "punch":
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if direction == 0:
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playerSprite.play("idle")
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else:
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playerSprite.play("run")
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else:
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playerSprite.play("jump")
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@@ -90,9 +111,14 @@ func _physics_process(delta: float) -> void:
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if collider.is_in_group("pushables"):
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pushLeftEnabled = true
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pushTarget = collider
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if collider is Enemy:
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print("I can punch on left")
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punchTarget = collider
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punchLeftEnabled = true
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else:
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#do something else
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pushLeftEnabled = false
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punchLeftEnabled = false
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if right_ray.is_colliding():
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var collider = right_ray.get_collider()
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@@ -100,5 +126,21 @@ func _physics_process(delta: float) -> void:
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if collider.is_in_group("pushables"):
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pushRightEnabled = true
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pushTarget = collider
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if collider is Enemy:
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print("I can punch on the right")
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punchTarget = collider
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punchRightEnabled = true
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else:
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pushRightEnabled = false
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punchRightEnabled = false
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func _on_animation_finished() -> void:
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print("animation finished "+animPlaying)
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if animPlaying=="hurt":
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animPlaying="idle"
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if animPlaying=="death":
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#send a signal
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playerDead.emit()
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if animPlaying=="punch":
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animPlaying="idle"
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@@ -9,6 +9,7 @@ var cratePool:Array = []
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@onready var enemies: Node = $"../enemies"
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@onready var player: CharacterBody2D = $"../CharacterBody2D"
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@onready var timer: Timer = $Timer
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@onready var ui: Control = $"../CanvasLayer/Control"
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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@@ -28,6 +29,11 @@ func _ready() -> void:
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n.playerDamage.connect(GameController.playerDamage)
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#GameController signals
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GameController.playerDeath.connect(killPlayer)
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GameController.coinsUpdate.connect(ui.coinsUpdate)
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GameController.playerHealth.connect(ui.healthUpdate)
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GameController.playerHealth.connect(player.hurtPlayer)
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#Player signals
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player.playerDead.connect(playerDead)
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func boxTrap():
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print("Trigger a box trap!")
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@@ -66,11 +72,12 @@ func crateFactory():
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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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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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func playerDead():
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if timer.is_stopped():
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timer.start(1)
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@@ -0,0 +1,10 @@
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extends Control
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@onready var health: Label = $VBoxContainer/HBoxContainer/MarginContainer/Health
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@onready var coins: Label = $VBoxContainer/HBoxContainer/MarginContainer2/Coins
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func healthUpdate(amt):
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health.text = "Health : "+str(amt)
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func coinsUpdate(amt):
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coins.text = "Coins : "+str(amt)
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