final week 6 working death, damage, punch, enemy death

This commit is contained in:
OddlyTimbot committed 2024-10-07 20:36:58 -04:00
1 parent a6fc6acc12
commit e50ead9360
13 files changed
+334 -23

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@@ -4,6 +4,8 @@ var coinsCollected:int = 0
var player:Resource
signal playerDeath
signal coinsUpdate(amt)
signal playerHealth(currentHealth)
func _ready() -> void:
print("Game controller is ready")
@@ -13,6 +15,7 @@ func _ready() -> void:
func coinCollected():
coinsCollected +=1
print("Game Controller Coin Collected : "+str(coinsCollected))
coinsUpdate.emit(coinsCollected)
func resetPlayer():
player.health = player.max_health
@@ -21,6 +24,7 @@ func playerDamage():
#one can not kill what is dead....
if player.health >0:
player.health -= 20
playerHealth.emit(player.health)
#is the player dead?
if player.health <= 0:
#kill him
+55 -13
View File
@@ -7,10 +7,15 @@ const PUSH_FORCE = 700
var faceLeft = false
var living = true
var animPlaying="jump"
signal playerDead
# can i push right or left
var pushLeftEnabled = false
var pushRightEnabled = false
var punchLeftEnabled = false
var punchRightEnabled = false
@onready var right_ray: RayCast2D = $RightRay
@onready var left_ray: RayCast2D = $LeftRay
@onready var marker_right: Node2D = $MarkerRight
@@ -18,6 +23,7 @@ var pushRightEnabled = false
@onready var playerSprite: AnimatedSprite2D = $AnimatedSprite2D
var pushTarget
var punchTarget:Enemy
var bullet = preload("res://scenes/bullet.tscn")
@@ -26,10 +32,15 @@ func killPlayer():
if living:
living = false
#play death animation
playerSprite.play("death")
animPlaying="death"
playerSprite.play(animPlaying)
func hurtPlayer(currentHealth):
print("current health is : "+str(currentHealth))
animPlaying="hurt"
playerSprite.play(animPlaying)
func _physics_process(delta: float) -> void:
if living:
if living and not animPlaying=="hurt":
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
@@ -37,14 +48,23 @@ func _physics_process(delta: float) -> void:
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
if Input.is_action_just_pressed("Shove") && pushLeftEnabled && faceLeft:
pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 1.5)
pushLeftEnabled = false
if Input.is_action_just_pressed("Shove"):
animPlaying="punch"
playerSprite.play(animPlaying)
if punchLeftEnabled && faceLeft:
punchTarget.queue_free()
punchLeftEnabled = false
if punchRightEnabled && not faceLeft:
punchTarget.queue_free()
punchRightEnabled = false
if Input.is_action_just_pressed("Shove") && pushRightEnabled && not faceLeft:
pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 1.5)
pushRightEnabled=false
if pushLeftEnabled && faceLeft:
pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 1.5)
pushLeftEnabled = false
if pushRightEnabled && not faceLeft:
pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 1.5)
pushRightEnabled=false
if Input.is_action_just_pressed("shoot"):
if faceLeft:
@@ -71,10 +91,11 @@ func _physics_process(delta: float) -> void:
velocity.x = move_toward(velocity.x, 0, SPEED)
if is_on_floor():
if direction == 0:
playerSprite.play("idle")
else:
playerSprite.play("run")
if not animPlaying == "punch":
if direction == 0:
playerSprite.play("idle")
else:
playerSprite.play("run")
else:
playerSprite.play("jump")
@@ -90,9 +111,14 @@ func _physics_process(delta: float) -> void:
if collider.is_in_group("pushables"):
pushLeftEnabled = true
pushTarget = collider
if collider is Enemy:
print("I can punch on left")
punchTarget = collider
punchLeftEnabled = true
else:
#do something else
pushLeftEnabled = false
punchLeftEnabled = false
if right_ray.is_colliding():
var collider = right_ray.get_collider()
@@ -100,5 +126,21 @@ func _physics_process(delta: float) -> void:
if collider.is_in_group("pushables"):
pushRightEnabled = true
pushTarget = collider
if collider is Enemy:
print("I can punch on the right")
punchTarget = collider
punchRightEnabled = true
else:
pushRightEnabled = false
punchRightEnabled = false
func _on_animation_finished() -> void:
print("animation finished "+animPlaying)
if animPlaying=="hurt":
animPlaying="idle"
if animPlaying=="death":
#send a signal
playerDead.emit()
if animPlaying=="punch":
animPlaying="idle"
+10 -3
View File
@@ -9,6 +9,7 @@ var cratePool:Array = []
@onready var enemies: Node = $"../enemies"
@onready var player: CharacterBody2D = $"../CharacterBody2D"
@onready var timer: Timer = $Timer
@onready var ui: Control = $"../CanvasLayer/Control"
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@@ -28,6 +29,11 @@ func _ready() -> void:
n.playerDamage.connect(GameController.playerDamage)
#GameController signals
GameController.playerDeath.connect(killPlayer)
GameController.coinsUpdate.connect(ui.coinsUpdate)
GameController.playerHealth.connect(ui.healthUpdate)
GameController.playerHealth.connect(player.hurtPlayer)
#Player signals
player.playerDead.connect(playerDead)
func boxTrap():
print("Trigger a box trap!")
@@ -66,11 +72,12 @@ func crateFactory():
func killPlayer():
# tell player to die - starts death animation
player.killPlayer()
if timer.is_stopped():
timer.start(4)
func resetWorld():
print("screne manager resetting world")
GameController.resetPlayer()
get_tree().reload_current_scene()
func playerDead():
if timer.is_stopped():
timer.start(1)
+10
View File
@@ -0,0 +1,10 @@
extends Control
@onready var health: Label = $VBoxContainer/HBoxContainer/MarginContainer/Health
@onready var coins: Label = $VBoxContainer/HBoxContainer/MarginContainer2/Coins
func healthUpdate(amt):
health.text = "Health : "+str(amt)
func coinsUpdate(amt):
coins.text = "Coins : "+str(amt)