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Author SHA1 Message Date
a6fc6acc12 scene manager update 2024-10-07 13:52:03 -04:00
7f4bc01dbe instructions for player death 2024-10-01 20:16:45 -04:00
723d677a81 working player death animation 2024-10-01 19:56:32 -04:00
4 changed files with 162 additions and 87 deletions

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@ -1 +1,77 @@
Please update with readme Week 5 Challenge - Player Death Animation
First, we need to make a slight update to the logic in the game controller.
## Game Controller
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.
```
func playerDamage():
#one can not kill what is dead....
if player.health >0:
player.health -= 20
#is the player dead?
if player.health <= 0:
#kill him
playerDeath.emit()
```
## Scene Manager
In the scene_manager, we have created a connection that listens for the game controller issuing the player death command:
`GameController.playerDeath.connect(killPlayer)`
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.
```
func killPlayer():
# tell player to die - starts death animation
player.killPlayer()
if timer.is_stopped():
timer.start(4)
```
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.
The `resetWorld` function is connected to the `timeout` event of the timer. It looks like this:
```
func resetWorld():
print("screne manager resetting world")
GameController.resetPlayer()
get_tree().reload_current_scene()
```
## Player
Lastly, the player code needs to ensure that the user can not do anything when their death animation is playing.
A simple way to do this is to create a boolean that simply keeps track of whether they are alive or not.
`var living = true`
We can then update the `killPlayer` function to check if the player is currently living and update the variable before calling the death animation.
```
func killPlayer():
print("kill the player")
if living:
living = false
#play death animation
playerSprite.play("death")
```
With the `living` variable set to false, we simply check the variable before doing *anything* in the `_physics_process` function.
```
func _physics_process(delta: float) -> void:
if living:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
.......and so forth....
```
When the timer ends and the scene reloads, all of these variables will be reset and the loop begins again.

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@ -18,10 +18,11 @@ func resetPlayer():
player.health = player.max_health player.health = player.max_health
func playerDamage(): func playerDamage():
player.health -= 20 #one can not kill what is dead....
print("Player health is : "+str(player.health) ) if player.health >0:
#is the player dead? player.health -= 20
if player.health <= 0: #is the player dead?
#kill him if player.health <= 0:
playerDeath.emit() #kill him
playerDeath.emit()

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@ -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

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@ -64,9 +64,10 @@ func crateFactory():
return myCrate return myCrate
func killPlayer(): func killPlayer():
print("kill the player now") # tell player to die - starts death animation
player.killPlayer() player.killPlayer()
timer.start(3) if timer.is_stopped():
timer.start(4)
func resetWorld(): func resetWorld():