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4 changed files with 82 additions and 157 deletions

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@ -1,77 +1 @@
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.
Please update with readme

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@ -18,11 +18,10 @@ func resetPlayer():
player.health = player.max_health
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()
player.health -= 20
print("Player health is : "+str(player.health) )
#is the player dead?
if player.health <= 0:
#kill him
playerDeath.emit()

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

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