level changing, autoloads, coins, player damage, characterstats

This commit is contained in:
OddlyTimbot committed 2025-03-24 21:02:52 -04:00
1 parent aa59f58e74
commit 31d586b386
21 files changed
+1061 -84

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+7
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@@ -0,0 +1,7 @@
class_name Coin extends Area2D
signal coinCollectedSignal(body, coin)
func _on_body_entered(body: Node2D) -> void:
print("Coin collision")
coinCollectedSignal.emit(body, self)
+65 -6
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@@ -3,12 +3,43 @@ class_name GameController extends Node2D
# Game Data
var totalCrates = 4
var cratesDestroyed = 0
var coinsCollected =0
var totalCoinsAvailable = 0
var enemies = 0
signal destroySignal(body)
signal levelCompleteSignal(level)
signal playerHurtSignal(healthRemaining)
#level info
var timer:= Timer.new()
var levels = ["res://scenes/game.tscn","res://scenes/level2.tscn","res://scenes/level3.tscn"]
var timers = [20,15,25]
var currentLevel = 0
var countdown=0
var player:Resource
var slime:Resource
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
player = load("res://scripts/res/playerStats.tres")
slime = load("res://scripts/res/slimeStats.tres")
countdown = timers[currentLevel]
add_child(timer)
timer.wait_time = 1
timer.one_shot = false
timer.connect("timeout", secondCounter)
timer.start()
func reset():
countdown = timers[currentLevel]
func secondCounter():
countdown -=1
if countdown <=0:
print("YOU LOSE")
levelCompleteSignal.emit(levels[currentLevel])
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
@@ -20,7 +51,7 @@ func _on_trigger_area_trigger(effect, body) -> void:
"destroy":
#write code to destroy
if body is Crate:
%SceneManager.destroy(body)
destroySignal.emit(body)
cratesDestroyed +=1
"powerup":
if body is Player:
@@ -30,10 +61,38 @@ func bulletHit(body):
print("Gamecontroller knows bullet hit")
if body is Crate:
print("You hit a crate")
cratesDestroyed +=1
%SceneManager.destroy(body)
totalCrates -=1
destroySignal.emit(body)
print("Crates Remaining :: "+str(totalCrates - cratesDestroyed))
if totalCrates <=0:
print("You won!!!")
currentLevel +=1
if currentLevel >= levels.size():
currentLevel = 0
levelCompleteSignal.emit(levels[currentLevel])
func numberOfCrates(value):
totalCrates = value
print("Game Controller knows crates "+str(totalCrates) )
func numberOfCoins(value):
totalCoinsAvailable = value
func coinCollected(body, coin):
print("GC knows coin collected")
if body is Player:
#increase coins collected count
coinsCollected +=1
destroySignal.emit(coin)
func playerDamage(body, badguy):
if body is Player:
print("GC knows player taking damage")
print("Player health "+str(player.health)+" takes damage "+str(slime.meleeDamage))
player.health -= slime.meleeDamage
if player.health > 0:
playerHurtSignal.emit(player.health)
else:
print("kill em")
func numberOfBadguys(value):
enemies = value
+79 -66
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@@ -17,77 +17,90 @@ var isJumping = false
@onready var right_target: Node2D = $rightTarget
@onready var left_target: Node2D = $leftTarget
var animPlaying = "idle"
var living = true
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
else:
isJumping = false
if living and not animPlaying == "hurt":
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
else:
isJumping = false
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
isJumping = true
playerGraphic.play("jump")
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
isJumping = true
playerGraphic.play("jump")
# 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("left", "right")
if Input.is_action_just_pressed("shove") && pushRightEnabled && faceLeft == false:
pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE)
pushRightEnabled = false
if Input.is_action_just_pressed("shove") && pushLeftEnabled && faceLeft == true:
pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE)
pushLeftEnabled = false
# shoot attack
if Input.is_action_just_pressed("shoot"):
if faceLeft == false:
%SceneManager.makeBullet(right_target.global_transform, 700)
if faceLeft == true:
%SceneManager.makeBullet(left_target.global_transform, -700)
# 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("left", "right")
if Input.is_action_just_pressed("shove") && pushRightEnabled && faceLeft == false:
pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE)
pushRightEnabled = false
if Input.is_action_just_pressed("shove") && pushLeftEnabled && faceLeft == true:
pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE)
pushLeftEnabled = false
# shoot attack
if Input.is_action_just_pressed("shoot"):
if faceLeft == false:
%SceneManager.makeBullet(right_target.global_transform, 700)
if faceLeft == true:
%SceneManager.makeBullet(left_target.global_transform, -700)
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
if direction:
if not isJumping:
playerGraphic.play("run")
if direction ==0:
if not isJumping:
playerGraphic.play("idle")
if direction <0:
faceLeft = true
playerGraphic.flip_h = true
if direction >0:
faceLeft = false
playerGraphic.flip_h = false
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
if direction:
if not isJumping:
playerGraphic.play("run")
if direction ==0:
if not isJumping:
playerGraphic.play("idle")
if direction <0:
faceLeft = true
playerGraphic.flip_h = true
if direction >0:
faceLeft = false
playerGraphic.flip_h = false
move_and_slide()
if right_cast.is_colliding():
print("something on my right")
var collider = right_cast.get_collider()
if collider is Node:
if collider is RigidBody2D:
print("shove this crate")
#record that we can shove right
pushRightEnabled = true
#record what object to shove
pushTarget = collider
if left_cast.is_colliding():
var collider = left_cast.get_collider()
if collider is Node:
if collider is RigidBody2D:
pushLeftEnabled = true
pushTarget = collider
move_and_slide()
if right_cast.is_colliding():
print("something on my right")
var collider = right_cast.get_collider()
if collider is Node:
if collider is RigidBody2D:
print("shove this crate")
#record that we can shove right
pushRightEnabled = true
#record what object to shove
pushTarget = collider
if left_cast.is_colliding():
var collider = left_cast.get_collider()
if collider is Node:
if collider is RigidBody2D:
pushLeftEnabled = true
pushTarget = collider
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() * 50)
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() * 50)
func hurtPlayer(health):
print("Player takes damage, health remaining:: "+str(health))
animPlaying = "hurt"
playerGraphic.play(animPlaying)
func _on_animation_finished() -> void:
if animPlaying=="hurt":
animPlaying=="idle"
@@ -0,0 +1,8 @@
class_name CharacterStats extends Resource
@export var max_health:int = 100
@export var starting_health:int = 100
@export var health:int = 100
@export var meleeDamage:int = 10
@export var rangeDamage:int = 8
@@ -0,0 +1,11 @@
[gd_resource type="Resource" script_class="CharacterStats" load_steps=2 format=3 uid="uid://bhxl0nmjr16wm"]
[ext_resource type="Script" path="res://scripts/res/characterStats.gd" id="1_dc0h5"]
[resource]
script = ExtResource("1_dc0h5")
max_health = 110
starting_health = 110
health = 110
meleeDamage = 15
rangeDamage = 6
@@ -0,0 +1,11 @@
[gd_resource type="Resource" script_class="CharacterStats" load_steps=2 format=3 uid="uid://bmwctbkvbp0en"]
[ext_resource type="Script" path="res://scripts/res/characterStats.gd" id="1_ev6pb"]
[resource]
script = ExtResource("1_ev6pb")
max_health = 50
starting_health = 50
health = 50
meleeDamage = 30
rangeDamage = 0
+34 -4
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@@ -1,7 +1,10 @@
extends Node
@onready var gameController: GameController = $".."
@onready var crates: Node2D = $"../crates"
@onready var triggers: Node2D = $"../triggers"
@onready var coins: Node2D = $"../coins"
@onready var badguys: Node2D = $"../badguys"
@onready var player: Player = $"../CharacterBody2D"
var bulletsFiredTotal = 0
var bulletsMadeTotal = 0
@@ -33,7 +36,7 @@ func makeBullet(position, speed):
func bulletHit(bullet, body):
print("Tell the game controller a bullet hit something")
gameController.bulletHit(body)
Gamecontroller.bulletHit(body)
bullet.setSpeed(0)
bullet.position = Vector2(-100,-100)
@@ -46,13 +49,40 @@ func buildLevel():
for obj in crates.get_children():
if obj is Crate:
totalCrates +=1
gameController.numberOfCrates(totalCrates)
Gamecontroller.numberOfCrates(totalCrates)
#how many coins?
var totalCoins = 0
if coins:
for obj in coins.get_children():
if obj is Coin:
totalCoins +=1
obj.coinCollectedSignal.connect(Gamecontroller.coinCollected)
Gamecontroller.numberOfCoins(totalCoins)
#how many badguys?
var totalBadguys = 0
if badguys:
for obj in badguys.get_children():
if obj is Slime:
totalBadguys +=1
obj.playerDamageSignal.connect(Gamecontroller.playerDamage)
Gamecontroller.numberOfBadguys(totalBadguys)
#wire up the triggers
for obj in triggers.get_children():
if obj is Trigger:
# wire up to GC
obj.areaTrigger.connect(gameController._on_trigger_area_trigger)
obj.areaTrigger.connect(Gamecontroller._on_trigger_area_trigger)
#listen to gamnecontroller
Gamecontroller.destroySignal.connect(destroy)
Gamecontroller.levelCompleteSignal.connect(loadLevel)
Gamecontroller.playerHurtSignal.connect(playerHurt)
func loadLevel(level):
get_tree().change_scene_to_file(level)
func _ready() -> void:
buildLevel()
Gamecontroller.reset()
func playerHurt(health):
player.hurtPlayer(health)
+7
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@@ -0,0 +1,7 @@
class_name Slime extends Area2D
signal playerDamageSignal
func _on_body_entered(body: Node2D) -> void:
print("Bad guy contact")
playerDamageSignal.emit(body, self)